Wow this is actually great news, Mowzies Mobs has always added epic big bosses that compensated the lack of them in the vanilla game. And smaller additions just enrich the world even further while being slighty easier to make. By the way as far as i'm awear your doing this mod solo, has the though of new members ever crossed your mind to speed up developement?
Glad you're excited!
I work fairly regularly with pau101 on Mowzie's Mobs. All other contributors are credited in the OP.
Hey Mowzie, glad to see more mobs are coming. Speaking of mobs, i was trying to improve on my crab monster concept
This Guy Here
Heres a sum up of him again. Crab monster that spends its time berried under the ocean floor, springing out to attack its prey. It attacks by punching and slamming its claws at the player or prey item. Has a special move where it opens its claws and snaps them creating a knock back effect and has a chance to stun its opponents (Crabs immune to stun).
Ive even made a weapon concept for it
Acting like a sort of gun and hammer hybrid. Left clicking does a normal attack which does decent damage. Right clicking will have the claw part of the weapon be pried open as seen in the image. The longer you hold it the more damage is done (Must be close in order for damage to be done). If underwater, it will cause a blast effect which will knock near by enemy away (Longer you hold, further the knock back). If fully charged (Keep holding right mouse button) the weapon will shake. Fully charged clamp will also stun enemies (Only underwater) and also make a unique sound. (Crabs immune to stun)
I have been trying to figure out how to make this mob fit in more to the ocean and have a better connection to it like you said. But i am not sure i understand exactly what you mean, do you think you could explain it a bit more? and do you have any suggestions on how to improve it?, i REALLY like this mob design and would love to see it in game (I wish i had the time to put it in game myself). Thank you in advanced.
Other then that ive also thought of another mob design which now that i look at it, kind of has the same issue of fitting it in to the environment more.
Yeah, i know its hard to see
This gliding jungle hunter (this was thought of before the plans for other jungle mobs were shown, Yeah i know you already have a few jungle mobs) looks like a strange hybridization between a panther, gecko, snake and flying squirrel with a dark purple body (almost black in colour). With the ability to climb up trees (moving through leaf blocks. Kind of like jurassicrafts microrpator), Octopus levels of camouflage, venomous bite (Standard poison) and the ability to glide from tree to tree. This beast is quite a monster. Though it has a weakness, it is photophobic. It avoids light entirely, if caught in light it will try to hide from it. If it cant it will simply try to flee from most threats and sleep (basically its passive during the day). This creature tends to go for hit and run tactics when hunting by pouncing from a tree or bush then darting up a tree.(Small prey such as parrots, pigs, ocelots and chickens are some exceptions).
When such a beast is killed, it offers the player its hide which can be crafted into a cloak (Acts as chestpiece) which acts as a invisibility cloak of sorts. This cloak only works when not moving or crouch walking (Just like the beast), the surface of the cloak will match the surrounding blocks in its environment.
Yeah this one is kinda bad now that i think of it. Thought i would just put it out there.
Well, the drawing is pretty cool. I guess my problem with it is that it doesn't do anything exciting or interesting. It has a two melee attacks, one of which does extra knockback. I don't know what "stunning" the player actually does or what it has to do with being underwater or crabs.
I don't understand what role this mob plays in gameplay. Is it a boss? Is it a fast enemy? A slow, tank-y one?
The idea is just a giant crab. What interesting twists can you put on it? I like designs that unify two or more different themes in a way that make sense. The Barakoa unify themes of tribal society, sun magic, masks, and hive-minds with mechanics that all work together.
I don't need more explanation, I just need more interest. If I knew how this design could be improved, I wouldn't be looking to the community to suggest it.
The jungle creature is more appealing to me. Still, it kinda conflicts with the plans I have for the jungle canopy tribe.
I find that community suggestions are often locked into beast mobs and I'm not sure why. Motives for hostility are just hunting for food. Attacks are just teeth, claws, and tail attacks. I just find these to be uninspired. What's wrong with magic attacks and powers? What about sentient beings with other motives? Why do mobs have to be hostile?
