Ar's Magica also features a dimension populated by demon cows like in Diablo 2, and that mod is decently known, and this mod is barely known by anyone.
The Moo Moo Farm dimension actually got removed a while ago.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
What if, instead of an actual door... You make an entity that looks like a door? Or even a portal of some kind? That would make is so you couldn't enter. But, maybe if the player somehow actually DID manage to touch the portal, then uh... Sure. Why not. Spongegar....
*Is slightly sad that he ran out of ideas and just decided to go with memes.*
Okay, I have come up with a new approach to solve the "What happens if some guy tries to go into the door"
He can't
It would be like walking into a bedrock wall
But what happens if you dig through the wall of the chamber and around the door to enter the room behind it?? If there's a door, then there's a room behind it. Theoretically, another player inside this room would be able to watch the Armorsmith enter, change, and leave like a freakin' fashion model.
That's what I was trying to put into words, ok. So: a portal, or a 2d overlay on the wall that looks like an open door but is actually a rectangle of darkness surrounded by a 2d door frame. That could be it's own entity that's just a flat square with a texture that cannot take damage or be interacted with.
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Random idea i got while i was playing the Google's little game for halloween.. So there is that mob right.. still no clue what it might be but the idea instead of killing it is to protect him from being killed.. sounds kinda creative and fun to play.. if not in this mod i'll amke sure to add that in my mod sometime
Good idea! I always like new ways to interact with mobs besides fighting and taming them.
I was reading a few pages back and noticed you guys were thinking of some pretty awesome mechanics for new mobs.
What interested me most when you guys were talking about a mob (golem specifically) who can only be killed by making him hit himself.
I have a new idea mechanic for the golem as well as some addons for the making-him-hit-himself mechanic.
My additions to the making-him-hit-himself mechanic is that he hits him self due to the fact that he is made (warning: lore) with more older magic then your Wroughtnought. Due to this, his awareness of surroundings has become altered with time and he is now blind.
He will swing widely when attacking, sometimes accidentally swinging his arms/hammer around so far that they dislocate his joints and will fall apart when hit.
He spots you with similar coding to that which was used with the barrakoa chief's sky missile attacks.
He will track your footsteps when you move and can only see you when you move.
You will, however, be able to see when he's tracking your footsteps due to how you'll be able to see the ripples from your feet (how can you see the ripples? magic).
The ripples will appear as white circles that spread outwards and only appear when he is targeting you.
My other idea is that a unique golem mob is one that simply spawns as a structure.
The structure is a mossy 2-block-tall structure that has engravings in it in the form of symbols that will correspond to the golems element or whatnot.
The structure is activated when the player or creeper (because creepers can blow up things and so are a threat) comes within a 30 blocks radius.
The structure's engraved symbols will glow and a mist will blow the vines dangling from it around.
A spiral cone of light will protrude from the largest symbol and will extend towards the ground somewhere near the player/creeper.
Upon touching the ground a mossy golem will arise who appears to have a roman-styled helmet hiding two red or one blue eye(s) with thick shoulders (appear as armour even though all of the golem is stone).
The golem will attack with swings and by grabbing its summoning structure and holding it still while earth and stone (pixels) pull up from the ground and encase the structure, making it a solid stone rock.
The golem will then bash you with the stone dealing knockback, and will thrust the stone towards the earth lodging it, then turning it to create a massive whirlpool of light that sucks the player towards the golem as well as dealing damage or slowing the player.
The golem will also drop the stone which will shatter it's protective rock cover when the golem hit's itself (usually due to the golem swinging the rock with great strength to a side when the player is extremely close, dislocating its arm, this will make the player have a need to go really close to the golem)
The statue can then act as a healing beacon by slowly lifting the fallen limbs when the golem is off chasing the player and slowly drag them towards the golem for repairing it.
However,
The way you defeat the golem is in fact by dealing damage to the structure which is the only thing that can take damage (except for when encased in stone).
this golem should most likely be a jungle mob or one that can spawn rarely on tropical beaches
Is there something special that prevents Just Another Spawner from spawning the barakoa? I've been trying to add your mod to Terrafirmacraft because TFC is sorely lacking in mobs. Your mod has awesome mobs and doesn't add a bunch of random items or dimensions, which would make it great for TFC. The problem is the only mob I can get to spawn in TFC using Just Another Spawner is the foliaath, and TFC doesn't use standard minecraft biomes so the savanna never appears nor do the barakoa.
Barring anyone able to help me with Just Another Spawner, any chance you can add a config option to change which biomes your mobs will spawn naturally in Mowzie? It'd be greatly appreciated!
Anyone have an answer to my question? It seems to have been passed over in all the talk about future ideas for new mobs
Hey can u try making a mod on spiderwicks chronicles movie that will be great u can create awesome creatures and using a "seeing stone " thing to see goblins will be great ....plz try that
I've never heard of the Spiderwicks Chronicles. Besides, I like making original monsters.
