I would like to revisit an idea i made some long time ago. It was first part of the necromancer idea, but now it is a stand-alone idea, without having the need of a necromancer encounter.
Bryn'Troll
As you explore your world, you may run into a ritual looking structure. Having a ring in the middle of it and on top of the ring, is a floating skull (not a skeleton skull). Once you get close to the skull, it starts summoning skeletons. Some armoured lightly and some that are a bit challenging to defeat. Once all the skeletons are defeated, the skull will drop in the sircle and a red demonic portal opens from the ground. There he is summoned, Bryn'Troll. A tall skeletal looking creature that resembles Stallord. Right when he is summoned, he starts attacking.
Bonespike Graveyard: He swings his arm close to the ground and bonespikes come out of the ground, travelling 5-7 blocks. They only stay up the ground about 3 seconds and go back in. If a player is stuck on them, they recieve 1 hearts of damage per second. You can get out of them by jumping.
Breath Of Decay: Bryn'Troll places his claws on the ground, moves his head a bit forwards and releases a breath of decay that damages and applies wither. His head follows your movement while attacking.
Black Pool: His stretches his hand and slams it on the ground. There forms a sircular pool of dark red/black energy. It gets bigger overtime and then disappears. Everything it touches, is slowed and weakend. Physically weakend. This means that it receives more damage than usual.
Once killed, he will drop his fang. This will allow you to have control over bones and to some extent, corrupting.
This is part one. Next I'll describe the abilities of the "Fang Of Bryn'Troll"
Hey i am letting you know i am using your mod in a modpack and will credit and link this page, its called moody magic on technic if you want to check it, thank you and superb mod!
Mob Idea: Nether mini boss Lava Golem??? (Name suggestions needed)
Located inside one of the Nether's many lava oceans lies a ginormous lava golem of sorts. Its resting place can most easily be identified where volcano-like formations and spires litter the area. When in range, the lava golem will burst out of the lava cesspool and roar in anger as someone has trespassed into their home.
MoveSet: The Lava Golem is stationary and cannot move, however, it has a wide array of ranged attacks that can deal with an enemy from a distance.
-Lava wave: used mostly for crowd control or for a wide range of effect, the golem sweeps its hand across the lava's surface creating a tidal wave directed towards the player. This will deal some knock-back as well as the same effect a player would have had he been submerged in lava for a short period of time.
-Magma Boulder: A huge boulder comprised of magma blocks is hurled towards the player after being excavated from the ground by the golem. This boulder does a high amount of damage when hit directly, and a small amount of AOE damage if landed close by. Knock back varies on direct or AOE damage.
-Volcanic Call: If the player should get too close or if the golem feels as though his life is in danger, he will let out a bellowing roar. This will cause the player to be launched back many blocks should he be within close proximity if the call is emitted. Ontop of this, magma cubes will begin to spawn near the scene in aid of the golem. (Maybe introduce new mob lackey?)
Fighting Strategy: Although the golem exudes a strong presence and seems almost unkillable by any normal means there is still one unorthodox method of fighting; Water. Using splash water bottles directly on the golem will cause its body to cease up for a short while, during this time, the player can start to chip away at its rock based body. Note: After the golem awakes from this state, he immediately knocks back the player using his Volcanic Call.
End: Once the golem reaches its breaking point, it will then begin to crumble away leaving nothing behind but a pile of netherack. Upon the netherack will be some leftover nether quartz as well as the players big reward; The Nether Core.
NetherCore: The Nether Core is a powerful shard of energy infused with that of the Nether's own will. Crafting this on an anvil with any armor piece will yield a unique effect dependent on the location. (Maybe have shard equip onto weapons as well ??)
Boots: Grants the ability of walking on lava by turning the respective lava source blocks into magma blocks. (Works much like the Frost Walker enchant)
Pants: Anything that were to directly hit you would receive a brief fire effect.
Chestplate: Any damage done to you is voided for the first 3 hits. afterwards, your armor would receive a minute cool down; During this cool down any damage to you is treated normally. After the 1 minute timer resets, the effect takes place again.
Helmet: Crouching whilst inside a lava source block will cause a 5 block high wave to form infront of you. The width of this wave is solely dependent on how many lava source blocks are adjacent to your current position. (Max wave width being 7 blocks) the distance the wave will travel will be 10-20 blocks far. (This number can also be tied in with the width of the wave, so if the width of the wave is large, so shall the the length that it travels be.)
- With the "Lava Wave" and helmet enchant, maybe instead of plain knockback, an entity caught in the wave would instead be carried with it much like a water current.
-Whilst equipped with all armor pieces enchanted with the Nether Core, the user will receive Fire Resistance, making them immune to any lava or fire effects.
-Maybe have armors enchanted with Nether Core emit a red glowing effect and maybe occasional fire effects when worn?