I really like your mod and the work you do. I've seen so many new mob suggestions and I agree that you need to be picky about them. I have a mob suggestion. Necromancer (possesing necromancy powers) This new mob would be found in a dungeon or a special room in a cave. When the player finds the Necromancer it has 2 choices: Serve him or fight him. Players that choose to serve him shall bring him items every day or so like ( ?amount of bones,?amount of rotten flesh,skulls,and maybe even a special item that allows the Necromancer to upgrade his powers and in return he will give the player powers of Necromancy (being able to summon skeletons without bows from the ground, create a sircle around itself of decay magic, being able to leave your body and posses an undead mob. If the player chooses to fight him than the Necromancer will use his powers to kill the player and if the player manages to defeat him, he shall be rewarded with "The Dead Manuscript" that will teach the player the dark arts of Necromancy and making him a Necromancer (this should be a lot harder to gain the powers) This is a very basic undetailed description of the Necromancer but I hope you got the idea. His powers can be diffrent but I just wrote the first powers that came into my mind about Necromancy.
I kinda like where this is going but I feel like it could use a little something more.
The idea of a necromancer is kinda plain. Maybe there's some other design theme that could be brought in to put an interesting twist on it?
I don't really feel like underground caves would be the best place for a necromancer, but I can't put my finger on why. Maybe swamps or a new structure would be better?
So players can serve or fight him? What happens if they choose neither? He just leaves them alone?
So you bring the necromancer undead mob drops, and in return you get necromancy for a day? This feels like a small price to pay for a very powerful ability.
I don't understand what the dead manuscript does. It just gives you the necromancy powers? But you can get them already by giving him bones. Why would a player risk his or her life for the same power?
nexro, good idea... except necromancy is already one of the most common things out there, and mowzie wants stuff that's never been done before..
This isn't a strict rule. If I believe I can implement a "common thing" in a new way or better than any other implementation, then it's on the table. I do believe I can make a better necromancer than we've seen before.
Still, I think a little twist could be put on the design to make it more interesting.
I totally agree that the necromancer description is undetailed and not really well thought. That's because I just wanted to suggest him ASAP XD. The idea was that he could give you Necromacy as a reward or smth. The rest was just a poorly thought idea. I will put more attention to it, so that it can become a mob that it has been never seen before in MC. Many mods have somekind of a reference to a Necromancer but if well thought this one can be the best one
Edit: What I was meaning by "Serve him or fight him" is that he would display a message like "Serve me or die" and if they didn't choose him, than he would attack the player, but you have a point. The idea of serving him was inspired by a comment on your video that said: "You can like form alliances with Barako....." and Necromancer could be like the dark side, the enemy or barako and if the player chooses to serve/become allies with one of them the other one wouldn't give him his abilities AKA necromancy/sun's blessing.
I think it's because a vast majority of the mobs in Minecraft and in mods are beasts or monsters, not humanoids. It's hard to establish any sort of motive for sentient NPCs because of the nature of Minecraft.
my idea of mob is "the screamer", it is purple lives in Taiga, his attacks give 3 damage, when he screams everything is pushed back and blocks with low durability is destroyed, when he screams his mouth opens and splits into 3 parts, you can capture your voice to use the "scream"
I totally agree that the necromancer description is undetailed and not really well thought. That's because I just wanted to suggest him ASAP XD. The idea was that he could give you Necromacy as a reward or smth. The rest was just a poorly thought idea. I will put more attention to it, so that it can become a mob that it has been never seen before in MC. Many mods have somekind of a reference to a Necromancer but if well thought this one can be the best one
Edit: What I was meaning by "Serve him or fight him" is that he would display a message like "Serve me or die" and if they didn't choose him, than he would attack the player, but you have a point. The idea of serving him was inspired by a comment on your video that said: "You can like form alliances with Barako....." and Necromancer could be like the dark side, the enemy or barako and if the player chooses to serve/become allies with one of them the other one wouldn't give him his abilities AKA necromancy/sun's blessing.
It wasn't that bad! But yeah, let me know what else you think of.
Ah, the planned jungle tribe will serve as the counterpart to the Barakoa.
I think it's because a vast majority of the mobs in Minecraft and in mods are beasts or monsters, not humanoids. It's hard to establish any sort of motive for sentient NPCs because of the nature of Minecraft.