Is there something special that prevents Just Another Spawner from spawning the barakoa? I've been trying to add your mod to Terrafirmacraft because TFC is sorely lacking in mobs. Your mod has awesome mobs and doesn't add a bunch of random items or dimensions, which would make it great for TFC. The problem is the only mob I can get to spawn in TFC using Just Another Spawner is the foliaath, and TFC doesn't use standard minecraft biomes so the savanna never appears nor do the barakoa.
Barring anyone able to help me with Just Another Spawner, any chance you can add a config option to change which biomes your mobs will spawn naturally in Mowzie? It'd be greatly appreciated!
Odd, I could've sworn I responded to this.
I can't think of why Just Another Spawner wouldn't be able to spawn the Barakoana. However, if you told it to spawn Barakoa, I can see why some problems might occur. Mowzie's Mobs actually only spawns Barakoana in the world; the Barakoa followers spawn automatically with them and cannot spawn on their own.
Does the Wroughtnaut chamber generate? That should work fine, too.
Such a config option would actually be a bit harder than it sounds to implement... I currently use Forge's Biome Dictionary to allocate spawning. Doesn't Terra Firma Craft add its biomes to the dictionary?
I was reading a few pages back and noticed you guys were thinking of some pretty awesome mechanics for new mobs.
What interested me most when you guys were talking about a mob (golem specifically) who can only be killed by making him hit himself.
I have a new idea mechanic for the golem as well as some addons for the making-him-hit-himself mechanic.
My additions to the making-him-hit-himself mechanic is that he hits him self due to the fact that he is made (warning: lore) with more older magic then your Wroughtnought. Due to this, his awareness of surroundings has become altered with time and he is now blind.
He will swing widely when attacking, sometimes accidentally swinging his arms/hammer around so far that they dislocate his joints and will fall apart when hit.
He spots you with similar coding to that which was used with the barrakoa chief's sky missile attacks.
He will track your footsteps when you move and can only see you when you move.
You will, however, be able to see when he's tracking your footsteps due to how you'll be able to see the ripples from your feet (how can you see the ripples? magic).
The ripples will appear as white circles that spread outwards and only appear when he is targeting you.
My other idea is that a unique golem mob is one that simply spawns as a structure.
The structure is a mossy 2-block-tall structure that has engravings in it in the form of symbols that will correspond to the golems element or whatnot.
The structure is activated when the player or creeper (because creepers can blow up things and so are a threat) comes within a 30 blocks radius.
The structure's engraved symbols will glow and a mist will blow the vines dangling from it around.
A spiral cone of light will protrude from the largest symbol and will extend towards the ground somewhere near the player/creeper.
Upon touching the ground a mossy golem will arise who appears to have a roman-styled helmet hiding two red or one blue eye(s) with thick shoulders (appear as armour even though all of the golem is stone).
The golem will attack with swings and by grabbing its summoning structure and holding it still while earth and stone (pixels) pull up from the ground and encase the structure, making it a solid stone rock.
The golem will then bash you with the stone dealing knockback, and will thrust the stone towards the earth lodging it, then turning it to create a massive whirlpool of light that sucks the player towards the golem as well as dealing damage or slowing the player.
The golem will also drop the stone which will shatter it's protective rock cover when the golem hit's itself (usually due to the golem swinging the rock with great strength to a side when the player is extremely close, dislocating its arm, this will make the player have a need to go really close to the golem)
The statue can then act as a healing beacon by slowly lifting the fallen limbs when the golem is off chasing the player and slowly drag them towards the golem for repairing it.
However,
The way you defeat the golem is in fact by dealing damage to the structure which is the only thing that can take damage (except for when encased in stone).
this golem should most likely be a jungle mob or one that can spawn rarely on tropical beaches
I'm not sure I'm completely following this first idea... What does his being partially blind have to do with the hits-himself mechanic? Barako uses the default vanilla targeting code, so I'm not sure what you mean there. It sounds like a reskinned Wroughtnaut that will just kill itself as the battle wears on.
This second idea is interesting. I like this image of the structure summoning the golem and then becoming the golem's weapon. The fight itself could use some revision. Thanks, though.
The structure/weapon thing...I find it good but I think that there could be better mobs to fit it...as in , maybe it could be used for something different than a golem.
Ah! You may be right, but I can't think of anything else at the moment.
Seems there were some comments a few pages back that I missed! Sorry!
I've never heard of the Spiderwicks Chronicles. Besides, I like making original monsters.
Why would I remove everything I've worked on to convert this into a fan mod for a franchise I haven't heard of?
Odd, I could've sworn I responded to this.