Mob Idea: Nether mini boss Lava Golem??? (Name suggestions needed)
Located inside one of the Nether's many lava oceans lies a ginormous lava golem of sorts. Its resting place can most easily be identified where volcano-like formations and spires litter the area. When in range, the lava golem will burst out of the lava cesspool and roar in anger as someone has trespassed into their home.
MoveSet: The Lava Golem is stationary and cannot move, however, it has a wide array of ranged attacks that can deal with an enemy from a distance.
-Lava wave: used mostly for crowd control or for a wide range of effect, the golem sweeps its hand across the lava's surface creating a tidal wave directed towards the player. This will deal some knock-back as well as the same effect a player would have had he been submerged in lava for a short period of time.
-Magma Boulder: A huge boulder comprised of magma blocks is hurled towards the player after being excavated from the ground by the golem. This boulder does a high amount of damage when hit directly, and a small amount of AOE damage if landed close by. Knock back varies on direct or AOE damage.
-Volcanic Call: If the player should get too close or if the golem feels as though his life is in danger, he will let out a bellowing roar. This will cause the player to be launched back many blocks should he be within close proximity if the call is emitted. Ontop of this, magma cubes will begin to spawn near the scene in aid of the golem. (Maybe introduce new mob lackey?)
Fighting Strategy: Although the golem exudes a strong presence and seems almost unkillable by any normal means there is still one unorthodox method of fighting; Water. Using splash water bottles directly on the golem will cause its body to cease up for a short while, during this time, the player can start to chip away at its rock based body. Note: After the golem awakes from this state, he immediately knocks back the player using his Volcanic Call.
End: Once the golem reaches its breaking point, it will then begin to crumble away leaving nothing behind but a pile of netherack. Upon the netherack will be some leftover nether quartz as well as the players big reward; The Nether Core.
NetherCore: The Nether Core is a powerful shard of energy infused with that of the Nether's own will. Crafting this on an anvil with any armor piece will yield a unique effect dependent on the location. (Maybe have shard equip onto weapons as well ??)
Boots: Grants the ability of walking on lava by turning the respective lava source blocks into magma blocks. (Works much like the Frost Walker enchant)
Pants: Anything that were to directly hit you would receive a brief fire effect.
Chestplate: Any damage done to you is voided for the first 3 hits. afterwards, your armor would receive a minute cool down; During this cool down any damage to you is treated normally. After the 1 minute timer resets, the effect takes place again.
Helmet: Crouching whilst inside a lava source block will cause a 5 block high wave to form infront of you. The width of this wave is solely dependent on how many lava source blocks are adjacent to your current position. (Max wave width being 7 blocks) the distance the wave will travel will be 10-20 blocks far. (This number can also be tied in with the width of the wave, so if the width of the wave is large, so shall the the length that it travels be.)
I really like this mob idea. The fight reminds me of ragnaros XD. I'm not too sure about the rewards tho. Crafting things with the nether core doesn't seem too "Mowzie" to me. I was hoping for pyromancy magic, but a good idea nontheless. As for the name, maybe "Lord Moltus" or "Vadamagma"?
Hmmm, Vadamagma doesn't sound too bad. As far as the pyromancy magic goes, I feel like the "use creature abilities" card is getting a little too old. Almost all the mobs in the mod consist of dropping an artifact of sorts that allows the player to utilize said mob's abilities. Frostmaw, Sun Chief, Ferrous, and soon to be Geomancy for the upcoming mob. I liked the Follliath plant seed idea because it differed from that path, same with Naga drop as it provided a useful poison resistance potion. Now I believe the Nether Core could be reworked, but I just wouldn't know what direction to lead it in. Thanks for the criticism though.
Suggestion:
Make all structures generated by the mod support the /locate command. This way players in creative trying to see everything in the mod don't have to go spectator mode and look for everything.
also, making a resource pack for this. the Wroughtnaut texture is NOT mine. I was browsing through the forums and saw this re-texture and decided to put it in a resource pack. the texture is by Prohecy_Wrecker and you can find the original post on page 77 of the forum/thread. I'm gonna add more textures but I'll probably just edit the hue since I can't properly texture.
Sorry for my absence here, everyone. I’ll have replies for everything soon.
Honestly, just keep up the good work. I’m designing a mod of my own, and it can’t even begin to compare to The Betweenlands or Mowzie’s mobs. We don’t care how long you take. This mod is definitely going somewhere, so we just need you to stick with it.
Hmmm, Vadamagma doesn't sound too bad. As far as the pyromancy magic goes, I feel like the "use creature abilities" card is getting a little too old. Almost all the mobs in the mod consist of dropping an artifact of sorts that allows the player to utilize said mob's abilities. Frostmaw, Sun Chief, Ferrous, and soon to be Geomancy for the upcoming mob. I liked the Follliath plant seed idea because it differed from that path, same with Naga drop as it provided a useful poison resistance potion. Now I believe the Nether Core could be reworked, but I just wouldn't know what direction to lead it in. Thanks for the criticism though.
