I was bored, so i made this.
clearing up a few things:
Stonxcid despise grottols for how durable and shiny their shells are, not to mention they sometimes prey on grottols
Stonxcid can spawn in stone variants
Stonxcid are impervious to all attacks aside from pickaxes (any) and when they take 20 hearts, their block breaks and they flee with 5 hearts left
they do indeed latch onto your head and smash your head into it's stone block, as it's body isn't that big and doesn't take up a lot of space inside of said block. this generally ends in your head getting stuck, and heavy concussions.
i do not care if this doesn't get in, as i was completely and utterly brain-dead when i made it. it's not even an original concept.
Sorry I haven’t responded here in so long, everyone. There have been a lot of suggestions which take a very long time to reply to. I’ll have my replies ready soon.
The Meaning of Life, the Universe, and Everything.
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suggestion: allow foliaath seedlings to be able to be planted in flower pots so we can have a miniature foliaath in our windowsill
you could achieve this by adding the foliaath model as a child to the flower pot model. the only potential issue could be texturemaps however, you can bind and render those in a separate call. and badda bing badda boom. miniature foliaath in flower pot. make it happen plez.
suggestion: allow foliaath seedlings to be able to be planted in flower pots so we can have a miniature foliaath in our windowsill
you could achieve this by adding the foliaath model as a child to the flower pot model. the only potential issue could be texturemaps however, you can bind and render those in a separate call. and badda bing badda boom. miniature foliaath in flower pot. make it happen plez.
contemplated, not happening, it's already possible. place a flower pot, dirt block on top, seed on dirt, break dirt. boom.
Hi! The Mowsie's mob is my favorite mod.
Here are some ideas:
Vary the color of the naga (red, yellow, green, orange)
Vary the size of Foliaaths
Create some kind of giant manta rays that will fly. There would be babies too. The width of the wings of the babies would be about 5 blocks and that of the big ones up to 20 blocks. Then we will tame them and we will build on the adults a small cabin. We must be placed on their heads to direct them. we can simply steer the baby and place a chest on him. The color would vary between black and white and gray
Create some kind of giant manta rays that will fly. There would be babies too. The width of the wings of the babies would be about 5 blocks and that of the big ones up to 20 blocks. Then we will tame them and we will build on the adults a small cabin. We must be placed on their heads to direct them. we can simply steer the baby and place a chest on him. The color would vary between black and white and gray
This is most likely the "Phantom" in the upcomming Minecraft 1.13 mob, I guess someone will making a mod to these "Flying manta rays" already....
This. I like that mob very, very much. I love the concept and the aesthetic. It was terrifying to face for the first time, it just kept flying out of my fov before attacking. I was kinda let down, however, by its weakness. It's huge, noisy, fast... and deals one and a half hearts of damage on Normal difficulty. I also feel like it could use something else in its loot table.
This is most likely the "Phantom" in the upcomming Minecraft 1.13 mob, I guess someone will making a mod to these "Flying manta rays" already....
Uhhhhhh... no. Not at all, actually. 1.13's phantoms are stated to be aggressive mobs that spawn at night and hunt players, while lol's suggestion is rather clear. While it isn't that fleshed out, it's more of a idea than an suggestion really, it differs from phantoms by size, role and very probably behaviour: phantoms are hostile, small-ish mobs that attack the player, while these mantas (sky-rays?) can be tamed and are also huge. So, apart from the general appearance ("flying manta/stingray") they have very little in common.
Imho the idea is nice, but should really be fleshed out. As-is it's generic. Not that anyone would or should care about my opinion, I'm just a random guy on the internets.
Rollback Post to RevisionRollBack
For some reason the twitch merger reset my post count... oh well.
Also, shouldn't the Grottol be lava and fire proof? They seem to be affected by the them and catch on flames, even though the don't have the fire particle effect on them. They are also hurt by falls and cacti.
2-if it's a good point I thought
since it is so rare that almost no player finds it
3-if this is my question
bobmowzie
1. "Yes"? I did not ask a question. Although I hope I have answered yours. Is this what you are confirming?
2. I'm sorry, I do not understand.
3. Ah. So yes, I eliminated the Crystal Scuttlers from the plans because I added them in the form of grottols.
neffread
1-yes, you answered my question
2-I mean you're right about how few players find the island cow mushroom
extra
What is this?
/ setblock ~ ~ ~ mowziesmobs: grottol
Uh, I'm not sure what that is. A setblock command?
Thanks. But it can't place water in Nether, or it isn't a Nether mob. And I think we should use obsidian instead of cobblestone, it can make it seems more beautiful and stronger.