I can't think of why Just Another Spawner wouldn't be able to spawn the Barakoana. However, if you told it to spawn Barakoa, I can see why some problems might occur. Mowzie's Mobs actually only spawns Barakoana in the world; the Barakoa followers spawn automatically with them and cannot spawn on their own.
Does the Wroughtnaut chamber generate? That should work fine, too.
Such a config option would actually be a bit harder than it sounds to implement... I currently use Forge's Biome Dictionary to allocate spawning. Doesn't Terra Firma Craft add its biomes to the dictionary?
I'm not sure I'm completely following this first idea... What does his being partially blind have to do with the hits-himself mechanic? Barako uses the default vanilla targeting code, so I'm not sure what you mean there. It sounds like a reskinned Wroughtnaut that will just kill itself as the battle wears on.
This second idea is interesting. I like this image of the structure summoning the golem and then becoming the golem's weapon. The fight itself could use some revision. Thanks, though.
Thanks for the response and the tips. I'll check into it. Terrafirmacraft changes just about everything including ore gen, so let me do some poking around this weekend with the configs to see what's possible and what's not on their side.
Thanks for the response and the tips. I'll check into it. Terrafirmacraft changes just about everything including ore gen, so let me do some poking around this weekend with the configs to see what's possible and what's not on their side.
Alright, getting back into it tonight. The foliaath seem to spawn mostly under trees, I haven't seen one spawn anywhere else yet, even though I have them set to spawn on plains as a test. If the wroughtnaut only spawns in a special room, that explains why it wasn't even listed in the autogenerated spawn lists. The TribesmanElite was what I was trying to use previously, so I'm not sure what's wrong.
I just tried placing vanilla dirt on the ground randomly, because I was thinking maybe something else was required for spawning...and it looks like they are spawning now, and only on top of vanilla dirt. Also foliaath will spawn on vanilla dirt without tree cover. Is there something in the mod that requires tribesman to spawn on vanilla dirt? It might be something related to Just Another Spawner, as you can set what blocks mobs can or can't spawn on, but if I don't add that argument I think it should just spawn anywhere that biome is present.
Alright, getting back into it tonight. The foliaath seem to spawn mostly under trees, I haven't seen one spawn anywhere else yet, even though I have them set to spawn on plains as a test. If the wroughtnaut only spawns in a special room, that explains why it wasn't even listed in the autogenerated spawn lists. The TribesmanElite was what I was trying to use previously, so I'm not sure what's wrong.
I just tried placing vanilla dirt on the ground randomly, because I was thinking maybe something else was required for spawning...and it looks like they are spawning now, and only on top of vanilla dirt. Also foliaath will spawn on vanilla dirt without tree cover. Is there something in the mod that requires tribesman to spawn on vanilla dirt? It might be something related to Just Another Spawner, as you can set what blocks mobs can or can't spawn on, but if I don't add that argument I think it should just spawn anywhere that biome is present.
Oh! Well, the foliaath can only spawn on grass and leaves; there's no requirements about being under trees, but seeing as that's most of the jungle, it makes sense that that would be the case most of the time. Other mobs by default are explicitly coded to need grass to spawn. TFC must override that on vanilla mobs to use their dirt/grass? It seems like you'll have to override that to get it to work.
Okay, I have come up with a new approach to solve the "What happens if some guy tries to go into the door"
He can't
It would be like walking into a bedrock wall
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
The Moo Moo Farm dimension actually got removed a while ago.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
A portal would work, yeah.
But what happens if you dig through the wall of the chamber and around the door to enter the room behind it?? If there's a door, then there's a room behind it. Theoretically, another player inside this room would be able to watch the Armorsmith enter, change, and leave like a freakin' fashion model.
That would be a good easter egg actually
But no, he could not break the machine thing.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
That's what I was trying to put into words, ok. So: a portal, or a 2d overlay on the wall that looks like an open door but is actually a rectangle of darkness surrounded by a 2d door frame. That could be it's own entity that's just a flat square with a texture that cannot take damage or be interacted with.
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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Oh
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
Good mod :3
I am from germany, my english is not the best.
Good idea! I always like new ways to interact with mobs besides fighting and taming them.
What's the future of this mod looking like in relation to the java 8 transition of forge, being that 1.7.10 is no longer supported?
Is there plans for a 1.10.2 and 1.11 version?
I would really like to see this mod continue.
The 1.10 version is on its way! I've made slow but steady progress on it over the past few months.
right on man :]
I was reading a few pages back and noticed you guys were thinking of some pretty awesome mechanics for new mobs.
What interested me most when you guys were talking about a mob (golem specifically) who can only be killed by making him hit himself.
I have a new idea mechanic for the golem as well as some addons for the making-him-hit-himself mechanic.
My additions to the making-him-hit-himself mechanic is that he hits him self due to the fact that he is made (warning: lore) with more older magic then your Wroughtnought. Due to this, his awareness of surroundings has become altered with time and he is now blind.