So people want more of the same? Even a little magic would add some interest to most of these suggestions; the Frostmaw isn't just a large beast, it manipulates ice magic.
That's fair. I agree that its more difficult to think of concepts. Coming up with mobs isn't supposed to be easy, of course.
my idea of mob is "the screamer", it is purple lives in Taiga, his attacks give 3 damage, when he screams everything is pushed back and blocks with low durability is destroyed, when he screams his mouth opens and splits into 3 parts, you can capture your voice to use the "scream"
Necromancer. Wither skeleton size. 35 hearts, resistant to potions and thorns. Spawns in swamps In Necromantic Towers. Spawn inside the Tower (Top Floor) only at night. When you reach the top floor he will ask you to follow him and become his ally. If you refuse, he will attack you. If you choose to follow his orders, he will give tasks to search and bring him special items and he will reward you with his powers (Necromancy) for 10-20 minutes.
Necromantic Tower: A 3 floor tower made by mossy (cobblestone/stone bricks) cobblestone, stolen bricks, dark oak wood and planks,bits of obsidian,vines,stairs and some decorations. It can rarely spawn in a swamp biome. It's surrounded by graves base by coarse dirt (I think it's spelled) and has a cross (skeleton) or a gravestone (zombie) on it. It contains a "Necromancer" at night. Might contain tresures hidden on it.
Necromancy: The powers that Necromancers posses. It has 3 major abilities.
1# The ability to summon/resurrect the undead (a group from 2-5)
2# The ability to swap locations with undead on sight with a right-click while pointing your cursor to the undead you want to swap locations with.
3 Summon a death orb or a decay sircle/rune that heals the user and damages the target. The orb variant can be used for range attacks and the sircle/rune variant can be used for group damage.
It also gives you backround abilites such as to not get attacked by undead mobs and to gain 4 extra hearts (8+4) during the night. Necromancy also has it's debuffs. During the day the user is weaker and loses 2 hearts. (8-2) you obtain the "Totem Of Undead/Totem Of Resurrection which allows the player to obtain the resurrection powers. You take more damage from Heliomancy during the day and reverse on night ( you take no damage from heliomancy).
Totem Of Undead/Totem Of Ressurection: An item that is given to you by the Necromacer when you obtain Necromancy. You can hold it on your main hand and your off-hand. It cannot be removed from your inventory unless you die. (Sacrifice your soul to the totem so your can be free from it). As long as you have your totem, Barako will always attack you with or without the Barakoa mask and also it will not trade with you the Sun's Blessing (because in his eyes you have been corrupted and joined the dark side). The totem allows you to use reviving powers but with a cooldown. For each mob you kill the cooldown gets lowerd. Also all the undead that you summoned with your Totem will die when day starts as it prevents player from creating massive armies.
How do you get Necromancy? By serving the Necromancer. Once per night (as he spawns during the night) you can bring him one of this items and he will give you Necromancy and the Totem. (Like a trade) The items that you can bring him are as follows. 1x Skeleton Skull, 1x Wither Skeleton Skull, 1x Zombie Head, 1x Sol Visage (This will give you 3 free accesses to Necromancy, because it's the proof that Barako is dead).
This is my detailed info about the necromancer. I didn't add the lore cause I want to see what the people think of him. I also have the design idea but I'm more interested at listening at people's opinions about his characteristics and mechanics.
Edit: Sorry but I didn't check your reply to my comment. I think I should scrap the Barako counter idea and re-design his abilities so that it doesn't look like a nemesis to Barako
Necromancer. Wither skeleton size. 35 hearts, resistant to potions and thorns. Spawns in swamps In Necromantic Towers. Spawn inside the Tower (Top Floor) only at night. When you reach the top floor he will ask you to follow him and become his ally. If you refuse, he will attack you. If you choose to follow his orders, he will give tasks to search and bring him special items and he will reward you with his powers (Necromancy) for 10-20 minutes.
