It'd spawn in any overworld Biome, but has to spawn at ~150 height, and only occurs at night.
In Reply to Mowzie: This would serve as A Mini-boss, with a decent health pool and attack set, decent drops, but indicates "This is where it's going to get harder".
Also, i chose to attack the whale, because, if you look at Minecraft at just the right way, it seems like things arent how they should be. it seems.. as if the world itself is trying to kill you. Peat moss becoming sentient and trying to blow you to peices? Skeletons and Zombies reanimating themselves? Heck, NATURE ITSELF (Creepers, Foliaaths, Slimes) seems like its trying to kill you. its as if nature is being controlled. so why the heck not have one of the most amazing sights in the world try to kill you?
I don't think it makes sense to spawn in any overworld biome; jungles and deserts wouldn't feel right with a giant glowing whale in the sky. Consider that it may be more appropriate to spawn only in colder biomes, where auroras are often seen.
A common practice for mini-boss enemies is to allow the player to decide when to engage them. Placing them in structures, requiring a "summoning" procedure, or making them dormant in some fashion are all ways of doing this. Otherwise, a powerful enemy can arrive early in a player's game and become a frustrating source of many unavoidable deaths. It also adds to the sense of adventure if players have to actively seek these encounters. Player agency over risk and reward is important.
I don't know what you mean by "This is where it's going to get harder". What's going to get harder?
I don't agree that Minecraft is themed around things being "not as they should be". Hostile mobs appear hostile. Passive mobs appear passive. Nature always tries to kill; braving the elements is what makes all survival games challenging.
Regardless, good design not only interests the player, it INFORMS them. Things ARE as they should appear. Just by looking at a mob, one can anticipate what its abilities might be and what an encounter might be like. If I were to design a hostile flying boss, I would design it to appear hostile. It is up for debate, but a beautiful whale made of light does not evoke fear or hostility.
In its current state, I'm afraid I have to turn down this idea.
All these talk about a beautiful whale made of light made me think: instead of making it another thing in the world that just wants to kill you, maybe have it be a peaceful giant that is quite a sight to behold instead? Imagine just being outside at day doing whatever you'll be doing when you look up into the sky and see this majestic beast soaring ever so gently in the wide skies.
One method of interaction for these beasts that I currently have in mind is that some type of roost structure would spawn around the world on ground level and the beast will land on it for a brief break before going back to their flight. There, the player could interact with them however they want, including killing them if the player wants to feel like a complete monster.
And if it's not too tall of an order, maybe the player could stand atop them while they're roosted so they can join in on the beast's next flight. During the flight, the player is given free movement on the creature's back, giving them the liberty to look down upon what they are currently flying over.
As for what the creature's appearance is, well a whale made of light is already majestic enough on its own but if you feel as if there's something that should be changed with that, then feel free to do so. Definitely feel free cause this is your mod.
Also another idea I have, separate from the previous one, is another tribe, this time made up of brutish and menacing warriors each surpassing your height by about 1 or 2 blocks. To counteract their individual might, they all have terrible temper and an even more terrible synergy in team fights. In other words, if done right, the player might as well just sit back and watch as these brutes all take each other out until only one remains and then the player can end this survivor with ease.
As for the leader of this tribe, well of course they would have to be capable of commanding fear over such unruly brutes to be worthy of being their leader. As such, one of two things they could have for the maybe-inevitable boss battle between their tribe and the player is a loud yell that would cease any infighting between tribe members and the player would have to go through the procedure of getting them back against each other's throat again. The other is that if the leader were to accidentally hit any of their underlings, said underlings won't retaliate at all for obvious reasons.
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So,I have an idea for a mob/boss/mini boss for the swamp. It would be a bit like a crocodile behavior-wise. It would swim in a certain radius around a nest with an egg in it,and would aggro on players and mobs that got too close to the nest,and drop aggro when they got a certain distance away from the nest. It would have primarily melee attacks. One of those attacks would be a kind of Death Roll,where it would grab the player and roll;dealing damage for a short time before releasing them. It would only do this attack in the water. It would be faster in the water than it would be on land,so drawing it onto land would give the player an advantage. If you killed it (or managed to get past it some other way),you could take the egg from the nest and hatch it to obtain a tamed one.
i was thinking, and i figured a giant killer whale wasn't a good idea :P, but this thing is designed to spawn at night, with a aura floating around it. after thinking a "Little" bit, i was thinking of what was basically what you descriped. IDEA CHANGED, KRILL HAS TEH IDEA NOW
All these talk about a beautiful whale made of light made me think: instead of making it another thing in the world that just wants to kill you, maybe have it be a peaceful giant that is quite a sight to behold instead? Imagine just being outside at day doing whatever you'll be doing when you look up into the sky and see this majestic beast soaring ever so gently in the wide skies.
One method of interaction for these beasts that I currently have in mind is that some type of roost structure would spawn around the world on ground level and the beast will land on it for a brief break before going back to their flight. There, the player could interact with them however they want, including killing them if the player wants to feel like a complete monster.
And if it's not too tall of an order, maybe the player could stand atop them while they're roosted so they can join in on the beast's next flight. During the flight, the player is given free movement on the creature's back, giving them the liberty to look down upon what they are currently flying over.
As for what the creature's appearance is, well a whale made of light is already majestic enough on its own but if you feel as if there's something that should be changed with that, then feel free to do so. Definitely feel free cause this is your mod.
Also another idea I have, separate from the previous one, is another tribe, this time made up of brutish and menacing warriors each surpassing your height by about 1 or 2 blocks. To counteract their individual might, they all have terrible temper and an even more terrible synergy in team fights. In other words, if done right, the player might as well just sit back and watch as these brutes all take each other out until only one remains and then the player can end this survivor with ease.
As for the tribe leader of this tribe, well of course the leader would have to command fear over such unruly brutes to be worthy of being their leader. As such, one of two things they could have for the maybe-inevitable boss battle between their tribe and the player is a loud yell that would cease any infighting between tribe members and the player would have to go through the procedure of getting them back against each other's throat again. The other is that if the leader were to accidentally hit any of their underlings, said underlings won't retaliate at all for obvious reasons.
Exactly! It feels much more fitting with the visual design.
