Hello again, Mowsies. All day I’ve thought about this, adding some new npc races and some cool structures.Whilst traversing minecraftia, you may have come across some sort of abandoned mine shaft, where you may wonder things such as, “who built these railways?”, “why were they abandoned?”, and “what if I shoved a pickle down my pants and just, y’know, let it water.”.....Okay maybe not that last one, but it still makes you wonder, so let’s see the race that created these mines, and the dangers that forced them to abandon it. So let’s get started.(btw I have many ideas i will spread across 3 comments, this one is all the mobs except for the boss and elders, those will fit in to 3 which is about the quest and lore of these new mobs
NEW MOBS!
Okay,let’s start with the new race of passive npc’s that dwell beneath the surface of the earth,in large citadels, or lonely lantern and lava lit caverns(holy alliteration batman!) these proud,strong willed,germanic-ish, and furry individuals are the masters of the earth and fire, I refer to the MOLGMüN! (pronounced as, MOLE-GAH-MOORN , mole,molten,magma,man, moorne)
These large creature are a slab taller then the player height, they are mole humanoids with dwarf length beards.they have either a long snout with a tip and ball nose at the end, or a star nosed/pig style nose. They are usually egg shaped with fat bellys and a king kong like light brown colored bare abs and belly, they have grizzly bear ears on their head,long whiskers, and pig like curled tails. This creature will randomly spout dialogue out into the text bar from a list(I have some ideas on some lines, but you can come up with the majority). Their eyes are very small red dots that are usually covered in shadows and have villager like different forms(blacksmith,regular villager,child,etc).They all have the same kind of idles like:
Looking up and scratching his chin like they’re thinking about something
Twiddling their thumbs like claws
Looking from side to side
Twitching their nose and whiskers
Scratching themselves
Most of them spawn in one of many structures. Except for the trader and the blacksmith, unlike regular molgmün villagers who you can not trade with, this guy you can trade with. He usually has a large backpack with a blanket tied to the top, and a long pole with a hook at the end with a lantern on it that lights up his general vicinity two times the light amount of a torch that actually follows him around.They can commonly be found wandering caves,or in the structure .the trades are kind of based around that these people rarely go to the surface and so have little wood, but lots of ore
WARNING! THESE TRADE HAVE SOME MINOR SPOILERS FOR A FEW OF THE NEW ITEMS! (although, i do not know why you would just look at the mobs and not the items, it’s not like I show the recipes here? Whatever,you do you! )
Blacksmiths are kitted out with big hammers, goggles, strong armor, and massive strength from working in the forge all day.
BLACKSMITH:
2 molgmün coins = chain helm
5 molgmün coins = chain chestplate
4 molgmün coins = chain leggings
2 molgmün coins = chain boots
4 molgmün coins = iron helm
10 molgmün coins = iron chestplate
8 molgmün coins = iron leggings
4 molgmün coins = iron boots
8 molgmün coins = molgmün helm
20 molgmün coins = molgmün chestplate
16 molgmün coins = molgmün leggings
8 molgmün coins = molgmün boots
6 molgmün coins = iron sword ( sharpness 1 or knock back 1)
12 molgmün coins = iron sword (fire aspect 1 or knockback 2)
24 molgmün coins = diamond sword (rare trade)
5 molgmün coins = metal claws
10 molgmün coins = magma claws
Even the standard un-trading villagers can occasionally say dialogue that have tips like “hey did you know if you put tnt in a minecart you can rig it to blow up? Us molgmün have been doing this for generations Aye!” or something like that
I will talk more about the three elders in the story section.
DROPS: N/A
In the lava that pours through the dark caverns live small, snails that feed of the heat of lava, but the creature that feeds on them is the neutral, tameableFEROSCHEWT : (foo-raw-ch--oot) (feu-french for fire frosch- german for frog,newt) this amphibian fire dweller is inspired by the greek idea that a salamander is immune and feeds of fire, except his design is a mix of crocodile, gecko, and fish tail. It has bumpy,stone like scales and orange and red lava skin, webbed feet,and a dimetrodon/spinosaurus like back fin, and can vertically crawl up walls in a gecko like way. He has triangle pupils, a fish tail, and after aggroing it, it reveals it has a frog like long, sticky tongue he attacks with like a whip and can shoot blaze fireballs out his tail, he. He can be tamed with slag snails and will have a dyeable color(like a dog). When someone attacks you, he licks and shoots fireballs at you.
But will also, after being tamed, be able to be rid around without being hit off(you could fall in lava otherwise, when riding him you can
Be immune to lava
Shoot fireballs with f
Climb up 2 or more block tall walls when touching them
But… less health than a horse
And cannot jump, but can run
Drops: 80% feroschewt scale 50% magma cream 40% slag snail
In the darkness of the abandoned mines, these creatures continuously work they have no soul and only two commands...mine ores, and destroy intruders, this is the BERUGARR: (brr-ooo-gar) (bergmann-german for miner, Draugr) These creatures were originally robotic, but with fleshy hearts that could fuel it forever, but at some point rotten flesh mutated in blotches on the rusted mining android metals.They’ve got item sprites for eyes ( like the coal sprite on the regular) and come in two forms
Corrupted Bruugar: these guys are the basic bad guy and look like rusty robots with zombie like blotches infesting some cracks, they have an exposed ribcage with what looks like cogs in the background and some sort of wooden plank in front of it. So you would have to hit the wood with an axe or your fist like regular wood. They will mine or dig any block in front of them( as does molgmün traders)
Bombadier Bruugar: these are smaller creatures with goggles and a beard. They have a tnt minecart on his back. They look like they would act like a creeper. But when it would have exploded, the minecart falls away and he boosts off with a rocket on his back and kill themselves while setting you on fire.they’ve got redstone dust eyes.
*insert intro here since i'm too lazy to make one*
Concept: Poison, Death, The Plague Name: Breath of Death (i will call it BOD in this suggestion since i'm too lazy to type it all out) What it does: BOD would spawn in the swamp biome very rarely, and when the player is in its view (which would be about 50 or so blocks) would actively try to chase them down. once you have been caught by BOD, he will disappear and give you some sort of secret debuff that would slowly kill you in a special way. after BOD has give you this special debuff, nothing would happen to you for about 1-2 in game days for the effects to begin. the first effect would be the player randomly taking little to no damage and rarely making coughing noises. the second effect, which would begin after 1 in game day, would show you the buff that you have, called "The Plague", and would randomly give you poison. damage and coughing is also more common and the damage does more. the third in game day would make your screen edges tinted slightly green, increases monster aggro (view), allows BOD hallucinations spawn that run at you then disappear, serving no purpose other than scaring the player, and allows you to be a "Plaguebringer" that gives mobs around you the chance to get The Plague too. damage and coughing is increased the same amount as last time. the fourth and final day would kill you as you cough, wheeze, and die a painful death (damage can now, and will, kill you). you may be wondering, "well Shamos, how do you cure The Plague?". well, you need to end The Plague the way the Barakoa's did it, by killing the ones who had it using the cure! the cure, called Barako's Brew, is 1. a uncommon drop from the sun chief himself, 2. a lootable drop from dungeon chests and stuff with the same loot as dungeon chests, and 3. craftable as a potion from a brewing stand with a special mushroom found growing in caves.
To restate: Mechanic: enemy that gives you a debuff that is not noticeable until its effects begin taking place, and that begins to kill you unless you find the cure.
Design considerations:
- BOD could be some sort of green smog that hovers.
- BOD hallucinations could be black.
- The Cure and the mushrooms used in making The Cure could be very brightly colored to show that they're useful.
- The Cure could have some sort of description that says its used to cure The Plague.
- The Cure could be made similar to Rabbit Stew, using many other herbs and such.
Alternatives:
Facehugger-like creatures that jump onto your head
The Plague is spread by a facehugger-like creature that hugs onto your face and The Plague is now renamed to "Chest Pain"
when you die of "Chest Pain", a creature spawns where you died so it looks like it burst out of your chest that could grow into one of the facehugger-esque creatures
full credit for this base goes to CowsInGravy
also, i got another idea for an Orion-like enemy i might make Soon™
EDIT: also, has the Barakoa following problem been fixed?