These plants rarely spawn in roofed forests. The are a block wide. Once per day their leafs will open and an ore or jewel will be visible (Irom,Diamond,Gold,Emerald,Lapiz). You can right click the plant with an emty hand to pick up the ore. Than the leafs will close and will open again tomorrow with an other ore producing during the night. The ore that is created in the plant is random everytime it opens, so if you found an Oreborn Plant that spawned an iron ingot, next time it can spawn an emerald. If you break or cut these plants, they will only drop the ore if the leafs are open, but there is a way to plant these ore producers. Their seeds! They can only be obtained throw a new mob. These plants are one of the greater goods that the new mob will provide to the player
This seems really over-powered. It negates a huge portion of Minecraft's challenges and turns them into a waiting game. Sorry, but no.
A large (about 4-4.5 blocks tall) golem like creature made of mostly hardened neatherack, with bits of bedrock. Spends its time half buried under ground (feeding off minerals) until disturbed which it will then emerge and attack.
Abilities
Other then standard melee attacks with its arms, Its signature ability is a concentrated "beam" of fire (similar to Barako's sun beam but with bit more spread like a flamethrower). it does this by "opening its eye" and charging up its beam then firing (cannot turn its body when firing and can only move its head slightly).
Concept
Alternate Concept Weapon Firing Concept
Fighting it
Its hide is hard, Dealing no damage with anything that isn't a pickaxe. And even then, pickaxes don't deal much damage either. The best way to deal damage to it is striking its head right before it fires its spew of flames.
Additional Abilities
To make the fight more exciting, similar to the Weoughtnaut, perhaps this mob gains more abilities as you damage it. I've only come up with 2
1 - Fires a smaller versions of its beam attack from its feet to "jump" a roughly 8-12 block distance towards the player, its landing creating a small AOE fiery blast.
2 - Similar to 1st attack but instead of jumping, it holds itself in place and does a 360 degree spin while firing its main fire beam and then landing with a large AOE fiery blast.
Rewards (Drops)
Other then Neatherack, the monsters head can be obtained and be used acts like a flamethrower. Holding right mouse button will charge it up and fire it. Draining its durability as you hold it. To balance it out, if you are hit while charging it, it will "burn out", damaging the player holding it and draining a chunk of the weapons durability. This could also happen if being used for to long. After this it will need to recharge.
Reparing it could require either a vanilla item or some new fiery crystal that generates in the nether and or is found on the Mob itself. Basically a fuel source
It's pretty cool, but very generic. I also don't feel like the Nether is lacking unique mobs or encounters.
Is there no way to make mobs scuttle on ceilings or walls of caves? For the Grottols, my original interpretation of what you were gonna do is some sort of swarming mob that runs away from you not only on the floor but also climbing up walls and ceilings, and they sort of swarm together and disperse as well, if you get what I mean. Was that not your original intention or is it just technically impossible/difficult?
BTW I'm a big fan of this mod and its amazing quality in vision and in your execution of that vision.
I really wanted to, but there's just no way that I know of.
Now, here's a concept I like to call the ectomancer.
It would likely spawn in swamps
It would have several abilities (now, I'm going to add more than it should have, so you don't like one, just ignore it)
It would be able to summon 3-5 ghosts, which I will elaborate on later.
It would be able to convert nearby ghosts into shields (or free health, I don't know)
All of its attacks would give a status effect, called ghostly
It would also be able to convert nearby ghosts into one of three attacks (all of which deal magic damage)
-ball of ghost colored energy which will track you down, until it slowly shrinks away
-ball that will be fired linearly, but bounce upon collision
-ball that will attempt to follow the player, but will slowly fall towards the ground. When it hits the ground, it creates a small shock wave and disappears
It would also have a long staff, which it would use to bash characters away from it. (would not give the ghostly effect)
He will have very slow passive regen
Once it reaches 75% health, it gains a few new abilities (He will live the state if he reaches 90% again).