Necromantic Tower: A 3 floor tower made by mossy (cobblestone/stone bricks) cobblestone, stolen bricks, dark oak wood and planks,bits of obsidian,vines,stairs and some decorations. It can rarely spawn in a swamp biome. It's surrounded by graves base by coarse dirt (I think it's spelled) and has a cross (skeleton) or a gravestone (zombie) on it. It contains a "Necromancer" at night. Might contain tresures hidden on it.
Necromancy: The powers that Necromancers posses. It has 3 major abilities.
1# The ability to summon/resurrect the undead (a group from 2-5)
2# The ability to swap locations with undead on sight with a right-click while pointing your cursor to the undead you want to swap locations with.
3 Summon a death orb or a decay sircle/rune that heals the user and damages the target. The orb variant can be used for range attacks and the sircle/rune variant can be used for group damage.
It also gives you backround abilites such as to not get attacked by undead mobs and to gain 4 extra hearts (8+4) during the night. Necromancy also has it's debuffs. During the day the user is weaker and loses 2 hearts. (8-2) you obtain the "Totem Of Undead/Totem Of Resurrection which allows the player to obtain the resurrection powers. You take more damage from Heliomancy during the day and reverse on night ( you take no damage from heliomancy).
Totem Of Undead/Totem Of Ressurection: An item that is given to you by the Necromacer when you obtain Necromancy. You can hold it on your main hand and your off-hand. It cannot be removed from your inventory unless you die. (Sacrifice your soul to the totem so your can be free from it). As long as you have your totem, Barako will always attack you with or without the Barakoa mask and also it will not trade with you the Sun's Blessing (because in his eyes you have been corrupted and joined the dark side). The totem allows you to use reviving powers but with a cooldown. For each mob you kill the cooldown gets lowerd. Also all the undead that you summoned with your Totem will die when day starts as it prevents player from creating massive armies.
How do you get Necromancy? By serving the Necromancer. Once per night (as he spawns during the night) you can bring him one of this items and he will give you Necromancy and the Totem. (Like a trade) The items that you can bring him are as follows. 1x Skeleton Skull, 1x Wither Skeleton Skull, 1x Zombie Head, 1x Sol Visage (This will give you 3 free accesses to Necromancy, because it's the proof that Barako is dead).
This is my detailed info about the necromancer. I didn't add the lore cause I want to see what the people think of him. I also have the design idea but I'm more interested at listening at people's opinions about his characteristics and mechanics.
Edit: Sorry but I didn't check your reply to my comment. I think I should scrap the Barako counter idea and re-design his abilities so that it doesn't look like a nemesis to Barako
This is a bit better! I understand what kind of mob the necromancer is now. But yeah, the biggest issue I have with it is that I have other plan's for the Barakoa's rival tribe. Still, the attacks and abilities you describe are pretty cool.
Even it it didn’t mess with the barkoa the necromancer sounds like a cool mob.
What if that applies to all branches of your effect based magic? You can only have one at a time. Either necromancy, helimancy, or geomancy. That could make the necromancer possible, and prevent people on servers from becoming gods.
Even it it didn’t mess with the barkoa the necromancer sounds like a cool mob.
What if that applies to all branches of your effect based magic? You can only have one at a time. Either necromancy, helimancy, or geomancy. That could make the necromancer possible, and prevent people on servers from becoming gods.
That's not quite the issue. I could easily let players possess all three effects at once. I don't think it would be as powerful as you think.
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so im assuming since you said you have 3 new mobs in the works for this next update and you tend to go down the line of that list of yours that the next three mobs are the crystal skuttlers, the strongholder, and phoben?
so im assuming since you said you have 3 new mobs in the works for this next update and you tend to go down the line of that list of yours that the next three mobs are the crystal skuttlers, the strongholder, and phoben?
Glad you're excited!
I work fairly regularly with pau101 on Mowzie's Mobs. All other contributors are credited in the OP.
Well, the drawing is pretty cool. I guess my problem with it is that it doesn't do anything exciting or interesting. It has a two melee attacks, one of which does extra knockback. I don't know what "stunning" the player actually does or what it has to do with being underwater or crabs.
I don't understand what role this mob plays in gameplay. Is it a boss? Is it a fast enemy? A slow, tank-y one?