*insert intro here since i'm too lazy to make one*
Concept: Poison, Death, The Plague Name: Breath of Death (i will call it BOD in this suggestion since i'm too lazy to type it all out) What it does: BOD would spawn in the swamp biome very rarely, and when the player is in its view (which would be about 50 or so blocks) would actively try to chase them down. once you have been caught by BOD, he will disappear and give you some sort of secret debuff that would slowly kill you in a special way. after BOD has give you this special debuff, nothing would happen to you for about 1-2 in game days for the effects to begin. the first effect would be the player randomly taking little to no damage and rarely making coughing noises. the second effect, which would begin after 1 in game day, would show you the buff that you have, called "The Plague", and would randomly give you poison. damage and coughing is also more common and the damage does more. the third in game day would make your screen edges tinted slightly green, increases monster aggro (view), allows BOD hallucinations spawn that run at you then disappear, serving no purpose other than scaring the player, and allows you to be a "Plaguebringer" that gives mobs around you the chance to get The Plague too. damage and coughing is increased the same amount as last time. the fourth and final day would kill you as you cough, wheeze, and die a painful death (damage can now, and will, kill you). you may be wondering, "well Shamos, how do you cure The Plague?". well, you need to end The Plague the way the Barakoa's did it, by killing the ones who had it using the cure! the cure, called Barako's Brew, is 1. a uncommon drop from the sun chief himself, 2. a lootable drop from dungeon chests and stuff with the same loot as dungeon chests, and 3. craftable as a potion from a brewing stand with a special mushroom found growing in caves.
To restate: Mechanic: enemy that gives you a debuff that is not noticeable until its effects begin taking place, and that begins to kill you unless you find the cure.
Design considerations:
- BOD could be some sort of green smog that hovers.
- BOD hallucinations could be black.
- The Cure and the mushrooms used in making The Cure could be very brightly colored to show that they're useful.
- The Cure could have some sort of description that says its used to cure The Plague.
- The Cure could be made similar to Rabbit Stew, using many other herbs and such.
Alternatives:
Facehugger-like creatures that jump onto your head
The Plague is spread by a facehugger-like creature that hugs onto your face and The Plague is now renamed to "Chest Pain"
when you die of "Chest Pain", a creature spawns where you died so it looks like it burst out of your chest that could grow into one of the facehugger-esque creatures
full credit for this base goes to CowsInGravy
also, i got another idea for an Orion-like enemy i might make Soon™
EDIT: also, has the Barakoa following problem been fixed?
Name:Huitzilopochtli (the name of the sun god in mexica culture)
It spawns in the jungle only when the sun is rising and despawn when the moon rise
His appearance is like an ancient mexican warrior with a sword that looks like a snake an a shield with feathers (or search Huitzilopochtli in google for references )
*Has 40 health
*When the sun is in his high point he gets a buff
*He summons lightstrikes than hurt the player
*When he dies drops his sword and if you right-click whit the sword equiped you will summon a lightstrike
Well apart from that i just wanna say keep it up man! this is a really cool mod! (sorry for my english i'm not a native speaker of english)
[net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 5/10/17 3:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at com.bobmowzie.mowziesmobs.MMEntities.init(MMEntities.java:14)
at com.bobmowzie.mowziesmobs.MowziesMobs.preInit(MowziesMobs.java:42)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.EntityFoliaath
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 38 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/MMEntityBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 40 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.MMEntityBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1500225168 bytes (1430 MB) / 2837970944 bytes (2706 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 4 total; -Xms1G -Xmx5G -XX:PermSize=3G -XX:MaxPermSize=6G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_D4 58 mods loaded, 58 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH ivtoolkit{1.2.1} [IvToolkit] (minecraft.jar)
UCH ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
UCH TooManyItems{1.7.10} [TooManyItems] (minecraft.jar)
UCH battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3-2.jar)
UCH alluwant{2.1} [All U Want] (All-U-Want 2.1.jar)
UCH armourersWorkshop{1.7.10-0.42.5} [Armourer's Workshop] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH plushieWrapper{0.0.0} [Plushie Wrapper] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH weaponmod{v1.14.3} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.7.10.jar)
UCH XaeroBetterPvP{1.6.1.2} [Better PVP Mod] (BetterPvP_1.6.1.2_Forge_1.7.10.jar)
UCH ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10.jar)
UCH Castle_Crashers_Mod{0.1 Alpha} [Castle_Crashers_Mod] (Castle_Crashers_Mod-v0.1_Alpha_Test.jar)
UCH Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCH Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5-2.jar)
UCH chisel{2.9.4.10} [Chisel] (Chisel-2.9.4.10.jar)
UCH customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d(21feb16).jar)
UCH DamageIndicatorsMod{3.2.0} [Damage Indicators] (Damage-Indicators-Mod-1.7.10.jar)
UCH PTRModelLib{1.0.0} [PTRModelLib] (Decocraft-2.3.5_1.7.10.jar)
UCH props{2.3.4} [Decocraft] (Decocraft-2.3.5_1.7.10.jar)
UCH DynamicLights{1.3.9} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCH DynamicLights_onFire{1.0.5} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCH DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCH Emotes{1.0} [Emotes] (Emotes 1.0.1.jar)
UCH ganysend{1.11.3} [Gany's End] (Ganys End-1.11.3.jar)
UCH ganysnether{1.8.1} [Gany's Nether] (Ganys Nether-1.8.1.jar)
UCH ganyssurface{1.12.8} [Gany's Surface] (Ganys Surface-1.12.8.jar)
UCH planetguyLib{1.9} [planetguyLib] (PlanetguyLib-1.9.2.jar)
UCH planetguy_Gizmos{3.8} [planetguy_Gizmos] (Gizmos-3.8.jar)
UCH guilib{1.0.7.2} [GUI Library] (GUILib-3.jar)
UCH kcweaponmod{0.1.5} [KC's Weapon Mod v0.1.5] (KCs Weapon Mod v0.1.5 (MC 1.7.10) (Weap v1.3).jar)
UCH halocraft{0.7.6} [Halocraft v0.7.6] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH killerchief_halocraft{0.7.0} [HalocraftOldIDUpdater] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH JoypadSplitscreenMod{1.7.10-0.22} [Joypad / SplitScreen Mod] (JoypadMod-1.7.10-10.13.4.1614-1.7.10-Test.jar)
UCH KoadPirates{For minecraft 1.7.10} [Koadmaster's Pirates] (koadmastersPirates-0.7.6.jar)
UCH llibrary{1.5.0} [LLibrary] (llibrary-1.5.0-1.7.10.jar)
UCH Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCH MineMenu{1.2.0} [MineMenu] (MineMenu-1.7.10-1.2.0.B44-universal.jar)
UCE mowziesmobs{Alpha v0.1} [Mowzie's Mobs] (Mowzies-Mobs-Mod-1.7.10.jar)
UCH mw{1.9.1} [Modern Warfare] (mw-1.9.1_mc1.7.10.jar)
UCH NBTEdit{1.7.2.2} [In-game NBTEdit] (NBTEdit_1.7.10.jar)
UCH plantmegapack{4.02} [Plant Mega Pack] (Plant-Mega-Pack-Mod-1.7.10.jar)
UCH TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCH Techguns{0.1.2} [Techguns] (Techguns.beta.1.2_alphatest2.jar)
UCH ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar)
UCH AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar)
UCH worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar)
UCH yegamolchattels{1.1.2} [Ye Gamol Chattels] (YeGamolChattels-1.1.2.jar)
UCH libsandstone{1.0.0} [libsandstone] (LibSandstone-1.0.0.jar)
UCH MSC2{1.2.0} [Mob Spawn Controls 2] (Forge_MSC2v1.2.0.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.37' Renderer: 'Intel Iris OpenGL Engine'
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
TConstruct Environment: Environment healthy.
Chisel: Errors like "[FML]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it.
Rollback Post to RevisionRollBack
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
I love everything about the wroughtnauts. I do think it would be awesome if there were a way to make a contract with them or something, and have them guard your castles and whatnot. Like having a special variant, like with the iron knuckles in ocarina of time, and beating that one lets you hire lesser wroughtnauts. just an idea I had.
And... the cow is back for more! This time he's gonna do some danmaku, improve on Sir Benjamin the Ninja/ Geminis.
1) Sir Benjamin
Alas, we move from game mechanic to visual and audio design. Indeed, this thoroughly affects gameplay so if I want my pitch to sound viable, I have to address this issue. (Although shouldn't the coders do some of the brainstorming work as well :3)
coldplayrocks gave an awesome suggestion on have an icon above their heads, but what I envision is a little different. If we are to follow my Ninja Way*, since the shadow is (probably) immobile, he could have a "casting spell" animation directed at Sir Benjamin. When this happens, Sir Benjamin gets an aura around him. The player thus sees Sir Benjamin being shielded by the shadow and eventually realises that attack Sir Benjamin while the aura/shield is up is futile and would try to go for the shadow. When the shadow is hit, it would have mebbe a hurt animation while the aura around Sir Benjamin disappears. This indicates to the player that it is time to strike.