Oh, that's a neat thought. You could toss some gold around them and they'd start fighting over it. Might be difficult to communicate what's happening to players, though.
So,I have an idea for a mob/boss/mini boss for the swamp. It would be a bit like a crocodile behavior-wise. It would swim in a certain radius around a nest with an egg in it,and would aggro on players and mobs that got too close to the nest,and drop aggro when they got a certain distance away from the nest. It would have primarily melee attacks. One of those attacks would be a kind of Death Roll,where it would grab the player and roll;dealing damage for a short time before releasing them. It would only do this attack in the water. It would be faster in the water than it would be on land,so drawing it onto land would give the player an advantage. If you killed it (or managed to get past it some other way),you could take the egg from the nest and hatch it to obtain a tamed one.
This seems a lot like the Mo Creatures crocodile or the Betweenlands lurkers. I don't feel that it brings anything to the game that these mobs do not.
Yeah! What do you mean by "gate encounters" though?
You can give the player an item via questing, achievements, crafting, loot, or some other means that allows you to summon or start an encounter with a "boss" type monster. This allows the mod pack developer to control when and how the player encounters the mob.
For example, MCA has a mob boss call Death that needs to be summoned via a multiblock ritual. So does Botania with the Gaia spirits.
Now I know that the smaller creatures in your mod, like the Barakoa, but for bigger things it's fun to have something you have to do to encounter them.
You can give the player an item via questing, achievements, crafting, loot, or some other means that allows you to summon or start an encounter with a "boss" type monster. This allows the mod pack developer to control when and how the player encounters the mob.
For example, MCA has a mob boss call Death that needs to be summoned via a multiblock ritual. So does Botania with the Gaia spirits.
Now I know that the smaller creatures in your mod, like the Barakoa, but for bigger things it's fun to have something you have to do to encounter them.
Ah, sure! Of course, the ritual needs to make sense for the mob's theme.
In a way, approaching an otherwise stationary boss is a sort of ritual to begin the boss fight. That's why the frostmaw is asleep before you approach it.
Maybe add a reaper type mob. A terrifying night creature the floats around killing animals and plants with its scythe. It could be slightly hovering with some particle effects underneath it to give a ghostly feeling. This mob would be threatening you, animals, and farms. It could potentially spawn near villages, the perfect place to terrorize.
Abilities-
Scythe attacks
- Regular single target attack. The reaper simply just attacks with its scythe dealing damage.
- Power swing. The reaper charges its scythe, then swings it in a full circle damaging all mobs around it and also breaks all tall grass/ flowers/ wheat/ sapling/ etc... (farming type blocks).
Magical powers
- Summons minions, summons regular skeletons periodically and transforms villagers to wither skeletons.
- Ghostly Charge, the reaper charges up, then strikes forward 5 blocks damaging anything in front of it, leaving a trail of its withering particle effects behind for a short time.
- Teleport. It could have a short charge up and an indicator of where it could teleport to by having a pool of withering particle effects at its destination. Teleporting up to 10 blocks.
- Lights out. Charges up a deadly scream the gives the player nausea for a few seconds and breaking all light sources including fire but not lava.
Passive abilities
-Death steps, kills all type of plant life directly beneath it. Turning grass and farming land to dirt. Also turning saplings to dead bushes.
-Invulnerable and slightly transparent while in low light levels.
-Eyes start glowing red with its charging abilities.
How to Kill it-
So noting that this thing is Invulnerable in low light levels. Your first task is to light up the space around it. After you light it up and get rid of its Invulnerable effect, you now have to shoot arrows in its face or hit it with a sword while its charging. Normally in low light levels arrow will fly straight through him and hitting him will wither you. Another way of kill it would be
flint & steal or lava. Knowing light is its weakness and fire it its ultimate kryptonite, that is why it puts out all the lights!
Drops-
The reaper could drop its scythe letting players use its two scythe attacks. Also maybe dropping some armor giving the player night vision.
Just an idea, but I would love to see something like this brought to life by great modders like you guys!.
Maybe add a reaper type mob. A terrifying night creature the floats around killing animals and plants with its scythe. It could be slightly hovering with some particle effects underneath it to give a ghostly feeling. This mob would be threatening you, animals, and farms. It could potentially spawn near villages, the perfect place to terrorize.
Abilities-
Scythe attacks
- Regular single target attack. The reaper simply just attacks with its scythe dealing damage.
- Power swing. The reaper charges its scythe, then swings it in a full circle damaging all mobs around it and also breaks all tall grass/ flowers/ wheat/ sapling/ etc... (farming type blocks).
Magical powers
- Summons minions, summons regular skeletons periodically and transforms villagers to wither skeletons.
- Ghostly Charge, the reaper charges up, then strikes forward 5 blocks damaging anything in front of it, leaving a trail of its withering particle effects behind for a short time.
- Teleport. It could have a short charge up and an indicator of where it could teleport to by having a pool of withering particle effects at its destination. Teleporting up to 10 blocks.
- Lights out. Charges up a deadly scream the gives the player nausea for a few seconds and breaking all light sources including fire but not lava.
Passive abilities
-Death steps, kills all type of plant life directly beneath it. Turning grass and farming land to dirt. Also turning saplings to dead bushes.
-Invulnerable and slightly transparent while in low light levels.
-Eyes start glowing red with its charging abilities.
How to Kill it-
So noting that this thing is Invulnerable in low light levels. Your first task is to light up the space around it. After you light it up and get rid of its Invulnerable effect, you now have to shoot arrows in its face or hit it with a sword while its charging. Normally in low light levels arrow will fly straight through him and hitting him will wither you. Another way of kill it would be
flint & steal or lava. Knowing light is its weakness and fire it its ultimate kryptonite, that is why it puts out all the lights!
Drops-
The reaper could drop its scythe letting players use its two scythe attacks. Also maybe dropping some armor giving the player night vision.
Just an idea, but I would love to see something like this brought to life by great modders like you guys!.
Not bad. It's a bit cliche, but sometimes that can be a good thing. I do have a few issues with it, though.
The biggest problem is player agency. This mob sounds like a powerful boss encounter. Having a mob this strong randomly spawn in the world is slightly unfair to players early in the game and can break the atmosphere where it appears. Can you imagine if Withers could spawn in the overworld? It's important to give players the choice of whether or not to engage a mob like this, with the incentive being its drops.