-Increased amount of ghosts per summon
-Ability to consume a ghost to leap to a location
-Whenever it uses its ball attack, it summons two balls
-two (or three) balls spawn upon reaching 75% health these balls will be bouncy tracker shots that create shockwaves on collision. These will last until:
-The Player gets a certain distance away from the ectomancer
-The Ectomancer Dies
-The Ectomancer heals above 90%
-Consumes a ghost to upgrade its melee weapon (for about 5-10 seconds) to one of the following (note: all weapon upgrades would be ghostly looking bits attached to staff), increasing its damage, and making its damage magical
-Sword
-Long Axe
-Spear
-Makes it shoot a laser
-If weapon is currently upgraded, it cannot shoot the balls, as the staff weapon would be used for both
-If weapon is upgraded, it will attempt to get towards the player, while if it isn't, it tries to keep away from the player
-The upgraded version of the weapon would give the ghostly effect
Upon Death, he will drop his Staff (he would also become a big ghost, which would try to fly away from the player)
His staff would be able to, when used by the player
-Deal 3 damage per hit, plus it would act like it had knock back 1 by default
-Upon right clicking a block, summon a ghost (up to 3 out at once)
-Upon Right clicking a Ghost, turning it into a projectile item which, after being picked up, would act as the bouncy linear ball once thrown
-Shift-Right Clicking would consume the ghost, and turning the weapon into the upgraded version for 5 seconds, making it deal 4 magic damage per hit, giving the player speed and jump boost, and cause hits to give the ghostly effect
-While in upgraded mode, killing any enemy would reset the 5 second timer
-Outside of upgraded mode, killing any enemy with the weapon would add some charge to the weapon
Ghosts:
Ghosts are like larger, slower, lazier vex.
They will deal 1.5 hearts of magic damage per hit, and that attack causes weakness
As I mentioned, they are lazy, and will frequently decide to not attack, and merely circle around the its target, just outside of attack range, doing taunts, or just flat around randomly
Ghostly Effect:
When the ghostly effect is applied, all magic damage applied to the target is doubled, and it will cause for nearby ghosts to stop being lazy, and lock onto the target with conviction. It would probably give visual effects when applied on a player
Hm, it's pretty cool, but I'm not too sure about it the ghost theme. When I think of ghosts, I think of passing through walls, turning invisible, and possessing living and non-living things. Creating ghost clones, teleporting around, and shooting strange balls all work as interesting mechanics, but do not play as directly into the ghost theme.
One other small issue is the three ball-shooting attacks you describe. Each one behaves differently, but looks the same. This can lead to some confusing visual feedback in gameplay; things that behave differently in a game should look different. I think the idea would be stronger if we stripped away two of those and just stuck with the first one.
Maybe instead of ghosts, it's a plant-matter manipulating bog elemental?
Now you'll have to acquire 3 totems of undying and give them to the necromancer and the 3 totems will float around each other and merge together with a dark purple particle splash. There is the new created Undead Totem. There is a new item that can be obtained throw the Necromancer. Drumm Of The Underworld. You must give the Necromancer a 10 Rotten flesh and a zombie head to have the Zombie Drumm Of The Underworld. Or you give him 10 bones and a skeleton head to have the skeleton Drumm Of The Underworld. Once you obtain the drumm (it's a tribal drumm and a drumm stick with a skeletetal head on it) you'll be able to hold right click and a slow drumm music will play and a dark portal will open from the ground. Depending on the drumm you used you'll be able to summon: A big zombie giant (not as big as the vanilla giant) holding a bone as a cub, like a barakoa (using the Zombie Drumm Of The Underworld) or you summon a Skeleton Archer with an enchanted bow and iron hemet riding a skeleton horse. (Using the skeleton Drumm Of The Underworld)
The Design of the Necromancer: A skeletal figure without legs covered in little clothing. With a skeletal face and horns. To have a batter idea of what I'm talking about, my design is based on the WoW character Kel'Thusad.
Hm. Now he can give the player more items? I think the idea is stronger if there's only one reward associated with it. Maybe just pick the best item and stick with just that one? I don't see a reason to make trading relevant with such a hostile-seeming entity. Maybe these rewards would be better as drops when a player kills the necromancer. I still think the design could use another theme or interesting element. Maybe the tribal theme could be played up a bit more?
Bored of life I came up with a mob that I think would fit in the mod and that meets the characteristics of not being a giant animal, a mythological being or a "normal" enemy, the mob is called Dreiaugen (which means " three eyes "in German (Placeholder name)).
This mob would be similar to a salamander, but with three orange eyes, two additional pairs of legs, three pairs of wings and a tail that ends in a ball. To make it very special from the beginning I thought it should appear in the nether, specifically on the ceiling, this mob would walk under the nether's ceiling and have a size close to the Frostmaw. This mob would move at high speeds through the roof to position on top of the player, so far I have thought of four attacks (three of them are "mandatory", that is, they can be done anywhere in the nether):
1. Magma balls: it consists of the Dreiaugen opening the ball of its tail and shooting 3 guided magma balls with a medium speed, they would not do much damage.
2. Break: Consists of the Dreiaugen tightly squeezing its tail and hitting the ceiling hardly, causing fragments of netherrack falling quickly on top of the player, however this attack would not break the block that was hit by the Dreiaugen.