*heh Naruto reference
If you wish to implement a fake wave mechanic, then as coldplayrocks has mentioned, the fake shadows could have lighter than usual alpha values to indicate to the player that this is different from the rest. Whacking the fake once would hurt the player (or cause some other debuff like blindness) and warn the player no to hit the fake one anymore.
Fig 1.1 Example of "Casting spell animation" (posture feels off, however)
2) Gemini
How would you give the player a visual/audio indicator to hint at this mechanic?
Short answer: I have no idea, that's your job :3
Long answer: I still have no idea, but the two twins could have different colors representing themselves and when this mechanic of simultaneously attacking both to deal damage is activated (maybe when below certain health, maybe right at the start of the fight), one twin can have a shield with the color of the other twin and when ever one twin is attacked, the shield from the other disappears. Alas, this would logically mean you only damage one at a time...
Gemini could also be further improved thematically with the two twins have different stats with different personalities with different fighting style. The girl could be more of a brute with melee attacks with high health and high defense (knockback resistance) whereas the boy could be more of an archer/healer that stands at the backline. Of course, this makes the previously discussed mechanic even harder to explain to the player.
This is where we need to make concessions. Instead of only dealing damage when both are hit, we could allow either to be hit normally, but if the player can damage both at the same time, a lot more damage is done. This way, even without the help of going to the wiki for information, even if the player doesn't know the existence of such a mechanic, (s)he is not punished for it. But of course, it makes the wiki-ing process such much more fulfilling when you realise such a "easter egg" exists for this character.
I'm sorry BobMowzie (and Shamos2000), I couldn't think of a easy-to-read and simple structure to write this all out so have fun with this verbal diarrhea.
Name them whatever you like, imma call em penny pinchers.
Probably inbetween the size of a silverfish and a chicken, these little Scorpion guys gravitate to gold, that's why they're so common in mesa's, they wander the caves and plateaus for their whole life, searching for gold, any little bit they can find. They'll destroy golden ores and blocks, and stack little pieces of gold on their backs. If the player drops gold, e.g. Nuggets, bars, ore, armor, whatever, the penny pinchers will steal the items. If the player is wearing gold armor, they will steal it off the player and RUN LIKE HECK, not very fast though, gold is friekin heavy. Otherwise they'll just attack the player or hiss when the player is nearby gold, they are very territorial guys, and are often peaceful if the player is outside the mesa. Strange pits, piled with gold have been found all through the mesa, often containing a queen, the queen could be around the size of an elder guardian? You decide really, depends how big you make the pits. I like to think the queen is around the size of the pit, maybe 1 or 2 blocks smaller. It'd be cool if you could craft a golden carrot on a stick and lure the queen away to your house though.
I imagine them poisoning the player with their tails, spitting acid, snapping, and just being a real... Scorpion. It'd also be great if the queen could release pheromones alerting all penny pinchers in a large radius (20 blocks?) if you get to close to their nests. It'd be a tough fight, probably around 10-20 pinchers per queen, but you'd be rewarded with a great bounty of gold, both dropped of the pinchers, and the blocks from the pit, perhaps a few Notch apples as well? Hmm? You could also acquire some exoskeleton which could be use to make a sword that inflicts poison, and mahbe if their acid spit hits the floor, you could bottle it up like dragons breath and use it in some cool potions, maybe even create your own pheromones and tame one.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Greetings. I have errors upon trying to join my server with this mod. Upon join, i am immediately kicked off the server with "internal server error" messages, but nothing else. Any ideas? Thanks!
The Meaning of Life, the Universe, and Everything.
Join Date:
3/9/2015
Posts:
53
Location:
British Columbia, Canada
Minecraft:
OakTheJoke1203
Member Details
Hey Mowzie, awesome mod. I know you're adding to it, and all four mobs you have out now are amazing. (The foliath is my favorite by far), However, the mod feels like it's lacking. The concepts you have announced are very intriguing, I'll give you that, but the mod hasn't had a major content update in quite a while. So I just wanted to ask, do you have an estimated time of release for the next mob? If it's relatively soon, maybe a specific date?
Also, please keep improving the 1.7.10 version. The majority are still using it.
Rollback Post to RevisionRollBack
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Hello again, Mowsies. All day I’ve thought about this, adding some new npc races and some cool structures.Whilst traversing minecraftia, you may have come across some sort of abandoned mine shaft, where you may wonder things such as, “who built these railways?”, “why were they abandoned?”, and “what if I shoved a pickle down my pants and just, y’know, let it water.”.....Okay maybe not that last one, but it still makes you wonder, so let’s see the race that created these mines, and the dangers that forced them to abandon it. So let’s get started.(btw I have many ideas i will spread across 3 comments, this one is all the mobs except for the boss and elders, those will fit in to 3 which is about the quest and lore of these new mobs
NEW MOBS!
Okay,let’s start with the new race of passive npc’s that dwell beneath the surface of the earth,in large citadels, or lonely lantern and lava lit caverns(holy alliteration batman!) these proud,strong willed,germanic-ish, and furry individuals are the masters of the earth and fire, I refer to the MOLGMüN! (pronounced as, MOLE-GAH-MOORN , mole,molten,magma,man, moorne)
These large creature are a slab taller then the player height, they are mole humanoids with dwarf length beards.they have either a long snout with a tip and ball nose at the end, or a star nosed/pig style nose. They are usually egg shaped with fat bellys and a king kong like light brown colored bare abs and belly, they have grizzly bear ears on their head,long whiskers, and pig like curled tails. This creature will randomly spout dialogue out into the text bar from a list(I have some ideas on some lines, but you can come up with the majority). Their eyes are very small red dots that are usually covered in shadows and have villager like different forms(blacksmith,regular villager,child,etc).They all have the same kind of idles like:
Looking up and scratching his chin like they’re thinking about something
Twiddling their thumbs like claws
Looking from side to side
Twitching their nose and whiskers
Scratching themselves
Most of them spawn in one of many structures. Except for the trader and the blacksmith, unlike regular molgmün villagers who you can not trade with, this guy you can trade with. He usually has a large backpack with a blanket tied to the top, and a long pole with a hook at the end with a lantern on it that lights up his general vicinity two times the light amount of a torch that actually follows him around.They can commonly be found wandering caves,or in the structure .the trades are kind of based around that these people rarely go to the surface and so have little wood, but lots of ore
WARNING! THESE TRADE HAVE SOME MINOR SPOILERS FOR A FEW OF THE NEW ITEMS! (although, i do not know why you would just look at the mobs and not the items, it’s not like I show the recipes here? Whatever,you do you! )
Blacksmiths are kitted out with big hammers, goggles, strong armor, and massive strength from working in the forge all day.
BLACKSMITH:
2 molgmün coins = chain helm
5 molgmün coins = chain chestplate
4 molgmün coins = chain leggings
2 molgmün coins = chain boots
4 molgmün coins = iron helm
10 molgmün coins = iron chestplate
8 molgmün coins = iron leggings
4 molgmün coins = iron boots
8 molgmün coins = molgmün helm
20 molgmün coins = molgmün chestplate
16 molgmün coins = molgmün leggings
8 molgmün coins = molgmün boots
6 molgmün coins = iron sword ( sharpness 1 or knock back 1)
12 molgmün coins = iron sword (fire aspect 1 or knockback 2)
24 molgmün coins = diamond sword (rare trade)
5 molgmün coins = metal claws
10 molgmün coins = magma claws
Even the standard un-trading villagers can occasionally say dialogue that have tips like “hey did you know if you put tnt in a minecart you can rig it to blow up? Us molgmün have been doing this for generations Aye!” or something like that
I will talk more about the three elders in the story section.
DROPS: N/A
In the lava that pours through the dark caverns live small, snails that feed of the heat of lava, but the creature that feeds on them is the neutral, tameableFEROSCHEWT : (foo-raw-ch--oot) (feu-french for fire frosch- german for frog,newt) this amphibian fire dweller is inspired by the greek idea that a salamander is immune and feeds of fire, except his design is a mix of crocodile, gecko, and fish tail. It has bumpy,stone like scales and orange and red lava skin, webbed feet,and a dimetrodon/spinosaurus like back fin, and can vertically crawl up walls in a gecko like way. He has triangle pupils, a fish tail, and after aggroing it, it reveals it has a frog like long, sticky tongue he attacks with like a whip and can shoot blaze fireballs out his tail, he. He can be tamed with slag snails and will have a dyeable color(like a dog). When someone attacks you, he licks and shoots fireballs at you.