The idea is just a giant crab. What interesting twists can you put on it? I like designs that unify two or more different themes in a way that make sense. The Barakoa unify themes of tribal society, sun magic, masks, and hive-minds with mechanics that all work together.
I don't need more explanation, I just need more interest. If I knew how this design could be improved, I wouldn't be looking to the community to suggest it.
The jungle creature is more appealing to me. Still, it kinda conflicts with the plans I have for the jungle canopy tribe.
I find that community suggestions are often locked into beast mobs and I'm not sure why. Motives for hostility are just hunting for food. Attacks are just teeth, claws, and tail attacks. I just find these to be uninspired. What's wrong with magic attacks and powers? What about sentient beings with other motives? Why do mobs have to be hostile?
I kinda like where this is going but I feel like it could use a little something more.
The idea of a necromancer is kinda plain. Maybe there's some other design theme that could be brought in to put an interesting twist on it?
I don't really feel like underground caves would be the best place for a necromancer, but I can't put my finger on why. Maybe swamps or a new structure would be better?
So players can serve or fight him? What happens if they choose neither? He just leaves them alone?
So you bring the necromancer undead mob drops, and in return you get necromancy for a day? This feels like a small price to pay for a very powerful ability.
I don't understand what the dead manuscript does. It just gives you the necromancy powers? But you can get them already by giving him bones. Why would a player risk his or her life for the same power?
This isn't a strict rule. If I believe I can implement a "common thing" in a new way or better than any other implementation, then it's on the table. I do believe I can make a better necromancer than we've seen before.
Still, I think a little twist could be put on the design to make it more interesting.
I totally agree that the necromancer description is undetailed and not really well thought. That's because I just wanted to suggest him ASAP XD. The idea was that he could give you Necromacy as a reward or smth. The rest was just a poorly thought idea. I will put more attention to it, so that it can become a mob that it has been never seen before in MC. Many mods have somekind of a reference to a Necromancer but if well thought this one can be the best one
Edit: What I was meaning by "Serve him or fight him" is that he would display a message like "Serve me or die" and if they didn't choose him, than he would attack the player, but you have a point. The idea of serving him was inspired by a comment on your video that said: "You can like form alliances with Barako....." and Necromancer could be like the dark side, the enemy or barako and if the player chooses to serve/become allies with one of them the other one wouldn't give him his abilities AKA necromancy/sun's blessing.
I think it's because a vast majority of the mobs in Minecraft and in mods are beasts or monsters, not humanoids. It's hard to establish any sort of motive for sentient NPCs because of the nature of Minecraft.
my idea of mob is "the screamer", it is purple lives in Taiga, his attacks give 3 damage, when he screams everything is pushed back and blocks with low durability is destroyed, when he screams his mouth opens and splits into 3 parts, you can capture your voice to use the "scream"
Sounds good, but mowzie isn’t big on mob griefing.
PM this account if you are interested in trading on DragCave
It mobs is mysterious, it is a portal? It is concted with other mobs? It is a corruption it is "the screamer*
Look the possibilitys!
It wasn't that bad! But yeah, let me know what else you think of.
Ah, the planned jungle tribe will serve as the counterpart to the Barakoa.
So people want more of the same? Even a little magic would add some interest to most of these suggestions; the Frostmaw isn't just a large beast, it manipulates ice magic.
That's fair. I agree that its more difficult to think of concepts. Coming up with mobs isn't supposed to be easy, of course.
I'm sorry, but this isn't what I'm looking for. I won't be developing this.
Ok
I am looking forward to the third big mob(Flying Serpent?), but I am waiting for fixing the bug.
So I am suffering.
Necromancer. Wither skeleton size. 35 hearts, resistant to potions and thorns. Spawns in swamps In Necromantic Towers. Spawn inside the Tower (Top Floor) only at night. When you reach the top floor he will ask you to follow him and become his ally. If you refuse, he will attack you. If you choose to follow his orders, he will give tasks to search and bring him special items and he will reward you with his powers (Necromancy) for 10-20 minutes.