That's the next thing; I don't feel that the mob drops are unique and interesting enough to motivate players to try to fight this enemy.
Finally, I have a loose policy against mob griefing.
Let me know if you think of any improvements or anything else. Thanks!
We were still at our trading outpost, It was the transition into night.The men from far off lands had hopped on their llama caravans and rode back towards the mountains;people were finishing their trades and horses were tied up to posts. The tents were being set up around a dwindling fire of burnt coals.
Me and the boss were speaking in lulled whispers about the doings and deals of the day. An abrupt cry split the still of the night. A monstrous hill of sand appeared, and raced towards the camp. People desperately tried to untie their horse, who freaked out and tried to escape as they thrashed about, and then it sunk back into the sand. Nobody in the camp moved, I locked eyes with the boss. Suddenly, the gigantic beast exploded out of the sand, directly in the middle of camp!
Sand blew everywhere as the beast bites into tents and slaughtered the horses and the people indiscriminately, some fled, all others died. Me and the boss ran to get away, When the creature was right behind us, he said we should split up, as he said that he could take it on.
I now live in a beach village; I still don’t know what happened to the old boss, but deep down, I know that he was killed.
Sometimes I walk down the beach to look at the sea turtles, watching them peacefully swim around. Hard to believe they’re related to the thing that still haunts me to this day.”
The GRELYDRA is a Large desert dwelling beast, it has a mostly flat and spiky shell, that has a large, curious yellowish orange crystal popping out of the middle. It's fin like claws are used to dig through sand.
Grelydras have long necks with sandstone camouflage. The head has a spikey and cracked look,with softshell turtle like noses and a giant, toothy maw.
Underneath the shell is a mucusey and amphibious blue skin that is incredibly weak and thin, and needs to be protected at most times. The tail has both a thin orange fin and two bony green plates on either sides. They are extremely slow on top of the land, but very fast under the sand.
They also have red forms that spawn in mesas, and are slower but have more health, that is the only difference besides the coloration and spawn location.
Attacks:
Carnivorous cavern: This is more of a passive ability, it digs beneath the sand showing only its head, closing its eyes and showing its tongue that has a grass like design, luring in prey animals (rabbits,horses,cows,sheep,pigs,llamas, and chickens) much like a player holding food. Once it is close enough, it chomps down and kills the animal. It will not do this around players.
Sand swim: Grelydras can freely swim through sand,red sand, gravel, and concrete powder. Much like sea turtles swimming through water. It is invulnerable when under sand
Dust sneeze: It will move its head back and shoot dusty sand particles out of its nose, it will do one half heart damage, and 0.8 seconds of blindness.
Sandy Splash: It will breach out of the sand and walk around on the surface, flinging sand blocks everywhere, and doing damage to them.
Sneaky chomp: While under the sand. It sticks its neck and head out, biting you and causing 2.5 damage
Tail attack: Grelydras have a very hard time turning around above land.but if you are directly behind it, it will swing its tail causing 3 hearts of damage and knocking it back a considerable ways.
Spin shell Hell: Tucking in the legs and neck (part ways) and closing the eyes. It will then spin around like crazy, bouncing off any blocks like a certain Dragon turtle that is very well known, while causing massive damage.
Tremor Ambush: The Grelydra will sink down into the sand, after a while a shadow appears beneath you, move out of the way quickly or the Grelydra will bring you up into the air with it and drop you back down again.*
Sandomancy: with a mighty roar it will cause a mountain of sand to rain down upon you, dig out quick before you are suffocated. *
*It will only use this if it is on a quarter health
It is a boss like monster(similar to the elder guardian or a more powerful frostmaw), spawning on it's own and few and far between each other, they are 4 blocks tall and 5 blocks long.
DROPS:
Common: sand,sandstone, Any raw meat, and Desert shell shard(or Desert Scute)
Uncommon: Sand Crystal, a large orangish yellow crystal which contains the powers of sandomancy, but on its own, only causes the Dust sneeze sort of attack, like a blinding ice crystal. Flexible Fin, a large orange fin that is incredible flexible and is located on the tail of a grelydra.
Rare: Grelydra Egg, a black, that when put near a torch, eventually hatches into a hatchling that can be tamed with any raw meat., and eventually grow to a full size in a number of minecraft days. It is peaceful and has 15 health, no drops, and can only sand swim and Dust Sneeze if you hit it, it will run away while crying and screaming, it’s call can sometimes cause a grelydra spawn, to defend the baby from you, a tamed hatchling will follow you like crazy and be made to sit like a wolf, but will run from hostiles, occasionally dust sneezing them.
ITEMS:
Bulldozer Hammer: this weapon is crafted in three parts, first is the head,which is a sandstone block with Desert shell shards surrounding it. The middle piece is a sand Crystal in the middle, and two iron ingots on the left and right.
Finally, place the head at the top, the middle in the, well, middle, and a bone underneath, finally you have the Bulldozer hammer
Damage: 9.5 hearts
Speed: 0.6
Much like the Ferrous wroughtnaut axe, you can attack horizontally, but when you do, it also conjures up sand and throws the blocks at an enemy for damage.
But if you hold left click you bring the hammer back to charge it up, and then fling a precise and line of even more sand, this has a cooldown. You can also Shift-left click on the ground with it to mine a 3x3 hole with the silk touch effect, but this also has a cool down.
Sand Surfer: Place any type of boat in the bottom of the crafting table, with slabs of the same wood type on their side of it on both sides of it, and a fence of again the same type of wood on top, and finally a Flexible fin on top, finally, it is done.
These transportational device are a fast way to traverse deserts at a very fast speed
While trying to streamlining the grelydra, I thought of multiple smaller, peaceful and neutral mobs based around the idea of a “sand sea”, like an ocean that dried up, leaving behind a wasteland that is still teeming with life.