But will also, after being tamed, be able to be rid around without being hit off(you could fall in lava otherwise, when riding him you can
Be immune to lava
Shoot fireballs with f
Climb up 2 or more block tall walls when touching them
But… less health than a horse
And cannot jump, but can run
Drops: 80% feroschewt scale 50% magma cream 40% slag snail
In the darkness of the abandoned mines, these creatures continuously work they have no soul and only two commands...mine ores, and destroy intruders, this is the BERUGARR: (brr-ooo-gar) (bergmann-german for miner, Draugr) These creatures were originally robotic, but with fleshy hearts that could fuel it forever, but at some point rotten flesh mutated in blotches on the rusted mining android metals.They’ve got item sprites for eyes ( like the coal sprite on the regular) and come in two forms
Corrupted Bruugar: these guys are the basic bad guy and look like rusty robots with zombie like blotches infesting some cracks, they have an exposed ribcage with what looks like cogs in the background and some sort of wooden plank in front of it. So you would have to hit the wood with an axe or your fist like regular wood. They will mine or dig any block in front of them( as does molgmün traders)
Bombadier Bruugar: these are smaller creatures with goggles and a beard. They have a tnt minecart on his back. They look like they would act like a creeper. But when it would have exploded, the minecart falls away and he boosts off with a rocket on his back and kill themselves while setting you on fire.they’ve got redstone dust eyes.
.
.
.
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This is neat, but I'm afraid it isn't quite what I'm looking for in its current state. You've focused really hard on the details behind this idea, and in the process you've lost the cohesive main idea. When I read a mob idea, I don't care about the exact price of it's trade or the percent-chance of dropping an item, I care about the role it serves in gameplay and what it brings to Minecraft that nothing else does or can.
*insert intro here since i'm too lazy to make one*
Concept: Poison, Death, The Plague Name: Breath of Death (i will call it BOD in this suggestion since i'm too lazy to type it all out) What it does: BOD would spawn in the swamp biome very rarely, and when the player is in its view (which would be about 50 or so blocks) would actively try to chase them down. once you have been caught by BOD, he will disappear and give you some sort of secret debuff that would slowly kill you in a special way. after BOD has give you this special debuff, nothing would happen to you for about 1-2 in game days for the effects to begin. the first effect would be the player randomly taking little to no damage and rarely making coughing noises. the second effect, which would begin after 1 in game day, would show you the buff that you have, called "The Plague", and would randomly give you poison. damage and coughing is also more common and the damage does more. the third in game day would make your screen edges tinted slightly green, increases monster aggro (view), allows BOD hallucinations spawn that run at you then disappear, serving no purpose other than scaring the player, and allows you to be a "Plaguebringer" that gives mobs around you the chance to get The Plague too. damage and coughing is increased the same amount as last time. the fourth and final day would kill you as you cough, wheeze, and die a painful death (damage can now, and will, kill you). you may be wondering, "well Shamos, how do you cure The Plague?". well, you need to end The Plague the way the Barakoa's did it, by killing the ones who had it using the cure! the cure, called Barako's Brew, is 1. a uncommon drop from the sun chief himself, 2. a lootable drop from dungeon chests and stuff with the same loot as dungeon chests, and 3. craftable as a potion from a brewing stand with a special mushroom found growing in caves.
To restate: Mechanic: enemy that gives you a debuff that is not noticeable until its effects begin taking place, and that begins to kill you unless you find the cure.
Design considerations:
- BOD could be some sort of green smog that hovers.
- BOD hallucinations could be black.
- The Cure and the mushrooms used in making The Cure could be very brightly colored to show that they're useful.
- The Cure could have some sort of description that says its used to cure The Plague.
- The Cure could be made similar to Rabbit Stew, using many other herbs and such.
Alternatives:
Facehugger-like creatures that jump onto your head
The Plague is spread by a facehugger-like creature that hugs onto your face and The Plague is now renamed to "Chest Pain"
when you die of "Chest Pain", a creature spawns where you died so it looks like it burst out of your chest that could grow into one of the facehugger-esque creatures
full credit for this base goes to CowsInGravy
also, i got another idea for an Orion-like enemy i might make Soon™
EDIT: also, has the Barakoa following problem been fixed?
I'm afraid this sounds a bit more annoying than fun... It discourages adventure and brings an almost unavoidable death indiscriminately. It also disjoints the role the Barakoa serve in the mod.
I don't recall the Barakoa following problem. Could you please describe what the issue was?
Name:Huitzilopochtli (the name of the sun god in mexica culture)
It spawns in the jungle only when the sun is rising and despawn when the moon rise
His appearance is like an ancient mexican warrior with a sword that looks like a snake an a shield with feathers (or search Huitzilopochtli in google for references )
*Has 40 health
*When the sun is in his high point he gets a buff
*He summons lightstrikes than hurt the player
*When he dies drops his sword and if you right-click whit the sword equiped you will summon a lightstrike
Well apart from that i just wanna say keep it up man! this is a really cool mod! (sorry for my english i'm not a native speaker of english)
It's a good idea, but it seems a bit too similar to Barako, the Sun Chief. Sorry.
[net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 5/10/17 3:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at com.bobmowzie.mowziesmobs.MMEntities.init(MMEntities.java:14)
at com.bobmowzie.mowziesmobs.MowziesMobs.preInit(MowziesMobs.java:42)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.EntityFoliaath
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 38 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/MMEntityBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 40 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.MMEntityBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1500225168 bytes (1430 MB) / 2837970944 bytes (2706 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 4 total; -Xms1G -Xmx5G -XX:PermSize=3G -XX:MaxPermSize=6G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_D4 58 mods loaded, 58 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH ivtoolkit{1.2.1} [IvToolkit] (minecraft.jar)
UCH ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
UCH TooManyItems{1.7.10} [TooManyItems] (minecraft.jar)
UCH battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3-2.jar)
UCH alluwant{2.1} [All U Want] (All-U-Want 2.1.jar)
UCH armourersWorkshop{1.7.10-0.42.5} [Armourer's Workshop] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH plushieWrapper{0.0.0} [Plushie Wrapper] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH weaponmod{v1.14.3} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.7.10.jar)
UCH XaeroBetterPvP{1.6.1.2} [Better PVP Mod] (BetterPvP_1.6.1.2_Forge_1.7.10.jar)
UCH ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10.jar)
UCH Castle_Crashers_Mod{0.1 Alpha} [Castle_Crashers_Mod] (Castle_Crashers_Mod-v0.1_Alpha_Test.jar)
UCH Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCH Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5-2.jar)
UCH chisel{2.9.4.10} [Chisel] (Chisel-2.9.4.10.jar)
UCH customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d(21feb16).jar)
UCH DamageIndicatorsMod{3.2.0} [Damage Indicators] (Damage-Indicators-Mod-1.7.10.jar)
UCH PTRModelLib{1.0.0} [PTRModelLib] (Decocraft-2.3.5_1.7.10.jar)
UCH props{2.3.4} [Decocraft] (Decocraft-2.3.5_1.7.10.jar)
UCH DynamicLights{1.3.9} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCH DynamicLights_onFire{1.0.5} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCH DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCH Emotes{1.0} [Emotes] (Emotes 1.0.1.jar)
UCH ganysend{1.11.3} [Gany's End] (Ganys End-1.11.3.jar)
UCH ganysnether{1.8.1} [Gany's Nether] (Ganys Nether-1.8.1.jar)
UCH ganyssurface{1.12.8} [Gany's Surface] (Ganys Surface-1.12.8.jar)
UCH planetguyLib{1.9} [planetguyLib] (PlanetguyLib-1.9.2.jar)
UCH planetguy_Gizmos{3.8} [planetguy_Gizmos] (Gizmos-3.8.jar)
UCH guilib{1.0.7.2} [GUI Library] (GUILib-3.jar)
UCH kcweaponmod{0.1.5} [KC's Weapon Mod v0.1.5] (KCs Weapon Mod v0.1.5 (MC 1.7.10) (Weap v1.3).jar)
UCH halocraft{0.7.6} [Halocraft v0.7.6] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH killerchief_halocraft{0.7.0} [HalocraftOldIDUpdater] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH JoypadSplitscreenMod{1.7.10-0.22} [Joypad / SplitScreen Mod] (JoypadMod-1.7.10-10.13.4.1614-1.7.10-Test.jar)
UCH KoadPirates{For minecraft 1.7.10} [Koadmaster's Pirates] (koadmastersPirates-0.7.6.jar)
UCH llibrary{1.5.0} [LLibrary] (llibrary-1.5.0-1.7.10.jar)
UCH Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCH MineMenu{1.2.0} [MineMenu] (MineMenu-1.7.10-1.2.0.B44-universal.jar)
UCE mowziesmobs{Alpha v0.1} [Mowzie's Mobs] (Mowzies-Mobs-Mod-1.7.10.jar)
UCH mw{1.9.1} [Modern Warfare] (mw-1.9.1_mc1.7.10.jar)
UCH NBTEdit{1.7.2.2} [In-game NBTEdit] (NBTEdit_1.7.10.jar)
UCH plantmegapack{4.02} [Plant Mega Pack] (Plant-Mega-Pack-Mod-1.7.10.jar)
UCH TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCH Techguns{0.1.2} [Techguns] (Techguns.beta.1.2_alphatest2.jar)
UCH ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar)
UCH AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar)
UCH worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar)
UCH yegamolchattels{1.1.2} [Ye Gamol Chattels] (YeGamolChattels-1.1.2.jar)
UCH libsandstone{1.0.0} [libsandstone] (LibSandstone-1.0.0.jar)
UCH MSC2{1.2.0} [Mob Spawn Controls 2] (Forge_MSC2v1.2.0.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.37' Renderer: 'Intel Iris OpenGL Engine'
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
TConstruct Environment: Environment healthy.