Necromantic Tower: A 3 floor tower made by mossy (cobblestone/stone bricks) cobblestone, stolen bricks, dark oak wood and planks,bits of obsidian,vines,stairs and some decorations. It can rarely spawn in a swamp biome. It's surrounded by graves base by coarse dirt (I think it's spelled) and has a cross (skeleton) or a gravestone (zombie) on it. It contains a "Necromancer" at night. Might contain tresures hidden on it.
Necromancy: The powers that Necromancers posses. It has 3 major abilities.
1# The ability to summon/resurrect the undead (a group from 2-5)
2# The ability to swap locations with undead on sight with a right-click while pointing your cursor to the undead you want to swap locations with.
3 Summon a death orb or a decay sircle/rune that heals the user and damages the target. The orb variant can be used for range attacks and the sircle/rune variant can be used for group damage.
It also gives you backround abilites such as to not get attacked by undead mobs and to gain 4 extra hearts (8+4) during the night. Necromancy also has it's debuffs. During the day the user is weaker and loses 2 hearts. (8-2) you obtain the "Totem Of Undead/Totem Of Resurrection which allows the player to obtain the resurrection powers. You take more damage from Heliomancy during the day and reverse on night ( you take no damage from heliomancy).
Totem Of Undead/Totem Of Ressurection: An item that is given to you by the Necromacer when you obtain Necromancy. You can hold it on your main hand and your off-hand. It cannot be removed from your inventory unless you die. (Sacrifice your soul to the totem so your can be free from it). As long as you have your totem, Barako will always attack you with or without the Barakoa mask and also it will not trade with you the Sun's Blessing (because in his eyes you have been corrupted and joined the dark side). The totem allows you to use reviving powers but with a cooldown. For each mob you kill the cooldown gets lowerd. Also all the undead that you summoned with your Totem will die when day starts as it prevents player from creating massive armies.
How do you get Necromancy? By serving the Necromancer. Once per night (as he spawns during the night) you can bring him one of this items and he will give you Necromancy and the Totem. (Like a trade) The items that you can bring him are as follows. 1x Skeleton Skull, 1x Wither Skeleton Skull, 1x Zombie Head, 1x Sol Visage (This will give you 3 free accesses to Necromancy, because it's the proof that Barako is dead).
This is my detailed info about the necromancer. I didn't add the lore cause I want to see what the people think of him. I also have the design idea but I'm more interested at listening at people's opinions about his characteristics and mechanics.
Edit: Sorry but I didn't check your reply to my comment. I think I should scrap the Barako counter idea and re-design his abilities so that it doesn't look like a nemesis to Barako
Oh, which bug?
This is a bit better! I understand what kind of mob the necromancer is now. But yeah, the biggest issue I have with it is that I have other plan's for the Barakoa's rival tribe. Still, the attacks and abilities you describe are pretty cool.
Even it it didn’t mess with the barkoa the necromancer sounds like a cool mob.
What if that applies to all branches of your effect based magic? You can only have one at a time. Either necromancy, helimancy, or geomancy. That could make the necromancer possible, and prevent people on servers from becoming gods.
PM this account if you are interested in trading on DragCave
That's not quite the issue. I could easily let players possess all three effects at once. I don't think it would be as powerful as you think.
I'm not a big fan of the crab creature. I don't think I'll be adding it.
I don't know what the Umenge god you're talking about is.
Google Translate is surprisingly accurate for the above ^^ cool opinions imo, think it might even warrant it's own mod with the amount of detail
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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I said about no AI issue. I'm also interested in Frost Maw's new attack.
Oh! I remember this. I said I might draw elements from it in whatever mer-people I develop later. Still, I don't plan to implement the crab enemy.
Oh. I tried to fix that. You'll have to test it for me when the release comes out.
It's a long range projectile attack to better combat bow users.
so im assuming since you said you have 3 new mobs in the works for this next update and you tend to go down the line of that list of yours that the next three mobs are the crystal skuttlers, the strongholder, and phoben?
I see. My plans for that aren't concrete enough yet. I'm holding off on adding them for now.
No, sorry.
oh? really? huh... now you have me super interested in this next update. it's more of a surprise then i thought it was gonna be. i love surprises!
Help! My Foliaath isn't growing what did I do wrong? I waited for 2 days and fed it with jerky