Bathing and swimming through the sands…
Dune Fish: this fish has a toothy beak and hard and rocky head. it swims through sand and occasionally jump out of the sand or backflipping out of the sand, they spawn in small groups and are two blocks long, they will sometimes slowly swim up to rabbits or chickens, and then attacking, however they seem omnivorous, attack cactus in the same manner, causing it to fall down.they can be bred with raw chicken, rabbit, or cactus blocks, and will follow them too. making them a farmable creature. they can also be put on leads and have a special use, tying them to a sand surfer makes it so that you will travel even faster in the desert while also maintaining full directional control. The Grelydra boss will sometimes try to find a Dune Fish and eat it to regain a little health.
Common: Sand, Raw Dune fish, it heals 5.5 hunger and can be cooked to heal 9.5 hunger
Uncommon: 1-3 desert shell shards can come from it's plated head
Rare:
Patrolling the Arid skies…
Sandgull: this large bird sports emu like grey and black feathers and a large beak. it's special talons let it rest upon cactus tops, it is two blocks tall and fly away when players draw near, they hunt by gliding near the ground and sifting through the sand, dune fish run away as if it gets close it will swallow it, puffing out the beak significantly. it is mostly neutral, If you shoot it then it will swing back around and dive bomb you, but if it has puffed cheeks, it will barf out a dune fish on low health, it will give you hunger and nausea as it then flies far away.This poses a problem for dune fish farmers, as the sandgull often steals fish,but they do fear a tamed grelydra, and will run from it.
Common: feathers,bones,
Uncommon:
Rare:
Lurking beneath shimmering sands...
Spinetis: this flat arachnid cannot actually move upwards into sand, and instead sticks to the bottom, skittering away as the player gets quite a scare
It is three blocks long, but very flat, a little smaller than a slab, it is neutral and will try to sting you if you attack. They will attack any dune fish that get close
Common: sandstone
Uncommon: spider eyes, Nautilus shell?
Rare:
Last guardians of long gone ecosystem…
Death Flop: sometimes, a small chunk of dead coral will spawn beneath the sands, and if you step near on the sand on top of it, then particles of sand will start to form on the top, as strange creatures flap out of the ground in groups of 3-8, the death flop is covered in dead coral and is pale white except for its sandy eyes, they hover on wing like fins and will chase you away, until you get far enough away that they float back to their dead coral, Spinetises will crawl towards them to attack them, but are often overwhelmed by the number of death flops. an odd thing happens when near water, they actually change to be the color of coral they are.
We were still at our trading outpost, It was the transition into night.The men from far off lands had hopped on their llama caravans and rode back towards the mountains;people were finishing their trades and horses were tied up to posts. The tents were being set up around a dwindling fire of burnt coals.
Me and the boss were speaking in lulled whispers about the doings and deals of the day. An abrupt cry split the still of the night. A monstrous hill of sand appeared, and raced towards the camp. People desperately tried to untie their horse, who freaked out and tried to escape as they thrashed about, and then it sunk back into the sand. Nobody in the camp moved, I locked eyes with the boss. Suddenly, the gigantic beast exploded out of the sand, directly in the middle of camp!
Sand blew everywhere as the beast bites into tents and slaughtered the horses and the people indiscriminately, some fled, all others died. Me and the boss ran to get away, When the creature was right behind us, he said we should split up, as he said that he could take it on.
I now live in a beach village; I still don’t know what happened to the old boss, but deep down, I know that he was killed.
Sometimes I walk down the beach to look at the sea turtles, watching them peacefully swim around. Hard to believe they’re related to the thing that still haunts me to this day.”
The GRELYDRA is a Large desert dwelling beast, it has a mostly flat and spiky shell, that has a large, curious yellowish orange crystal popping out of the middle. It's fin like claws are used to dig through sand.
Grelydras have long necks with sandstone camouflage. The head has a spikey and cracked look,with softshell turtle like noses and a giant, toothy maw.
Underneath the shell is a mucusey and amphibious blue skin that is incredibly weak and thin, and needs to be protected at most times. The tail has both a thin orange fin and two bony green plates on either sides. They are extremely slow on top of the land, but very fast under the sand.
They also have red forms that spawn in mesas, and are slower but have more health, that is the only difference besides the coloration and spawn location.
Attacks:
Carnivorous cavern: This is more of a passive ability, it digs beneath the sand showing only its head, closing its eyes and showing its tongue that has a grass like design, luring in prey animals (rabbits,horses,cows,sheep,pigs,llamas, and chickens) much like a player holding food. Once it is close enough, it chomps down and kills the animal. It will not do this around players.
Sand swim: Grelydras can freely swim through sand,red sand, gravel, and concrete powder. Much like sea turtles swimming through water. It is invulnerable when under sand
Dust sneeze: It will move its head back and shoot dusty sand particles out of its nose, it will do one half heart damage, and 0.8 seconds of blindness.
Sandy Splash: It will breach out of the sand and walk around on the surface, flinging sand blocks everywhere, and doing damage to them.
Sneaky chomp: While under the sand. It sticks its neck and head out, biting you and causing 2.5 damage
Tail attack: Grelydras have a very hard time turning around above land.but if you are directly behind it, it will swing its tail causing 3 hearts of damage and knocking it back a considerable ways.
Spin shell Hell: Tucking in the legs and neck (part ways) and closing the eyes. It will then spin around like crazy, bouncing off any blocks like a certain Dragon turtle that is very well known, while causing massive damage.
Tremor Ambush: The Grelydra will sink down into the sand, after a while a shadow appears beneath you, move out of the way quickly or the Grelydra will bring you up into the air with it and drop you back down again.*
Sandomancy: with a mighty roar it will cause a mountain of sand to rain down upon you, dig out quick before you are suffocated. *
*It will only use this if it is on a quarter health
It is a boss like monster(similar to the elder guardian or a more powerful frostmaw), spawning on it's own and few and far between each other, they are 4 blocks tall and 5 blocks long.
DROPS:
Common: sand,sandstone, Any raw meat, and Desert shell shard(or Desert Scute)
Uncommon: Sand Crystal, a large orangish yellow crystal which contains the powers of sandomancy, but on its own, only causes the Dust sneeze sort of attack, like a blinding ice crystal. Flexible Fin, a large orange fin that is incredible flexible and is located on the tail of a grelydra.