Chisel: Errors like "[FML]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it.
I love everything about the wroughtnauts. I do think it would be awesome if there were a way to make a contract with them or something, and have them guard your castles and whatnot. Like having a special variant, like with the iron knuckles in ocarina of time, and beating that one lets you hire lesser wroughtnauts. just an idea I had.
Thanks! Hm, I don't think it would make much sense to have a contract, but some sort of magic may be cool later.
And... the cow is back for more! This time he's gonna do some danmaku, improve on Sir Benjamin the Ninja/ Geminis.
1) Sir Benjamin
Alas, we move from game mechanic to visual and audio design. Indeed, this thoroughly affects gameplay so if I want my pitch to sound viable, I have to address this issue. (Although shouldn't the coders do some of the brainstorming work as well :3)
coldplayrocks gave an awesome suggestion on have an icon above their heads, but what I envision is a little different. If we are to follow my Ninja Way*, since the shadow is (probably) immobile, he could have a "casting spell" animation directed at Sir Benjamin. When this happens, Sir Benjamin gets an aura around him. The player thus sees Sir Benjamin being shielded by the shadow and eventually realises that attack Sir Benjamin while the aura/shield is up is futile and would try to go for the shadow. When the shadow is hit, it would have mebbe a hurt animation while the aura around Sir Benjamin disappears. This indicates to the player that it is time to strike.
*heh Naruto reference
If you wish to implement a fake wave mechanic, then as coldplayrocks has mentioned, the fake shadows could have lighter than usual alpha values to indicate to the player that this is different from the rest. Whacking the fake once would hurt the player (or cause some other debuff like blindness) and warn the player no to hit the fake one anymore.
Fig 1.1 Example of "Casting spell animation" (posture feels off, however)
2) Gemini
How would you give the player a visual/audio indicator to hint at this mechanic?
Short answer: I have no idea, that's your job :3
Long answer: I still have no idea, but the two twins could have different colors representing themselves and when this mechanic of simultaneously attacking both to deal damage is activated (maybe when below certain health, maybe right at the start of the fight), one twin can have a shield with the color of the other twin and when ever one twin is attacked, the shield from the other disappears. Alas, this would logically mean you only damage one at a time...
Gemini could also be further improved thematically with the two twins have different stats with different personalities with different fighting style. The girl could be more of a brute with melee attacks with high health and high defense (knockback resistance) whereas the boy could be more of an archer/healer that stands at the backline. Of course, this makes the previously discussed mechanic even harder to explain to the player.
This is where we need to make concessions. Instead of only dealing damage when both are hit, we could allow either to be hit normally, but if the player can damage both at the same time, a lot more damage is done. This way, even without the help of going to the wiki for information, even if the player doesn't know the existence of such a mechanic, (s)he is not punished for it. But of course, it makes the wiki-ing process such much more fulfilling when you realise such a "easter egg" exists for this character.
I'm sorry BobMowzie (and Shamos2000), I couldn't think of a easy-to-read and simple structure to write this all out so have fun with this verbal diarrhea.
Name them whatever you like, imma call em penny pinchers.
Probably inbetween the size of a silverfish and a chicken, these little Scorpion guys gravitate to gold, that's why they're so common in mesa's, they wander the caves and plateaus for their whole life, searching for gold, any little bit they can find. They'll destroy golden ores and blocks, and stack little pieces of gold on their backs. If the player drops gold, e.g. Nuggets, bars, ore, armor, whatever, the penny pinchers will steal the items. If the player is wearing gold armor, they will steal it off the player and RUN LIKE HECK, not very fast though, gold is friekin heavy. Otherwise they'll just attack the player or hiss when the player is nearby gold, they are very territorial guys, and are often peaceful if the player is outside the mesa. Strange pits, piled with gold have been found all through the mesa, often containing a queen, the queen could be around the size of an elder guardian? You decide really, depends how big you make the pits. I like to think the queen is around the size of the pit, maybe 1 or 2 blocks smaller. It'd be cool if you could craft a golden carrot on a stick and lure the queen away to your house though.
I imagine them poisoning the player with their tails, spitting acid, snapping, and just being a real... Scorpion. It'd also be great if the queen could release pheromones alerting all penny pinchers in a large radius (20 blocks?) if you get to close to their nests. It'd be a tough fight, probably around 10-20 pinchers per queen, but you'd be rewarded with a great bounty of gold, both dropped of the pinchers, and the blocks from the pit, perhaps a few Notch apples as well? Hmm? You could also acquire some exoskeleton which could be use to make a sword that inflicts poison, and mahbe if their acid spit hits the floor, you could bottle it up like dragons breath and use it in some cool potions, maybe even create your own pheromones and tame one.
I like the idea of little bugs that are hard to catch carrying gold. Thanks! I don't think they warrant a boss or tameability, though.
Greetings. I have errors upon trying to join my server with this mod. Upon join, i am immediately kicked off the server with "internal server error" messages, but nothing else. Any ideas? Thanks!
I made a mistake in the latest build that makes the mod not work on servers... Oops.
Hey Mowzie, awesome mod. I know you're adding to it, and all four mobs you have out now are amazing. (The foliath is my favorite by far), However, the mod feels like it's lacking. The concepts you have announced are very intriguing, I'll give you that, but the mod hasn't had a major content update in quite a while. So I just wanted to ask, do you have an estimated time of release for the next mob? If it's relatively soon, maybe a specific date?
Greetings from Canada
Yes, the Barakoa took a lot out of me. Even some minor features were very new to me and difficult to create.
I can assure you that new content is in development. For the sake of "hype", I'm not showing anything yet ;). And for the sake of not disappointing everyone, I can't estimate when it will be ready. I agree with you; I plan to make some more basic mobs for a bit to get them out faster and flesh the mod's world out.
Also, please keep improving the 1.7.10 version. The majority are still using it.
Ah, it took me a year to port the mod to 1.10 and 1.11. It would probably take half as long to port it back. I'd really rather spend that time developing new content. Sorry.
Yes, the Barakoa took a lot out of me. Even some minor features were very new to me and difficult to create.
I can assure you that new content is in development. For the sake of "hype", I'm not showing anything yet ;). And for the sake of not disappointing everyone, I can't estimate when it will be ready. I agree with you; I plan to make some more basic mobs for a bit to get them out faster and flesh the mod's world out.
I support this; adding simpler content. The mod does feel rather shallow and could use a bit more substance to it. Not everything needs to be an epic, unique addition. Cause if you are anything like me (which you do seem to be), I get discouraged from making content when each and every new thing is a huge project. x.x'
I suggest you work on a cold climate addition for your next thing. At least in the worlds I'm used to, you have to travel huge distances between cold and warm climate biomes. So if one starts in a cold climate area, they usually have to travel a long ways to visit over half of your current content.