3. Abysmal look: The Dreiaugen would stare at the player for a moment, if the player does not place a block in front of him to avoid being watched by the Dreiaugen, he will be burned. (similar to guardians)
4. If there is a lava ocean nearby and the Dreiaugen has only half the life or less, it would use its wings to lower and absorb a little lava, to later return to the ceiling and shoot its tail with a large non-guided magma ball or a jet of lava.
To kill it you should shoot the center of the ball of its tail repeatedly when it is open.
For now that's all
Sorry, but the ceiling mechanic just isn't possible in Minecraft...
Beyond that, I feel like the design is a little too unfamiliar, a bit confusing. Again, sorry.
Hmm, what if there was some Nether mob that would experience reverse gravity? Like they are made out of a material lighter than the air in the Nether and actually so much that they always walk on- and fall to the ceiling of the Nether.
This would make for some very interesting pathfinding mechanics I guess. Also, they would/could receive fall damage when falling up more than 3 blocks, just like any mob or player normally would falling down.
I would suggest some kind of grapple attack to pull themselves down to Players or passive mobs if they were to be aggressive mobs, but I don't want to make it seem as if I was inspired by Half Life's Barnacles.
That would be cool, but nah I just can't program that in.
Hm, a stationary mob could work, though.
I started re-thinking the rewards that the player will get for killing the Necromancer and I came up with the perfect idea. When a player kills the Necromancer, it will drop the Drumm Of The Underworld. This also means that I needed to scrap the idea of using the drumm to summon a giant zombie and a skeleton cavalry. You can right click with the drumm and a from the ground a portal dark purple portal will start to appear. When the portal fully appears ( a 5x5 dark purple sircle with purple smoke particles that look like skulls) you'll need a Skull Of The Titan to activate it. If try to walk on the portal it will start to damage you and a message will pop up saying: Find The Skull Of The Titan. This item has a chance to generate inside any chest in a generated structure (Dungeon,Jungle and Desert Temple,Stronghold,Mineshaft) Once you obtain the item, you can return to the portal that you created and drop the skull into the portal. Than a loud roar will be heard and a skeletal dragon will rise from the portal. This dragon is Bryn'Troll, The Underworld Fossil. He looks like a smaller version of the legend of Zelda boss Stallord. Even tho classified as an undead he cannot burn in sunlight. He is stationary and cannot move outside of the portal. Bryn'Troll will engage you in combat. He has 4 attacks.
Skeleton Smash: Bryn'Troll will smash his hand in the ground where you're staying, causing damage and knocking you back.
Bonespike Graveyard: Bryn'Troll will put his hand into the portal and at your location the blocks will start to create breaking particles. You better step aside the targeted area or sharp bonespikes will come out of the ground damaging you and continue to do damage as long as you stay there. Than the spikes return back to the ground. Bryn'Troll can use this attack up to 3 times in a row.
Bone Storm: Bryn'Troll will open his mouth and a volley of little bone spikes will be rapidly shoted towards you.
Death Breath: Bryn'Troll will shoot a withering blast from his mouth. Wherever it hits, it leaves a withering area of effect.
This mob has 35 hearts of health and deals 4 hearts of damage with it's melee attack 3 harts with its bonespike graveyard attack as well as additional half a heart attack when you stay in them. Half a heart of damage for each mini bone spoke hitting you by Bone storm. And 2 hearts of damage from Death Breath. When you kill Bryn'Troll he will sink into the portal roaring and the portal will shkrink until it collapses. At the centre you will find the item that is dropped by Bryn'Troll. The Fang Of Bryn'Troll is your rewards. What does it do? It gives you Osteomancy when it's on your inventory. Osteomancy gives you new powerful abilities. When you hold CTRL (configurable) and right-click bones behind your back will grow and form a ribcage around you acting as a shield. It can take 8 hearts of damage until it's destroyed. This shield only lasts for 5 seconds. It can take damage from Malee attacks range attacks and explosives. You can be affected by magic,drowning,lava,void,ice crystal,sun strikes and frostmaws freezing attacks. The ribcage shield can also block Solar beams.If you don't want to wait for the times to run out you can hold CTRL And right-click again to return your bones back. To balance this skill you cannot perform melee or range attacks while the shield is active. This ability is called Ribcage Shield
The second ability is Bonespike Graveyard. With an empty hand or an item that does nothing when right-clicking you can look at any horizontal block you can see their hitboxes (just like sun strike) and right click and the bonepikes will come out of the ground (it's basically the same as the skill that Bryn'Troll uses)
You can hold down righ click when holding The Fang Of Bryn'Troll and it will start spinning faster and faster (it means that it's being ready to be shot just like a bow and arrow) and release right click to shoot it. It will deal massive damage, but the famg has an other side effect. When you hit mobs with it (not players only mobs) it will posses them and make them right for you. This means that they will not attack you but instead attack other players and hostile mobs. You can only have one possesed mob at a time. When you shoot your Fang it will drop on the ground and only the one that shot it can pick it up again. Keep in mind tho, if you get killed by an other player and get your Fang, they will now have Osteomancy amd you will not.