Rare: Grelydra Egg, a black, that when put near a torch, eventually hatches into a hatchling that can be tamed with any raw meat., and eventually grow to a full size in a number of minecraft days. It is peaceful and has 15 health, no drops, and can only sand swim and Dust Sneeze if you hit it, it will run away while crying and screaming, it’s call can sometimes cause a grelydra spawn, to defend the baby from you, a tamed hatchling will follow you like crazy and be made to sit like a wolf, but will run from hostiles, occasionally dust sneezing them.
ITEMS:
Bulldozer Hammer: this weapon is crafted in three parts, first is the head,which is a sandstone block with Desert shell shards surrounding it. The middle piece is a sand Crystal in the middle, and two iron ingots on the left and right.
Finally, place the head at the top, the middle in the, well, middle, and a bone underneath, finally you have the Bulldozer hammer
Damage: 9.5 hearts
Speed: 0.6
Much like the Ferrous wroughtnaut axe, you can attack horizontally, but when you do, it also conjures up sand and throws the blocks at an enemy for damage.
But if you hold left click you bring the hammer back to charge it up, and then fling a precise and line of even more sand, this has a cooldown. You can also Shift-left click on the ground with it to mine a 3x3 hole with the silk touch effect, but this also has a cool down.
Sand Surfer: Place any type of boat in the bottom of the crafting table, with slabs of the same wood type on their side of it on both sides of it, and a fence of again the same type of wood on top, and finally a Flexible fin on top, finally, it is done.
These transportational device are a fast way to traverse deserts at a very fast speed
While trying to streamlining the grelydra, I thought of multiple smaller, peaceful and neutral mobs based around the idea of a “sand sea”, like an ocean that dried up, leaving behind a wasteland that is still teeming with life.
Bathing and swimming through the sands…
Dune Fish: this fish has a toothy beak and hard and rocky head. it swims through sand and occasionally jump out of the sand or backflipping out of the sand, they spawn in small groups and are two blocks long, they will sometimes slowly swim up to rabbits or chickens, and then attacking, however they seem omnivorous, attack cactus in the same manner, causing it to fall down.they can be bred with raw chicken, rabbit, or cactus blocks, and will follow them too. making them a farmable creature. they can also be put on leads and have a special use, tying them to a sand surfer makes it so that you will travel even faster in the desert while also maintaining full directional control. The Grelydra boss will sometimes try to find a Dune Fish and eat it to regain a little health.
Common: Sand, Raw Dune fish, it heals 5.5 hunger and can be cooked to heal 9.5 hunger
Uncommon: 1-3 desert shell shards can come from it's plated head
Rare:
Patrolling the Arid skies…
Sandgull: this large bird sports emu like grey and black feathers and a large beak. it's special talons let it rest upon cactus tops, it is two blocks tall and fly away when players draw near, they hunt by gliding near the ground and sifting through the sand, dune fish run away as if it gets close it will swallow it, puffing out the beak significantly. it is mostly neutral, If you shoot it then it will swing back around and dive bomb you, but if it has puffed cheeks, it will barf out a dune fish on low health, it will give you hunger and nausea as it then flies far away.This poses a problem for dune fish farmers, as the sandgull often steals fish,but they do fear a tamed grelydra, and will run from it.
Common: feathers,bones,
Uncommon:
Rare:
Lurking beneath shimmering sands...
Spinetis: this flat arachnid cannot actually move upwards into sand, and instead sticks to the bottom, skittering away as the player gets quite a scare
It is three blocks long, but very flat, a little smaller than a slab, it is neutral and will try to sting you if you attack. They will attack any dune fish that get close
Common: sandstone
Uncommon: spider eyes, Nautilus shell?
Rare:
Last guardians of long gone ecosystem…
Death Flop: sometimes, a small chunk of dead coral will spawn beneath the sands, and if you step near on the sand on top of it, then particles of sand will start to form on the top, as strange creatures flap out of the ground in groups of 3-8, the death flop is covered in dead coral and is pale white except for its sandy eyes, they hover on wing like fins and will chase you away, until you get far enough away that they float back to their dead coral, Spinetises will crawl towards them to attack them, but are often overwhelmed by the number of death flops. an odd thing happens when near water, they actually change to be the color of coral they are.
So much better! You took everything I said to heart! No promises, but I'll hold on to the Grelydra idea for the far future.
Actually, my favorite idea here is the dunefish. I've been brainstorming for smaller mobs to add, and the dunefish has a really cool design-mechanic synergy. I kinda want to give it a marlin-like sail on its back so you can see it swimming beneath the desert surface. Thanks!
I think too many people want me to update to 1.12 for me to skip it.
Damn straight!
1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10
Twilight Forest, Erebus, Aether 2, Galacticraft, soon to be Thaumcraft!
1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10
Agreed... It's no wise to skipping 1.12.2 , Since 1.12.2 is now more like stable version just like 1.6.4 and 1.7.10 ...
(This is just like Apple didn't release iPhone X at last year, but release it at 2020...)
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
to start off, i don't have the time (and tbh, probably neither the patience) to read trough all that has been said so far, so sorry if my suggestion has already been suggested (redundancy ftw).
so, i belive a monster that can't be killed by hitting it, or at least is very hard to hit would be interesting, what i have in mind, more precisely, is something akin to a irl jumping spider; A tiny arthropod that moves extremely fast, but in bursts, so fast, in fact, that if it misses it's target and hits a block, it takes significant damage, dying after 3 or 4 times. it would deal fairly little damage, so that it is not too powerfull and you can kill it even if it gets the first hit before you notice it.
I feel that pine/spruce forests would be a good biome for it
As for the drops, i am not sure, but it would probably be something related to how it moves and/or it's chemical makeup, for instace, if it moves by creating small explosions, it could drop said explosives.
i was basically rambling here, i wrote it as it came to my mind, so i appologize if it is badly structured or such.
I don't think it makes sense to spawn in any overworld biome; jungles and deserts wouldn't feel right with a giant glowing whale in the sky. Consider that it may be more appropriate to spawn only in colder biomes, where auroras are often seen.
A common practice for mini-boss enemies is to allow the player to decide when to engage them. Placing them in structures, requiring a "summoning" procedure, or making them dormant in some fashion are all ways of doing this. Otherwise, a powerful enemy can arrive early in a player's game and become a frustrating source of many unavoidable deaths. It also adds to the sense of adventure if players have to actively seek these encounters. Player agency over risk and reward is important.