I support this; adding simpler content. The mod does feel rather shallow and could use a bit more substance to it. Not everything needs to be an epic, unique addition. Cause if you are anything like me (which you do seem to be), I get discouraged from making content when each and every new thing is a huge project. x.x'
I suggest you work on a cold climate addition for your next thing. At least in the worlds I'm used to, you have to travel huge distances between cold and warm climate biomes. So if one starts in a cold climate area, they usually have to travel a long ways to visit over half of your current content.
BTW I did get it working. For anyone who is having issues getting the 1.7.10 version to work, I had to use a download from a different site with Llibrary 1.5.1.
Rollback Post to RevisionRollBack
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Mowzie: God of decay, he has corrupted the universe since its existence.
Creating pain and destruction wherever he went.
Your job is to defeat it, otherwise you will lose the ability to respawn.
But to reach him the player must go on a journey filled with deadly surprises...
Okayontee: Horned Dire Wolfs that wake at night in the snowy biomes, their packs are huge and voracious.
BEWARE! when hunting Okayontees separate and cover long areas searching everywhere for prey (Yes even the player) when one finds something it calls the others for help.
Making a typical Wolf sound 😲.
(Okayontees Can drop furr used for armor, the helmet looks like a wolf head)
Golden Okayontee: It has beautyfull golden horns, It is rarely found in Okayontee packs in wich he is the leader.
Hunters have tried to kill it in the past... Usually ending in failure.
With its horns you can make a golden bow that never misses a shot.
Tigerfish: colonies of small orange blacked striped Fish that kill like pirahnas.
They are RARELY found in rivers, and destroy boats from uderneath causing the player to fall in water.
They fear guardians wich kill them with ease.
Cryomites: Little cubic parasytes found in Crystal Caves (caves that generate underground specially in Extreme Hills biomes, valuable ores are inside them).
They feed with Crystal Energy this is why they are attached to the crystals.
When the player gets bitten, they cause a strange nausiating psychedelic effect that distracts the player from killing the critters.
Blox: a morfologic, metaphysic entite belived to come from space. It has a rather "unique" ability, blox can transform into any block they want when endangered.(dirt, lava, TNT, sword if tamed and much more...)
Also if you are lucky to find one and tame it with a nether star it can grant you acess to a rather terrifying Place... Or just keep it as a pet😑
Again, awesome mod and sorry for any grammatical mistakes, English is not my native language.
If you liked my ideas let me know... By by
Some of these mechanics feel more annoying than fun... None of them appeal to me very much, sorry.
First, I know you won't be making any further changes to 1.7.10.
With that being said, as far as I can see, the Sun Chief is coded and available in 1.7.10, but obviously not naturally spawning. As far as YOU are aware, are all of his attacks and things working as well? I saw the sun beams, but I wasn't sure if there was anything else he did or was supposed to do, that was available in newer versions of the game.
Also, if you have any familiarity with JAS (I can go ask there if needed), would you have any "fun" suggestions on where to FORCE him to spawn, if I wanted to use him? Are you aware of any bugs or crashes caused by him spawning?
Hello again, Mowsies. All day I’ve thought about this, adding some new npc races and some cool structures.Whilst traversing minecraftia, you may have come across some sort of abandoned mine shaft, where you may wonder things such as, “who built these railways?”, “why were they abandoned?”, and “what if I shoved a pickle down my pants and just, y’know, let it water.”.....Okay maybe not that last one, but it still makes you wonder, so let’s see the race that created these mines, and the dangers that forced them to abandon it. So let’s get started.(btw I have many ideas i will spread across 3 comments, this one is all the mobs except for the boss and elders, those will fit in to 3 which is about the quest and lore of these new mobs
NEW MOBS!
Okay,let’s start with the new race of passive npc’s that dwell beneath the surface of the earth,in large citadels, or lonely lantern and lava lit caverns(holy alliteration batman!) these proud,strong willed,germanic-ish, and furry individuals are the masters of the earth and fire, I refer to the MOLGMüN! (pronounced as, MOLE-GAH-MOORN , mole,molten,magma,man, moorne)
These large creature are a slab taller then the player height, they are mole humanoids with dwarf length beards.they have either a long snout with a tip and ball nose at the end, or a star nosed/pig style nose. They are usually egg shaped with fat bellys and a king kong like light brown colored bare abs and belly, they have grizzly bear ears on their head,long whiskers, and pig like curled tails. This creature will randomly spout dialogue out into the text bar from a list(I have some ideas on some lines, but you can come up with the majority). Their eyes are very small red dots that are usually covered in shadows and have villager like different forms(blacksmith,regular villager,child,etc).They all have the same kind of idles like:
Most of them spawn in one of many structures. Except for the trader and the blacksmith, unlike regular molgmün villagers who you can not trade with, this guy you can trade with. He usually has a large backpack with a blanket tied to the top, and a long pole with a hook at the end with a lantern on it that lights up his general vicinity two times the light amount of a torch that actually follows him around.They can commonly be found wandering caves,or in the structure .the trades are kind of based around that these people rarely go to the surface and so have little wood, but lots of ore
WARNING! THESE TRADE HAVE SOME MINOR SPOILERS FOR A FEW OF THE NEW ITEMS! (although, i do not know why you would just look at the mobs and not the items, it’s not like I show the recipes here? Whatever,you do you! )
TRADER:
6 steak = 5 gold nugget
5 leather 15 beef = 5 diamond nuggets (like the gold except diamond)
8 wood = lantern oil + bottle
16 wood planks = 1 iron ingot
8 molgmün coins = Fiery spice
10 molgmün coins = lantern
6 molgmün coins = spicy worm noodles ( one of 5 new meals, not food, MEALS)
15 molgmün coins = molgmün borscht (beet stew like dish)
8 molgmün coins = Book of molgmün ballads by I. M. Digginn (book)
8 molgmün coins= Berugarr and you by M. Onster Hunter(book)
8 molgmün coins= Molgmün Recipes magazine issue #7 (book)
12 slag snail = 6 molgmün coins
24 Earthworms = 4 molgmün coins
15 gold nugget = 9 molgmün coins
Blacksmiths are kitted out with big hammers, goggles, strong armor, and massive strength from working in the forge all day.
BLACKSMITH:
2 molgmün coins = chain helm
5 molgmün coins = chain chestplate
4 molgmün coins = chain leggings
2 molgmün coins = chain boots
4 molgmün coins = iron helm
10 molgmün coins = iron chestplate
8 molgmün coins = iron leggings
4 molgmün coins = iron boots
8 molgmün coins = molgmün helm
20 molgmün coins = molgmün chestplate
16 molgmün coins = molgmün leggings
8 molgmün coins = molgmün boots
6 molgmün coins = iron sword ( sharpness 1 or knock back 1)
12 molgmün coins = iron sword (fire aspect 1 or knockback 2)
24 molgmün coins = diamond sword (rare trade)
5 molgmün coins = metal claws
10 molgmün coins = magma claws
Even the standard un-trading villagers can occasionally say dialogue that have tips like “hey did you know if you put tnt in a minecart you can rig it to blow up? Us molgmün have been doing this for generations Aye!” or something like that
I will talk more about the three elders in the story section.
DROPS: N/A
In the lava that pours through the dark caverns live small, snails that feed of the heat of lava, but the creature that feeds on them is the neutral, tameable FEROSCHEWT : (foo-raw-ch- -oot) (feu-french for fire frosch- german for frog,newt) this amphibian fire dweller is inspired by the greek idea that a salamander is immune and feeds of fire, except his design is a mix of crocodile, gecko, and fish tail. It has bumpy,stone like scales and orange and red lava skin, webbed feet,and a dimetrodon/spinosaurus like back fin, and can vertically crawl up walls in a gecko like way. He has triangle pupils, a fish tail, and after aggroing it, it reveals it has a frog like long, sticky tongue he attacks with like a whip and can shoot blaze fireballs out his tail, he. He can be tamed with slag snails and will have a dyeable color(like a dog). When someone attacks you, he licks and shoots fireballs at you.