The Bryn'Troll is much more interesting than the Necromancer idea in my opinion. I feel like it would be a stronger idea by itself, without needing a necromancer encounter to summon it.
Once I update to 1.13, I don't plan to keep developing for 1.12.2. It's too difficult to keep up two versions. That said, I am committed to making the 1.12 release fully bug-free before moving on to 1.13.
I don’t really have an idea, just a suggestion. Why not add a mob, or some other treasure that spawns in or around fossils. Currently, other that when you need a butt-ton of bonemeal, they are useless, and so rare they aren’t even worth searching for.
Hello again! Amazing work on your most recent update! My favorite part of your update is the grottle’s idol animation were it taps the ground, it’s the cutest thing I’ve ever seen! I hope life is going well for you
anyways I have a brief mob suggestion,
Basically I’m thinking of a mob that can manipulate snow!
i have no idea what it will look like(possibly something like a lemming, there like little hamster mouse things, they burrow under snow) but I do know it’s main method of attack
it will fight by using the snow around to form a snowball around itself and roll towards you, the snowball will get bigger and bigger as it’s rolling towards you, because as it’s moving it’s collecting more snow; it will do this until it reaches its max size; it won’t get bigger if it’s not rolling on snow so that’s why it spawns in the tundra; I’m thinking it will get as big as the player; it will try over and over again to run over you and the only way to stop it is by causing it to crash into a block either by placing one or dodging it and letting it hit a wall; when this happens, the snowball will break and it will be stunned for a moment; This is your chance to strike back! If you don’t get to it in time it will burrow under the snow and reappear somewhere else and roll again, the bigger it’s snowball gets the more damage and knockback it will do
if you manage to kill it it will drop and item that can be used to roll into a snowball but it can be only be used if standing on snow layers
the item can also connect back to your plans with cryomancy, what I mean is, this can be an optional spell like what you did for the earth magic
i hope you like it! Good luck with your work on this mod, I appreciate what you do
Thanks! Glad you like it.
Ooh, that's really neat. Would also work with an earth-themed mob.
I was bored, so i made this.
clearing up a few things:
Stonxcid despise grottols for how durable and shiny their shells are, not to mention they sometimes prey on grottols
Stonxcid can spawn in stone variants
Stonxcid are impervious to all attacks aside from pickaxes (any) and when they take 20 hearts, their block breaks and they flee with 5 hearts left
they do indeed latch onto your head and smash your head into it's stone block, as it's body isn't that big and doesn't take up a lot of space inside of said block. this generally ends in your head getting stuck, and heavy concussions.
i do not care if this doesn't get in, as i was completely and utterly brain-dead when i made it. it's not even an original concept.
suggestion: allow foliaath seedlings to be able to be planted in flower pots so we can have a miniature foliaath in our windowsill
you could achieve this by adding the foliaath model as a child to the flower pot model. the only potential issue could be texturemaps however, you can bind and render those in a separate call. and badda bing badda boom. miniature foliaath in flower pot. make it happen plez.
I'd like to do this too, but I'm not really sure how. I don't think the solution you've proposed will work...
I might have to make it a separate entity...
Hi! The Mowsie's mob is my favorite mod.
Here are some ideas:
Vary the color of the naga (red, yellow, green, orange)
Vary the size of Foliaaths
Create some kind of giant manta rays that will fly. There would be babies too. The width of the wings of the babies would be about 5 blocks and that of the big ones up to 20 blocks. Then we will tame them and we will build on the adults a small cabin. We must be placed on their heads to direct them. we can simply steer the baby and place a chest on him. The color would vary between black and white and gray
I already responded to you in your private message.
I'm glad you like the mod.
No, I'm very happy with the color I chose.
No. No other mobs have size variants. Why should the foliaath? What would it add to gameplay?
While I appreciate the idea, the mechanic you have proposed of building on top of mobs is just not possible in Minecraft (at least, within my abilities). Additionally, Minecraft already has flying manta rays: the phantoms. I understand that the ideas are different, but designs should avoid "stepping on each other's toes".
This. I like that mob very, very much. I love the concept and the aesthetic. It was terrifying to face for the first time, it just kept flying out of my fov before attacking. I was kinda let down, however, by its weakness. It's huge, noisy, fast... and deals one and a half hearts of damage on Normal difficulty. I also feel like it could use something else in its loot table.