I don't know what you mean by "This is where it's going to get harder". What's going to get harder?
I don't agree that Minecraft is themed around things being "not as they should be". Hostile mobs appear hostile. Passive mobs appear passive. Nature always tries to kill; braving the elements is what makes all survival games challenging.
Regardless, good design not only interests the player, it INFORMS them. Things ARE as they should appear. Just by looking at a mob, one can anticipate what its abilities might be and what an encounter might be like. If I were to design a hostile flying boss, I would design it to appear hostile. It is up for debate, but a beautiful whale made of light does not evoke fear or hostility.
In its current state, I'm afraid I have to turn down this idea.
I totally support summoning rituals for important creatures. That is super fun and allows mod pack makers to gate encounters.
Makes perfect sence
sooo i've been thinking on better ideas for summoning, OR getting rid of it if it spawns early in-game
(Also, how is a giant flying whale that could flatten you at will NOT scary?)
So...
DIRTBALLS
2x2 of dirt crafts 4 dirtballs, hitting a Auroric Whale with one causes it to fly away, because auroras dont like dirty air... for some reason? IDEK
This thing is designed to be fought after you've "went deeper" (the nether), but could be taken out before then.
im not gonna keep trying to renovate this monster after this post, this is just becoming a drag-out :/
haha unoriginal signature go brr
All these talk about a beautiful whale made of light made me think: instead of making it another thing in the world that just wants to kill you, maybe have it be a peaceful giant that is quite a sight to behold instead? Imagine just being outside at day doing whatever you'll be doing when you look up into the sky and see this majestic beast soaring ever so gently in the wide skies.
One method of interaction for these beasts that I currently have in mind is that some type of roost structure would spawn around the world on ground level and the beast will land on it for a brief break before going back to their flight. There, the player could interact with them however they want, including killing them if the player wants to feel like a complete monster.
And if it's not too tall of an order, maybe the player could stand atop them while they're roosted so they can join in on the beast's next flight. During the flight, the player is given free movement on the creature's back, giving them the liberty to look down upon what they are currently flying over.
As for what the creature's appearance is, well a whale made of light is already majestic enough on its own but if you feel as if there's something that should be changed with that, then feel free to do so. Definitely feel free cause this is your mod.
Also another idea I have, separate from the previous one, is another tribe, this time made up of brutish and menacing warriors each surpassing your height by about 1 or 2 blocks. To counteract their individual might, they all have terrible temper and an even more terrible synergy in team fights. In other words, if done right, the player might as well just sit back and watch as these brutes all take each other out until only one remains and then the player can end this survivor with ease.
As for the leader of this tribe, well of course they would have to be capable of commanding fear over such unruly brutes to be worthy of being their leader. As such, one of two things they could have for the maybe-inevitable boss battle between their tribe and the player is a loud yell that would cease any infighting between tribe members and the player would have to go through the procedure of getting them back against each other's throat again. The other is that if the leader were to accidentally hit any of their underlings, said underlings won't retaliate at all for obvious reasons.
Krill13's Models
So,I have an idea for a mob/boss/mini boss for the swamp. It would be a bit like a crocodile behavior-wise. It would swim in a certain radius around a nest with an egg in it,and would aggro on players and mobs that got too close to the nest,and drop aggro when they got a certain distance away from the nest. It would have primarily melee attacks. One of those attacks would be a kind of Death Roll,where it would grab the player and roll;dealing damage for a short time before releasing them. It would only do this attack in the water. It would be faster in the water than it would be on land,so drawing it onto land would give the player an advantage. If you killed it (or managed to get past it some other way),you could take the egg from the nest and hatch it to obtain a tamed one.
In Reply to Krill:
i was thinking, and i figured a giant killer whale wasn't a good idea :P, but this thing is designed to spawn at night, with a aura floating around it. after thinking a "Little" bit, i was thinking of what was basically what you descriped. IDEA CHANGED, KRILL HAS TEH IDEA NOW
haha unoriginal signature go brr
Have you thought of making a Twitter to post updates and other things on . . . . ?? Just a thought . . .
Yeah! What do you mean by "gate encounters" though?
I'm really not sure you understand what I mean...
Exactly! It feels much more fitting with the visual design.
Oh, that's a neat thought. You could toss some gold around them and they'd start fighting over it. Might be difficult to communicate what's happening to players, though.
This seems a lot like the Mo Creatures crocodile or the Betweenlands lurkers. I don't feel that it brings anything to the game that these mobs do not.
I have thought about it, but I'd like to keep all discussion in one place. I post all updates and announcements right here.
You can give the player an item via questing, achievements, crafting, loot, or some other means that allows you to summon or start an encounter with a "boss" type monster. This allows the mod pack developer to control when and how the player encounters the mob.
For example, MCA has a mob boss call Death that needs to be summoned via a multiblock ritual. So does Botania with the Gaia spirits.
Now I know that the smaller creatures in your mod, like the Barakoa, but for bigger things it's fun to have something you have to do to encounter them.
Hi, I wish to use this mod as part of my modpack:
https://www.technicpack.net/modpack/adventurific.1210535
I am working on a long credits list for all the creators that will include a link to this page.
If you do not wish for your mod to be part of this pack, let me know and I will remove it.
-A
Ah, sure! Of course, the ritual needs to make sense for the mob's theme.
In a way, approaching an otherwise stationary boss is a sort of ritual to begin the boss fight. That's why the frostmaw is asleep before you approach it.
Go ahead! Thanks for letting me know!
Maybe add a reaper type mob. A terrifying night creature the floats around killing animals and plants with its scythe. It could be slightly hovering with some particle effects underneath it to give a ghostly feeling. This mob would be threatening you, animals, and farms. It could potentially spawn near villages, the perfect place to terrorize.
Abilities-
Scythe attacks
- Regular single target attack. The reaper simply just attacks with its scythe dealing damage.
- Power swing. The reaper charges its scythe, then swings it in a full circle damaging all mobs around it and also breaks all tall grass/ flowers/ wheat/ sapling/ etc... (farming type blocks).
Magical powers
- Summons minions, summons regular skeletons periodically and transforms villagers to wither skeletons.