But will also, after being tamed, be able to be rid around without being hit off(you could fall in lava otherwise, when riding him you can
Drops: 80% feroschewt scale 50% magma cream 40% slag snail
In the darkness of the abandoned mines, these creatures continuously work they have no soul and only two commands...mine ores, and destroy intruders, this is the BERUGARR: (brr-ooo-gar) (bergmann-german for miner, Draugr) These creatures were originally robotic, but with fleshy hearts that could fuel it forever, but at some point rotten flesh mutated in blotches on the rusted mining android metals.They’ve got item sprites for eyes ( like the coal sprite on the regular) and come in two forms
Corrupted Bruugar: these guys are the basic bad guy and look like rusty robots with zombie like blotches infesting some cracks, they have an exposed ribcage with what looks like cogs in the background and some sort of wooden plank in front of it. So you would have to hit the wood with an axe or your fist like regular wood. They will mine or dig any block in front of them( as does molgmün traders)
Bombadier Bruugar: these are smaller creatures with goggles and a beard. They have a tnt minecart on his back. They look like they would act like a creeper. But when it would have exploded, the minecart falls away and he boosts off with a rocket on his back and kill themselves while setting you on fire.they’ve got redstone dust eyes.
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*insert intro here since i'm too lazy to make one*
Concept: Poison, Death, The Plague
Name: Breath of Death (i will call it BOD in this suggestion since i'm too lazy to type it all out)
What it does: BOD would spawn in the swamp biome very rarely, and when the player is in its view (which would be about 50 or so blocks) would actively try to chase them down. once you have been caught by BOD, he will disappear and give you some sort of secret debuff that would slowly kill you in a special way. after BOD has give you this special debuff, nothing would happen to you for about 1-2 in game days for the effects to begin. the first effect would be the player randomly taking little to no damage and rarely making coughing noises. the second effect, which would begin after 1 in game day, would show you the buff that you have, called "The Plague", and would randomly give you poison. damage and coughing is also more common and the damage does more. the third in game day would make your screen edges tinted slightly green, increases monster aggro (view), allows BOD hallucinations spawn that run at you then disappear, serving no purpose other than scaring the player, and allows you to be a "Plaguebringer" that gives mobs around you the chance to get The Plague too. damage and coughing is increased the same amount as last time. the fourth and final day would kill you as you cough, wheeze, and die a painful death (damage can now, and will, kill you). you may be wondering, "well Shamos, how do you cure The Plague?". well, you need to end The Plague the way the Barakoa's did it, by
killing the ones who had itusing the cure! the cure, called Barako's Brew, is 1. a uncommon drop from the sun chief himself, 2. a lootable drop from dungeon chests and stuff with the same loot as dungeon chests, and 3. craftable as a potion from a brewing stand with a special mushroom found growing in caves.To restate:
Mechanic: enemy that gives you a debuff that is not noticeable until its effects begin taking place, and that begins to kill you unless you find the cure.
Design considerations:
- BOD could be some sort of green smog that hovers.
- BOD hallucinations could be black.
- The Cure and the mushrooms used in making The Cure could be very brightly colored to show that they're useful.
- The Cure could have some sort of description that says its used to cure The Plague.
- The Cure could be made similar to Rabbit Stew, using many other herbs and such.
Alternatives:
Facehugger-like creatures that jump onto your head
The Plague is spread by a facehugger-like creature that hugs onto your face and The Plague is now renamed to "Chest Pain"
when you die of "Chest Pain", a creature spawns where you died so it looks like it burst out of your chest that could grow into one of the facehugger-esque creatures
full credit for this base goes to CowsInGravy
also, i got another idea for an Orion-like enemy i might make Soon™
EDIT: also, has the Barakoa following problem been fixed?
Cool!
Check out De-Extinction Mod!!!
Hey i have an Idea for a mob:
Name:Huitzilopochtli (the name of the sun god in mexica culture)
It spawns in the jungle only when the sun is rising and despawn when the moon rise
His appearance is like an ancient mexican warrior with a sword that looks like a snake an a shield with feathers (or search Huitzilopochtli in google for references )
*Has 40 health
*When the sun is in his high point he gets a buff
*He summons lightstrikes than hurt the player
*When he dies drops his sword and if you right-click whit the sword equiped you will summon a lightstrike
Well apart from that i just wanna say keep it up man! this is a really cool mod! (sorry for my english i'm not a native speaker of english)
crashes on startup:
[net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 5/10/17 3:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/EntityFoliaath
at com.bobmowzie.mowziesmobs.MMEntities.init(MMEntities.java:14)
at com.bobmowzie.mowziesmobs.MowziesMobs.preInit(MowziesMobs.java:42)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.EntityFoliaath
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 38 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/entity/MMEntityBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 40 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.entity.MMEntityBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1500225168 bytes (1430 MB) / 2837970944 bytes (2706 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 4 total; -Xms1G -Xmx5G -XX:PermSize=3G -XX:MaxPermSize=6G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_D4 58 mods loaded, 58 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCH ivtoolkit{1.2.1} [IvToolkit] (minecraft.jar)
UCH ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
UCH TooManyItems{1.7.10} [TooManyItems] (minecraft.jar)
UCH battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3-2.jar)
UCH alluwant{2.1} [All U Want] (All-U-Want 2.1.jar)
UCH armourersWorkshop{1.7.10-0.42.5} [Armourer's Workshop] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH plushieWrapper{0.0.0} [Plushie Wrapper] (Armourers-Workshop-1.7.10-0.42.5.jar)
UCH weaponmod{v1.14.3} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.7.10.jar)
UCH XaeroBetterPvP{1.6.1.2} [Better PVP Mod] (BetterPvP_1.6.1.2_Forge_1.7.10.jar)
UCH ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10.jar)
UCH Castle_Crashers_Mod{0.1 Alpha} [Castle_Crashers_Mod] (Castle_Crashers_Mod-v0.1_Alpha_Test.jar)
UCH Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCH Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5-2.jar)
UCH chisel{2.9.4.10} [Chisel] (Chisel-2.9.4.10.jar)
UCH customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d(21feb16).jar)
UCH DamageIndicatorsMod{3.2.0} [Damage Indicators] (Damage-Indicators-Mod-1.7.10.jar)
UCH PTRModelLib{1.0.0} [PTRModelLib] (Decocraft-2.3.5_1.7.10.jar)
UCH props{2.3.4} [Decocraft] (Decocraft-2.3.5_1.7.10.jar)
UCH DynamicLights{1.3.9} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCH DynamicLights_onFire{1.0.5} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCH DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCH DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCH Emotes{1.0} [Emotes] (Emotes 1.0.1.jar)
UCH ganysend{1.11.3} [Gany's End] (Ganys End-1.11.3.jar)
UCH ganysnether{1.8.1} [Gany's Nether] (Ganys Nether-1.8.1.jar)
UCH ganyssurface{1.12.8} [Gany's Surface] (Ganys Surface-1.12.8.jar)
UCH planetguyLib{1.9} [planetguyLib] (PlanetguyLib-1.9.2.jar)
UCH planetguy_Gizmos{3.8} [planetguy_Gizmos] (Gizmos-3.8.jar)
UCH guilib{1.0.7.2} [GUI Library] (GUILib-3.jar)
UCH kcweaponmod{0.1.5} [KC's Weapon Mod v0.1.5] (KCs Weapon Mod v0.1.5 (MC 1.7.10) (Weap v1.3).jar)
UCH halocraft{0.7.6} [Halocraft v0.7.6] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH killerchief_halocraft{0.7.0} [HalocraftOldIDUpdater] (Halocraft v0.7.6 (MC 1.7.10) (KCWM Weap v1.3).jar)
UCH JoypadSplitscreenMod{1.7.10-0.22} [Joypad / SplitScreen Mod] (JoypadMod-1.7.10-10.13.4.1614-1.7.10-Test.jar)
UCH KoadPirates{For minecraft 1.7.10} [Koadmaster's Pirates] (koadmastersPirates-0.7.6.jar)
UCH llibrary{1.5.0} [LLibrary] (llibrary-1.5.0-1.7.10.jar)
UCH Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCH MineMenu{1.2.0} [MineMenu] (MineMenu-1.7.10-1.2.0.B44-universal.jar)
UCE mowziesmobs{Alpha v0.1} [Mowzie's Mobs] (Mowzies-Mobs-Mod-1.7.10.jar)
UCH mw{1.9.1} [Modern Warfare] (mw-1.9.1_mc1.7.10.jar)
UCH NBTEdit{1.7.2.2} [In-game NBTEdit] (NBTEdit_1.7.10.jar)
UCH plantmegapack{4.02} [Plant Mega Pack] (Plant-Mega-Pack-Mod-1.7.10.jar)
UCH TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCH Techguns{0.1.2} [Techguns] (Techguns.beta.1.2_alphatest2.jar)
UCH ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar)
UCH AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar)
UCH worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar)
UCH yegamolchattels{1.1.2} [Ye Gamol Chattels] (YeGamolChattels-1.1.2.jar)
UCH libsandstone{1.0.0} [libsandstone] (LibSandstone-1.0.0.jar)
UCH MSC2{1.2.0} [Mob Spawn Controls 2] (Forge_MSC2v1.2.0.jar)
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.37' Renderer: 'Intel Iris OpenGL Engine'
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
TConstruct Environment: Environment healthy.