Uhhhhhh... no. Not at all, actually. 1.13's phantoms are stated to be aggressive mobs that spawn at night and hunt players, while lol's suggestion is rather clear. While it isn't that fleshed out, it's more of a idea than an suggestion really, it differs from phantoms by size, role and very probably behaviour: phantoms are hostile, small-ish mobs that attack the player, while these mantas (sky-rays?) can be tamed and are also huge. So, apart from the general appearance ("flying manta/stingray") they have very little in common.
Imho the idea is nice, but should really be fleshed out. As-is it's generic. Not that anyone would or should care about my opinion, I'm just a random guy on the internets.
Well, it's intended to be a minor enemy. If you'd like it to be stronger, you can adjust it in the config.
I have something planned not as another drop, but as a new reward related to the nagas.
See above about the suggestion. Designs shouldn't conflict like that, even if they are different in other ways.
It doesn't need fleshing out - it explains everything I need to know about the mob. The suggestion just has other issues.
Also, shouldn't the Grottol be lava and fire proof? They seem to be affected by the them and catch on flames, even though the don't have the fire particle effect on them. They are also hurt by falls and cacti.
They aren't flammable, but still die to environmental hazards and fall damage. In fact, their pathing doesn't check for lava and other dangers. But if anything other than a player kills them, they won't drop their diamonds. Better catch them before they plunge to their deaths!
hola, creo que Grottol debería tener una versión mucho más grande and ponerla en una especie de mini lago de lava siendo un mini jefe
No, sorry. Grottols are very specifically passive mobs with a unique function in game. Adding a hostile boss version would ruin all other unique design choices around them.
Uh, I'm not sure what that is. A setblock command?
Oh right! Hm...
Maybe, but I don't like gating encounters to require specific items.
This seems really over-powered. It negates a huge portion of Minecraft's challenges and turns them into a waiting game. Sorry, but no.
It's pretty cool, but very generic. I also don't feel like the Nether is lacking unique mobs or encounters.
Thanks!
I really wanted to, but there's just no way that I know of.
Hm, it's pretty cool, but I'm not too sure about it the ghost theme. When I think of ghosts, I think of passing through walls, turning invisible, and possessing living and non-living things. Creating ghost clones, teleporting around, and shooting strange balls all work as interesting mechanics, but do not play as directly into the ghost theme.
One other small issue is the three ball-shooting attacks you describe. Each one behaves differently, but looks the same. This can lead to some confusing visual feedback in gameplay; things that behave differently in a game should look different. I think the idea would be stronger if we stripped away two of those and just stuck with the first one.
Maybe instead of ghosts, it's a plant-matter manipulating bog elemental?
Hm. Now he can give the player more items? I think the idea is stronger if there's only one reward associated with it. Maybe just pick the best item and stick with just that one? I don't see a reason to make trading relevant with such a hostile-seeming entity. Maybe these rewards would be better as drops when a player kills the necromancer. I still think the design could use another theme or interesting element. Maybe the tribal theme could be played up a bit more?
Sorry, but the ceiling mechanic just isn't possible in Minecraft...
Beyond that, I feel like the design is a little too unfamiliar, a bit confusing. Again, sorry.
That would be cool, but nah I just can't program that in.
Hm, a stationary mob could work, though.
The Bryn'Troll is much more interesting than the Necromancer idea in my opinion. I feel like it would be a stronger idea by itself, without needing a necromancer encounter to summon it.
Once I update to 1.13, I don't plan to keep developing for 1.12.2. It's too difficult to keep up two versions. That said, I am committed to making the 1.12 release fully bug-free before moving on to 1.13.
Good thought. I'll brainstorm further.
Thanks! I have some very dynamic mobs planned that I think you'll love.
Ah, yeah that was definitely a big source of inspiration. Also the sirens from the Witcher 3.
Ah, sorry. Next is the Sculptor so that Geomancy will finally be obtainable in survival.
Thanks! Glad you like it.
Ooh, that's really neat. Would also work with an earth-themed mob.
I don't see much point. You can't place vanilla items on walls without item frames, why should you be able to with my items?
Sorry, this really isn't what I'm looking for.
I'd like to do this too, but I'm not really sure how. I don't think the solution you've proposed will work...
I might have to make it a separate entity...
I already responded to you in your private message.
I'm glad you like the mod.
No, I'm very happy with the color I chose.
No. No other mobs have size variants. Why should the foliaath? What would it add to gameplay?
While I appreciate the idea, the mechanic you have proposed of building on top of mobs is just not possible in Minecraft (at least, within my abilities). Additionally, Minecraft already has flying manta rays: the phantoms. I understand that the ideas are different, but designs should avoid "stepping on each other's toes".