- Ghostly Charge, the reaper charges up, then strikes forward 5 blocks damaging anything in front of it, leaving a trail of its withering particle effects behind for a short time.
- Teleport. It could have a short charge up and an indicator of where it could teleport to by having a pool of withering particle effects at its destination. Teleporting up to 10 blocks.
- Lights out. Charges up a deadly scream the gives the player nausea for a few seconds and breaking all light sources including fire but not lava.
Passive abilities
-Death steps, kills all type of plant life directly beneath it. Turning grass and farming land to dirt. Also turning saplings to dead bushes.
-Invulnerable and slightly transparent while in low light levels.
-Eyes start glowing red with its charging abilities.
How to Kill it-
So noting that this thing is Invulnerable in low light levels. Your first task is to light up the space around it. After you light it up and get rid of its Invulnerable effect, you now have to shoot arrows in its face or hit it with a sword while its charging. Normally in low light levels arrow will fly straight through him and hitting him will wither you. Another way of kill it would be
flint & steal or lava. Knowing light is its weakness and fire it its ultimate kryptonite, that is why it puts out all the lights!
Drops-
The reaper could drop its scythe letting players use its two scythe attacks. Also maybe dropping some armor giving the player night vision.
Just an idea, but I would love to see something like this brought to life by great modders like you guys!.
I think too many people want me to update to 1.12 for me to skip it.
Not bad. It's a bit cliche, but sometimes that can be a good thing. I do have a few issues with it, though.
The biggest problem is player agency. This mob sounds like a powerful boss encounter. Having a mob this strong randomly spawn in the world is slightly unfair to players early in the game and can break the atmosphere where it appears. Can you imagine if Withers could spawn in the overworld? It's important to give players the choice of whether or not to engage a mob like this, with the incentive being its drops.
That's the next thing; I don't feel that the mob drops are unique and interesting enough to motivate players to try to fight this enemy.
Finally, I have a loose policy against mob griefing.
Let me know if you think of any improvements or anything else. Thanks!
Grelydra: scourge of the seas of sand :STREAMLINED EDITION
Aggressive, desert
Snapping turtle + dinosaur + Nibelsnarf + Softshell turtle + Desert tortoise
“I can still remember that night.
We were still at our trading outpost, It was the transition into night.The men from far off lands had hopped on their llama caravans and rode back towards the mountains;people were finishing their trades and horses were tied up to posts. The tents were being set up around a dwindling fire of burnt coals.
Me and the boss were speaking in lulled whispers about the doings and deals of the day. An abrupt cry split the still of the night. A monstrous hill of sand appeared, and raced towards the camp. People desperately tried to untie their horse, who freaked out and tried to escape as they thrashed about, and then it sunk back into the sand. Nobody in the camp moved, I locked eyes with the boss. Suddenly, the gigantic beast exploded out of the sand, directly in the middle of camp!
Sand blew everywhere as the beast bites into tents and slaughtered the horses and the people indiscriminately, some fled, all others died. Me and the boss ran to get away, When the creature was right behind us, he said we should split up, as he said that he could take it on.
I now live in a beach village; I still don’t know what happened to the old boss, but deep down, I know that he was killed.
Sometimes I walk down the beach to look at the sea turtles, watching them peacefully swim around. Hard to believe they’re related to the thing that still haunts me to this day.”
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The GRELYDRA is a Large desert dwelling beast, it has a mostly flat and spiky shell, that has a large, curious yellowish orange crystal popping out of the middle. It's fin like claws are used to dig through sand.
Grelydras have long necks with sandstone camouflage. The head has a spikey and cracked look,with softshell turtle like noses and a giant, toothy maw.
Underneath the shell is a mucusey and amphibious blue skin that is incredibly weak and thin, and needs to be protected at most times. The tail has both a thin orange fin and two bony green plates on either sides. They are extremely slow on top of the land, but very fast under the sand.
They also have red forms that spawn in mesas, and are slower but have more health, that is the only difference besides the coloration and spawn location.
Attacks:
Carnivorous cavern: This is more of a passive ability, it digs beneath the sand showing only its head, closing its eyes and showing its tongue that has a grass like design, luring in prey animals (rabbits,horses,cows,sheep,pigs,llamas, and chickens) much like a player holding food. Once it is close enough, it chomps down and kills the animal. It will not do this around players.
Sand swim: Grelydras can freely swim through sand,red sand, gravel, and concrete powder. Much like sea turtles swimming through water. It is invulnerable when under sand
Dust sneeze: It will move its head back and shoot dusty sand particles out of its nose, it will do one half heart damage, and 0.8 seconds of blindness.
Sandy Splash: It will breach out of the sand and walk around on the surface, flinging sand blocks everywhere, and doing damage to them.
Sneaky chomp: While under the sand. It sticks its neck and head out, biting you and causing 2.5 damage
Tail attack: Grelydras have a very hard time turning around above land.but if you are directly behind it, it will swing its tail causing 3 hearts of damage and knocking it back a considerable ways.
Spin shell Hell: Tucking in the legs and neck (part ways) and closing the eyes. It will then spin around like crazy, bouncing off any blocks like a certain Dragon turtle that is very well known, while causing massive damage.
Tremor Ambush: The Grelydra will sink down into the sand, after a while a shadow appears beneath you, move out of the way quickly or the Grelydra will bring you up into the air with it and drop you back down again.*
Sandomancy: with a mighty roar it will cause a mountain of sand to rain down upon you, dig out quick before you are suffocated. *
*It will only use this if it is on a quarter health
It is a boss like monster(similar to the elder guardian or a more powerful frostmaw), spawning on it's own and few and far between each other, they are 4 blocks tall and 5 blocks long.
DROPS:
Common: sand,sandstone, Any raw meat, and Desert shell shard(or Desert Scute)
Uncommon: Sand Crystal, a large orangish yellow crystal which contains the powers of sandomancy, but on its own, only causes the Dust sneeze sort of attack, like a blinding ice crystal. Flexible Fin, a large orange fin that is incredible flexible and is located on the tail of a grelydra.