Chisel: Errors like "[FML]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
I love everything about the wroughtnauts. I do think it would be awesome if there were a way to make a contract with them or something, and have them guard your castles and whatnot. Like having a special variant, like with the iron knuckles in ocarina of time, and beating that one lets you hire lesser wroughtnauts. just an idea I had.
And... the cow is back for more! This time he's gonna do some
danmaku, improve on Sir Benjamin the Ninja/ Geminis.1) Sir Benjamin
Alas, we move from game mechanic to visual and audio design. Indeed, this thoroughly affects gameplay so if I want my pitch to sound viable, I have to address this issue. (Although shouldn't the coders do some of the brainstorming work as well :3)
coldplayrocks gave an awesome suggestion on have an icon above their heads, but what I envision is a little different. If we are to follow my Ninja Way*, since the shadow is (probably) immobile, he could have a "casting spell" animation directed at Sir Benjamin. When this happens, Sir Benjamin gets an aura around him. The player thus sees Sir Benjamin being shielded by the shadow and eventually realises that attack Sir Benjamin while the aura/shield is up is futile and would try to go for the shadow. When the shadow is hit, it would have mebbe a hurt animation while the aura around Sir Benjamin disappears. This indicates to the player that it is time to strike.
*heh Naruto reference
If you wish to implement a fake wave mechanic, then as coldplayrocks has mentioned, the fake shadows could have lighter than usual alpha values to indicate to the player that this is different from the rest. Whacking the fake once would hurt the player (or cause some other debuff like blindness) and warn the player no to hit the fake one anymore.
Fig 1.1 Example of "Casting spell animation" (posture feels off, however)
2) Gemini
How would you give the player a visual/audio indicator to hint at this mechanic?
Short answer: I have no idea, that's your job :3
Long answer: I still have no idea, but the two twins could have different colors representing themselves and when this mechanic of simultaneously attacking both to deal damage is activated (maybe when below certain health, maybe right at the start of the fight), one twin can have a shield with the color of the other twin and when ever one twin is attacked, the shield from the other disappears. Alas, this would logically mean you only damage one at a time...
Gemini could also be further improved thematically with the two twins have different stats with different personalities with different fighting style. The girl could be more of a brute with melee attacks with high health and high defense (knockback resistance) whereas the boy could be more of an archer/healer that stands at the backline. Of course, this makes the previously discussed mechanic even harder to explain to the player.
This is where we need to make concessions. Instead of only dealing damage when both are hit, we could allow either to be hit normally, but if the player can damage both at the same time, a lot more damage is done. This way, even without the help of going to the wiki for information, even if the player doesn't know the existence of such a mechanic, (s)he is not punished for it. But of course, it makes the wiki-ing process such much more fulfilling when you realise such a "easter egg" exists for this character.
I'm sorry BobMowzie (and Shamos2000), I couldn't think of a easy-to-read and simple structure to write this all out so have fun with this verbal diarrhea.
Name them whatever you like, imma call em penny pinchers.
Probably inbetween the size of a silverfish and a chicken, these little Scorpion guys gravitate to gold, that's why they're so common in mesa's, they wander the caves and plateaus for their whole life, searching for gold, any little bit they can find. They'll destroy golden ores and blocks, and stack little pieces of gold on their backs. If the player drops gold, e.g. Nuggets, bars, ore, armor, whatever, the penny pinchers will steal the items. If the player is wearing gold armor, they will steal it off the player and RUN LIKE HECK, not very fast though, gold is friekin heavy. Otherwise they'll just attack the player or hiss when the player is nearby gold, they are very territorial guys, and are often peaceful if the player is outside the mesa. Strange pits, piled with gold have been found all through the mesa, often containing a queen, the queen could be around the size of an elder guardian? You decide really, depends how big you make the pits. I like to think the queen is around the size of the pit, maybe 1 or 2 blocks smaller. It'd be cool if you could craft a golden carrot on a stick and lure the queen away to your house though.
I imagine them poisoning the player with their tails, spitting acid, snapping, and just being a real... Scorpion. It'd also be great if the queen could release pheromones alerting all penny pinchers in a large radius (20 blocks?) if you get to close to their nests. It'd be a tough fight, probably around 10-20 pinchers per queen, but you'd be rewarded with a great bounty of gold, both dropped of the pinchers, and the blocks from the pit, perhaps a few Notch apples as well? Hmm? You could also acquire some exoskeleton which could be use to make a sword that inflicts poison, and mahbe if their acid spit hits the floor, you could bottle it up like dragons breath and use it in some cool potions, maybe even create your own pheromones and tame one.
Any help guys?
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Greetings. I have errors upon trying to join my server with this mod. Upon join, i am immediately kicked off the server with "internal server error" messages, but nothing else. Any ideas? Thanks!
some survial way to get
the power of the sun ?
Hey Mowzie, awesome mod. I know you're adding to it, and all four mobs you have out now are amazing. (The foliath is my favorite by far), However, the mod feels like it's lacking. The concepts you have announced are very intriguing, I'll give you that, but the mod hasn't had a major content update in quite a while. So I just wanted to ask, do you have an estimated time of release for the next mob? If it's relatively soon, maybe a specific date?
Greetings from Canada
Also, please keep improving the 1.7.10 version. The majority are still using it.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
This is neat, but I'm afraid it isn't quite what I'm looking for in its current state. You've focused really hard on the details behind this idea, and in the process you've lost the cohesive main idea. When I read a mob idea, I don't care about the exact price of it's trade or the percent-chance of dropping an item, I care about the role it serves in gameplay and what it brings to Minecraft that nothing else does or can.
I'm afraid this sounds a bit more annoying than fun... It discourages adventure and brings an almost unavoidable death indiscriminately. It also disjoints the role the Barakoa serve in the mod.
I don't recall the Barakoa following problem. Could you please describe what the issue was?
It's a good idea, but it seems a bit too similar to Barako, the Sun Chief. Sorry.
We discussed in PM. Did you get it working?
Thanks! Hm, I don't think it would make much sense to have a contract, but some sort of magic may be cool later.
More good thinking. Thanks.
I like the idea of little bugs that are hard to catch carrying gold. Thanks! I don't think they warrant a boss or tameability, though.
I made a mistake in the latest build that makes the mod not work on servers... Oops.
Yes! But it is a secret!
Yes, the Barakoa took a lot out of me. Even some minor features were very new to me and difficult to create.
I can assure you that new content is in development. For the sake of "hype", I'm not showing anything yet ;). And for the sake of not disappointing everyone, I can't estimate when it will be ready. I agree with you; I plan to make some more basic mobs for a bit to get them out faster and flesh the mod's world out.
Ah, it took me a year to port the mod to 1.10 and 1.11. It would probably take half as long to port it back. I'd really rather spend that time developing new content. Sorry.
I support this; adding simpler content. The mod does feel rather shallow and could use a bit more substance to it. Not everything needs to be an epic, unique addition. Cause if you are anything like me (which you do seem to be), I get discouraged from making content when each and every new thing is a huge project. x.x'
I suggest you work on a cold climate addition for your next thing. At least in the worlds I'm used to, you have to travel huge distances between cold and warm climate biomes. So if one starts in a cold climate area, they usually have to travel a long ways to visit over half of your current content.
Yup, put very well.
BTW I did get it working. For anyone who is having issues getting the 1.7.10 version to work, I had to use a download from a different site with Llibrary 1.5.1.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Just released 1.3.3, which fixes the server crash on 1.11.2! Play with your friends again!
Some of these mechanics feel more annoying than fun... None of them appeal to me very much, sorry.
Hey Bob -
First, I know you won't be making any further changes to 1.7.10.
With that being said, as far as I can see, the Sun Chief is coded and available in 1.7.10, but obviously not naturally spawning. As far as YOU are aware, are all of his attacks and things working as well? I saw the sun beams, but I wasn't sure if there was anything else he did or was supposed to do, that was available in newer versions of the game.
Also, if you have any familiarity with JAS (I can go ask there if needed), would you have any "fun" suggestions on where to FORCE him to spawn, if I wanted to use him? Are you aware of any bugs or crashes caused by him spawning?