He will swing widely when attacking, sometimes accidentally swinging his arms/hammer around so far that they dislocate his joints and will fall apart when hit.
He spots you with similar coding to that which was used with the barrakoa chief's sky missile attacks.
He will track your footsteps when you move and can only see you when you move.
You will, however, be able to see when he's tracking your footsteps due to how you'll be able to see the ripples from your feet (how can you see the ripples? magic).
The ripples will appear as white circles that spread outwards and only appear when he is targeting you.
My other idea is that a unique golem mob is one that simply spawns as a structure.
The structure is a mossy 2-block-tall structure that has engravings in it in the form of symbols that will correspond to the golems element or whatnot.
The structure is activated when the player or creeper (because creepers can blow up things and so are a threat) comes within a 30 blocks radius.
The structure's engraved symbols will glow and a mist will blow the vines dangling from it around.
A spiral cone of light will protrude from the largest symbol and will extend towards the ground somewhere near the player/creeper.
Upon touching the ground a mossy golem will arise who appears to have a roman-styled helmet hiding two red or one blue eye(s) with thick shoulders (appear as armour even though all of the golem is stone).
The golem will attack with swings and by grabbing its summoning structure and holding it still while earth and stone (pixels) pull up from the ground and encase the structure, making it a solid stone rock.
The golem will then bash you with the stone dealing knockback, and will thrust the stone towards the earth lodging it, then turning it to create a massive whirlpool of light that sucks the player towards the golem as well as dealing damage or slowing the player.
The golem will also drop the stone which will shatter it's protective rock cover when the golem hit's itself (usually due to the golem swinging the rock with great strength to a side when the player is extremely close, dislocating its arm, this will make the player have a need to go really close to the golem)
The statue can then act as a healing beacon by slowly lifting the fallen limbs when the golem is off chasing the player and slowly drag them towards the golem for repairing it.
However,
The way you defeat the golem is in fact by dealing damage to the structure which is the only thing that can take damage (except for when encased in stone).
this golem should most likely be a jungle mob or one that can spawn rarely on tropical beaches
Anyone have an answer to my question? It seems to have been passed over in all the talk about future ideas for new mobs
Seems there were some comments a few pages back that I missed! Sorry!
I've never heard of the Spiderwicks Chronicles. Besides, I like making original monsters.
Why would I remove everything I've worked on to convert this into a fan mod for a franchise I haven't heard of?
Odd, I could've sworn I responded to this.
I can't think of why Just Another Spawner wouldn't be able to spawn the Barakoana. However, if you told it to spawn Barakoa, I can see why some problems might occur. Mowzie's Mobs actually only spawns Barakoana in the world; the Barakoa followers spawn automatically with them and cannot spawn on their own.
Does the Wroughtnaut chamber generate? That should work fine, too.
Such a config option would actually be a bit harder than it sounds to implement... I currently use Forge's Biome Dictionary to allocate spawning. Doesn't Terra Firma Craft add its biomes to the dictionary?
I'm not sure I'm completely following this first idea... What does his being partially blind have to do with the hits-himself mechanic? Barako uses the default vanilla targeting code, so I'm not sure what you mean there. It sounds like a reskinned Wroughtnaut that will just kill itself as the battle wears on.
This second idea is interesting. I like this image of the structure summoning the golem and then becoming the golem's weapon. The fight itself could use some revision. Thanks, though.
What do you mean?
Ah! You may be right, but I can't think of anything else at the moment.
Thanks for the response and the tips. I'll check into it. Terrafirmacraft changes just about everything including ore gen, so let me do some poking around this weekend with the configs to see what's possible and what's not on their side.
Let me know what you find, please!
Alright, getting back into it tonight. The foliaath seem to spawn mostly under trees, I haven't seen one spawn anywhere else yet, even though I have them set to spawn on plains as a test. If the wroughtnaut only spawns in a special room, that explains why it wasn't even listed in the autogenerated spawn lists. The TribesmanElite was what I was trying to use previously, so I'm not sure what's wrong.
I just tried placing vanilla dirt on the ground randomly, because I was thinking maybe something else was required for spawning...and it looks like they are spawning now, and only on top of vanilla dirt. Also foliaath will spawn on vanilla dirt without tree cover. Is there something in the mod that requires tribesman to spawn on vanilla dirt? It might be something related to Just Another Spawner, as you can set what blocks mobs can or can't spawn on, but if I don't add that argument I think it should just spawn anywhere that biome is present.
Oh! Well, the foliaath can only spawn on grass and leaves; there's no requirements about being under trees, but seeing as that's most of the jungle, it makes sense that that would be the case most of the time. Other mobs by default are explicitly coded to need grass to spawn. TFC must override that on vanilla mobs to use their dirt/grass? It seems like you'll have to override that to get it to work.