Rare: Grelydra Egg, a black, that when put near a torch, eventually hatches into a hatchling that can be tamed with any raw meat., and eventually grow to a full size in a number of minecraft days. It is peaceful and has 15 health, no drops, and can only sand swim and Dust Sneeze if you hit it, it will run away while crying and screaming, it’s call can sometimes cause a grelydra spawn, to defend the baby from you, a tamed hatchling will follow you like crazy and be made to sit like a wolf, but will run from hostiles, occasionally dust sneezing them.
ITEMS:
Bulldozer Hammer: this weapon is crafted in three parts, first is the head,which is a sandstone block with Desert shell shards surrounding it. The middle piece is a sand Crystal in the middle, and two iron ingots on the left and right.
Finally, place the head at the top, the middle in the, well, middle, and a bone underneath, finally you have the Bulldozer hammer
Damage: 9.5 hearts
Speed: 0.6
Much like the Ferrous wroughtnaut axe, you can attack horizontally, but when you do, it also conjures up sand and throws the blocks at an enemy for damage.
But if you hold left click you bring the hammer back to charge it up, and then fling a precise and line of even more sand, this has a cooldown. You can also Shift-left click on the ground with it to mine a 3x3 hole with the silk touch effect, but this also has a cool down.
Sand Surfer: Place any type of boat in the bottom of the crafting table, with slabs of the same wood type on their side of it on both sides of it, and a fence of again the same type of wood on top, and finally a Flexible fin on top, finally, it is done.
These transportational device are a fast way to traverse deserts at a very fast speed
While trying to streamlining the grelydra, I thought of multiple smaller, peaceful and neutral mobs based around the idea of a “sand sea”, like an ocean that dried up, leaving behind a wasteland that is still teeming with life.
Bathing and swimming through the sands…
Dune Fish: this fish has a toothy beak and hard and rocky head. it swims through sand and occasionally jump out of the sand or backflipping out of the sand, they spawn in small groups and are two blocks long, they will sometimes slowly swim up to rabbits or chickens, and then attacking, however they seem omnivorous, attack cactus in the same manner, causing it to fall down.they can be bred with raw chicken, rabbit, or cactus blocks, and will follow them too. making them a farmable creature. they can also be put on leads and have a special use, tying them to a sand surfer makes it so that you will travel even faster in the desert while also maintaining full directional control. The Grelydra boss will sometimes try to find a Dune Fish and eat it to regain a little health.
Common: Sand, Raw Dune fish, it heals 5.5 hunger and can be cooked to heal 9.5 hunger
Uncommon: 1-3 desert shell shards can come from it's plated head
Rare:
Patrolling the Arid skies…
Sandgull: this large bird sports emu like grey and black feathers and a large beak. it's special talons let it rest upon cactus tops, it is two blocks tall and fly away when players draw near, they hunt by gliding near the ground and sifting through the sand, dune fish run away as if it gets close it will swallow it, puffing out the beak significantly. it is mostly neutral, If you shoot it then it will swing back around and dive bomb you, but if it has puffed cheeks, it will barf out a dune fish on low health, it will give you hunger and nausea as it then flies far away.This poses a problem for dune fish farmers, as the sandgull often steals fish,but they do fear a tamed grelydra, and will run from it.
Common: feathers,bones,
Uncommon:
Rare:
Lurking beneath shimmering sands...
Spinetis: this flat arachnid cannot actually move upwards into sand, and instead sticks to the bottom, skittering away as the player gets quite a scare
It is three blocks long, but very flat, a little smaller than a slab, it is neutral and will try to sting you if you attack. They will attack any dune fish that get close
Common: sandstone
Uncommon: spider eyes, Nautilus shell?
Rare:
Last guardians of long gone ecosystem…
Death Flop: sometimes, a small chunk of dead coral will spawn beneath the sands, and if you step near on the sand on top of it, then particles of sand will start to form on the top, as strange creatures flap out of the ground in groups of 3-8, the death flop is covered in dead coral and is pale white except for its sandy eyes, they hover on wing like fins and will chase you away, until you get far enough away that they float back to their dead coral, Spinetises will crawl towards them to attack them, but are often overwhelmed by the number of death flops. an odd thing happens when near water, they actually change to be the color of coral they are.
Common: dead coral or coral fan,(that they are)
Uncommon:
Rare:
So much better! You took everything I said to heart! No promises, but I'll hold on to the Grelydra idea for the far future.
Actually, my favorite idea here is the dunefish. I've been brainstorming for smaller mobs to add, and the dunefish has a really cool design-mechanic synergy. I kinda want to give it a marlin-like sail on its back so you can see it swimming beneath the desert surface. Thanks!
Damn straight!
1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10
Twilight Forest, Erebus, Aether 2, Galacticraft, soon to be Thaumcraft!
Hoping Railcraft does soon, oh and this!
Any eta?
Edit: Thaumcraft recently released for 1.12.2!!
Agreed... It's no wise to skipping 1.12.2 , Since 1.12.2 is now more like stable version just like 1.6.4 and 1.7.10 ...
(This is just like Apple didn't release iPhone X at last year, but release it at 2020...)
Say no to those "Low-quality MCreator Mods" !!!
Skipping 1.12.2 would also involve waiting for both the 1.13 and the Forge 1.13 release.
Praise be Ro-naza, greatest among the thaumaturges!
1.11.2 and 1.12.2 are the new 1.7.10 and 1.8
Highly recommend not skipping 1.12.2
Side Note: first time posting in a few months, been on mccurseforge and planetminecraft more recently than mcforum
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
to start off, i don't have the time (and tbh, probably neither the patience) to read trough all that has been said so far, so sorry if my suggestion has already been suggested (redundancy ftw).
so, i belive a monster that can't be killed by hitting it, or at least is very hard to hit would be interesting, what i have in mind, more precisely, is something akin to a irl jumping spider; A tiny arthropod that moves extremely fast, but in bursts, so fast, in fact, that if it misses it's target and hits a block, it takes significant damage, dying after 3 or 4 times. it would deal fairly little damage, so that it is not too powerfull and you can kill it even if it gets the first hit before you notice it.
I feel that pine/spruce forests would be a good biome for it
As for the drops, i am not sure, but it would probably be something related to how it moves and/or it's chemical makeup, for instace, if it moves by creating small explosions, it could drop said explosives.
i was basically rambling here, i wrote it as it came to my mind, so i appologize if it is badly structured or such.
thank you for your time and attention.