Well, it's intended to be a minor enemy. If you'd like it to be stronger, you can adjust it in the config.
I have something planned not as another drop, but as a new reward related to the nagas.
See above about the suggestion. Designs shouldn't conflict like that, even if they are different in other ways.
It doesn't need fleshing out - it explains everything I need to know about the mob. The suggestion just has other issues.
making a separate entity could work, and it would open up new possibilities regarding AI work. still pretty sure the method i presented would work as well, but it would be a generic repeating animation and im not sure if that's what you'd want. so if you added foliaths in a flower pot, you could do it like so:
creating -
right click a flower pot with a foliaath seed, it would delete the block and replace it with an entity, killing the entity would be easy, and drop the seed and the flower pot.
mechanics (?) -
this is a little more tricky, but a fun detail could be the tiny little foliaath hopelessly snapping at the player in a fruitless attempt to eat them, but it's so small so what can it do? awww.
Thanks for the input, I don’t know if the player can do that either but if there is a way, I trust that mowzie can figure it out
So i had a little suggestion also.
How about putting mask on walls? It would look good if you could hang them up without having to use a frame.
I was bored, so i made this.
clearing up a few things:
Stonxcid despise grottols for how durable and shiny their shells are, not to mention they sometimes prey on grottols
Stonxcid can spawn in stone variants
Stonxcid are impervious to all attacks aside from pickaxes (any) and when they take 20 hearts, their block breaks and they flee with 5 hearts left
they do indeed latch onto your head and smash your head into it's stone block, as it's body isn't that big and doesn't take up a lot of space inside of said block. this generally ends in your head getting stuck, and heavy concussions.
i do not care if this doesn't get in, as i was completely and utterly brain-dead when i made it. it's not even an original concept.
haha unoriginal signature go brr
Sorry I haven’t responded here in so long, everyone. There have been a lot of suggestions which take a very long time to reply to. I’ll have my replies ready soon.
Take your time man, and thanks for reassuring us
suggestion: allow foliaath seedlings to be able to be planted in flower pots so we can have a miniature foliaath in our windowsill
you could achieve this by adding the foliaath model as a child to the flower pot model. the only potential issue could be texturemaps however, you can bind and render those in a separate call. and badda bing badda boom. miniature foliaath in flower pot. make it happen plez.
contemplated, not happening, it's already possible. place a flower pot, dirt block on top, seed on dirt, break dirt. boom.
haha unoriginal signature go brr
Hi! The Mowsie's mob is my favorite mod.
Here are some ideas:
Vary the color of the naga (red, yellow, green, orange)
Vary the size of Foliaaths
Create some kind of giant manta rays that will fly. There would be babies too. The width of the wings of the babies would be about 5 blocks and that of the big ones up to 20 blocks. Then we will tame them and we will build on the adults a small cabin. We must be placed on their heads to direct them. we can simply steer the baby and place a chest on him. The color would vary between black and white and gray
yeah but that puts a full size aggressive foliaath in your nice little flowerpot and it looks dumb.
This is most likely the "Phantom" in the upcomming Minecraft 1.13 mob, I guess someone will making a mod to these "Flying manta rays" already....
Say no to those "Low-quality MCreator Mods" !!!

This. I like that mob very, very much. I love the concept and the aesthetic. It was terrifying to face for the first time, it just kept flying out of my fov before attacking. I was kinda let down, however, by its weakness. It's huge, noisy, fast... and deals one and a half hearts of damage on Normal difficulty. I also feel like it could use something else in its loot table.
Uhhhhhh... no. Not at all, actually. 1.13's phantoms are stated to be aggressive mobs that spawn at night and hunt players, while lol's suggestion is rather clear. While it isn't that fleshed out, it's more of a idea than an suggestion really, it differs from phantoms by size, role and very probably behaviour: phantoms are hostile, small-ish mobs that attack the player, while these mantas (sky-rays?) can be tamed and are also huge. So, apart from the general appearance ("flying manta/stingray") they have very little in common.
Imho the idea is nice, but should really be fleshed out. As-is it's generic. Not that anyone would or should care about my opinion, I'm just a random guy on the internets.
For some reason the twitch merger reset my post count... oh well.
Mods that I support
Ya boi using your mod here: https://www.technicpack.net/modpack/lmkcraft.1401003
I found an item called 'Captured Grottol', which just spawns a Grottol. Where does it come from?
Also, shouldn't the Grottol be lava and fire proof? They seem to be affected by the them and catch on flames, even though the don't have the fire particle effect on them. They are also hurt by falls and cacti.
hola, creo que Grottol debería tener una versión mucho más grande and ponerla en una especie de mini lago de lava siendo un mini jefe
Is this mod compatible with custommobspawner? I have played in a world for 2 weeks and i have yet to find a mob from this
Uh, I'm not sure what that is. A setblock command?
Oh right! Hm...
Maybe, but I don't like gating encounters to require specific items.
This seems really over-powered. It negates a huge portion of Minecraft's challenges and turns them into a waiting game. Sorry, but no.
It's pretty cool, but very generic. I also don't feel like the Nether is lacking unique mobs or encounters.
Thanks!
I really wanted to, but there's just no way that I know of.
Hm, it's pretty cool, but I'm not too sure about it the ghost theme. When I think of ghosts, I think of passing through walls, turning invisible, and possessing living and non-living things. Creating ghost clones, teleporting around, and shooting strange balls all work as interesting mechanics, but do not play as directly into the ghost theme.
One other small issue is the three ball-shooting attacks you describe. Each one behaves differently, but looks the same. This can lead to some confusing visual feedback in gameplay; things that behave differently in a game should look different. I think the idea would be stronger if we stripped away two of those and just stuck with the first one.
Maybe instead of ghosts, it's a plant-matter manipulating bog elemental?
Hm. Now he can give the player more items? I think the idea is stronger if there's only one reward associated with it. Maybe just pick the best item and stick with just that one? I don't see a reason to make trading relevant with such a hostile-seeming entity. Maybe these rewards would be better as drops when a player kills the necromancer. I still think the design could use another theme or interesting element. Maybe the tribal theme could be played up a bit more?
Sorry, but the ceiling mechanic just isn't possible in Minecraft...
Beyond that, I feel like the design is a little too unfamiliar, a bit confusing. Again, sorry.
That would be cool, but nah I just can't program that in.
Hm, a stationary mob could work, though.
The Bryn'Troll is much more interesting than the Necromancer idea in my opinion. I feel like it would be a stronger idea by itself, without needing a necromancer encounter to summon it.
Once I update to 1.13, I don't plan to keep developing for 1.12.2. It's too difficult to keep up two versions. That said, I am committed to making the 1.12 release fully bug-free before moving on to 1.13.
Good thought. I'll brainstorm further.
Thanks! I have some very dynamic mobs planned that I think you'll love.
Ah, yeah that was definitely a big source of inspiration. Also the sirens from the Witcher 3.
Ah, sorry. Next is the Sculptor so that Geomancy will finally be obtainable in survival.
Thanks! Glad you like it.
Ooh, that's really neat. Would also work with an earth-themed mob.
I don't see much point. You can't place vanilla items on walls without item frames, why should you be able to with my items?
Sorry, this really isn't what I'm looking for.
I'd like to do this too, but I'm not really sure how. I don't think the solution you've proposed will work...
I might have to make it a separate entity...
I already responded to you in your private message.
I'm glad you like the mod.
No, I'm very happy with the color I chose.
No. No other mobs have size variants. Why should the foliaath? What would it add to gameplay?
While I appreciate the idea, the mechanic you have proposed of building on top of mobs is just not possible in Minecraft (at least, within my abilities). Additionally, Minecraft already has flying manta rays: the phantoms. I understand that the ideas are different, but designs should avoid "stepping on each other's toes".
Well, it's intended to be a minor enemy. If you'd like it to be stronger, you can adjust it in the config.
I have something planned not as another drop, but as a new reward related to the nagas.
See above about the suggestion. Designs shouldn't conflict like that, even if they are different in other ways.
It doesn't need fleshing out - it explains everything I need to know about the mob. The suggestion just has other issues.
Thanks for letting me know.
That's for you to figure out!
They aren't flammable, but still die to environmental hazards and fall damage. In fact, their pathing doesn't check for lava and other dangers. But if anything other than a player kills them, they won't drop their diamonds. Better catch them before they plunge to their deaths!
No, sorry. Grottols are very specifically passive mobs with a unique function in game. Adding a hostile boss version would ruin all other unique design choices around them.
I'm not sure. How does Custom Mob Spawner work?
Nevermind, i finally noticed a mob spawning in a snow biome
making a separate entity could work, and it would open up new possibilities regarding AI work. still pretty sure the method i presented would work as well, but it would be a generic repeating animation and im not sure if that's what you'd want. so if you added foliaths in a flower pot, you could do it like so:
creating -
right click a flower pot with a foliaath seed, it would delete the block and replace it with an entity, killing the entity would be easy, and drop the seed and the flower pot.
mechanics (?) -
this is a little more tricky, but a fun detail could be the tiny little foliaath hopelessly snapping at the player in a fruitless attempt to eat them, but it's so small so what can it do? awww.
- [more is needed, but what?]