I don’t know. The Great Robert has demonstrated his creativity many times before so I don’t doubt whatever he decides. The abilities are part of what made this one of my favorite mods. They’re a very interesting addition to Minecraft as a game, and that’s exactly what makes a mod is for.
Sorry for my absence here, everyone. I’ll have replies for everything soon.
It's okay. Even tho you respond late due to work with the mod and RL, it's genrally fun to read, suggest and talk with the community about ideas. As long as you keep supplying us with mod goodies like always, you have a free pass for responding late XD
1/1000 chance for ferrous to be retextured to a LoZ iron knuckle sorry i just don't have any genuine ideas
also considering the sunbeam on ferrous is a mario reference, why not just go overboard and make it get two references
If you go through with the snake charmer boss idea, it would be cool if the reward for defeating the boss was an item that allows the player to become a moving painting as well. I have no idea if this is even possible, but I just think it would be pretty neat!
Hmm, I just had some ideas pop up, but I don't think it would be a good idea, since it would be making them put way too much impact to the world. One that may work is that maybe if you trade high enough with them, they'll teach you how to create others of their ilk, but like a downgraded way, with instead of coal, a different material. For example, they tell you how to create more of them in order to make your own village of them, but they're made of a new type of ore that would make them inferior to the original Coalites. Or, maybe each village is destined to hold something back from a different dimension, something that would eliminate (or consume) their race, like a living fire from the Nether or something along those lines. Now that you mention the gameplay appeal they should have, it's a lot harder to find something that would make them worth the time. But all I got so far is possibly something they are holding back from a different dimension, like a living fire that will consume their entire race since they are pretty much made of a good and efficient fuel source, or they will give you a "blueprint" for lack of a better term, of themselves that will be inferior to them so that they cannot be replaced.
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
How about a pack of camouflaging mollusks that turn invisible and attempt to latch on to you; you’d have to watch closely to see the bubble trails they leave behind to find where they are before they strike! Their beaks can also be venomous so the antidote potion is even more useful
they’ll be found in open ocean
they could drop an item called an invisible ink sac that, when consumed, lets the player turn their armor invisible along with themselves
i got this idea from real life mollusks like cuddlefish and octopi, those two animals can change their color and texture to seamlessly blend in with their environment as if they where invisible
Cool idea, but it sounds much more annoying than fun. Sorry, but this isn't what I'm looking for.
Perhaps the mob alerting mechanic is curse cast by some kind of witch or gremlin mob? Basically a magic debuff caused by some kind of mischievous creature
Maybe! That would align with the personality of the design.
Yeah. Now that I drew it I can sorta see why it may not fit MM in your opinion. But if you find the core idea of a support mob that gets you a light effect interesting, I think that said mob, whether it is a white mushroom frogman looking thing or not, could drop glowy goop that you could mix with the lantern gel to create a shiny mixture that you could tip your arrows in at the crafting table. Maybe when you fire it at mobs it will flash for a brief second so brightly that all mobs in an are will have the light effect and maybe even blindness, making them ironically able to spot you only at a much smaller distance? Idk.
Isn't there a potion effect for this already in vanilla Minecraft?
I like that idea though, a way to "scan" for mobs in an area and reveal them through walls.
Moonlight Assassin Attacks (Other than normal melee):
Dash: The assassin dashes towards the player, striking them.
Throwing Dagger: The assassin throws a dagger at the player.
Moon Blast: The assassin harnesses the power of the moon and sends it hurtling towards the player. There is a 1 second delay as the assassin charges the spell up.
Lunar Slash: The assassin charges up the dagger and slashes, sending an arch of energy hurtling towards the player.
More attack ideas would be very much appreciated.
They could drop the daggers, maybe? I haven't thought a lot about their drops.
I also have the idea of a Moonlight Guild boss. They would have all the same attacks, plus some, and would be stronger and faster. I don't have an exact name, just "Guild Master (Name)".
This isn't really what I'm looking for. None of these abilities have anything to do with the moon aside from the ability names. Like, you can't just color a projectile silver and call it lunar magic.
I didn't really understand that, honestly. Why don't you give what you think first so I can hold it up to my thoughts.
If I make a fire themed mob, it won't just shoot red spheres. It would set the player on fire, dealing continuous damage after hitting.
If I make another ice themed mob, it won't just shoot blue spheres. It would freeze the player, and maybe make the floor slippery.
Same design principle needs to apply here.
Maybe the moonlight assassins are a clan of stealthy rouges that can be hired for money, if you pay ten gold or something they'll be your minions for a little while and they’ll help you fight mobs or other players, and maybe if you choose to fight them instead then they’ll drop unique loot like a special crescent shaped blade perhaps?
Thats what I would do, what do you think?
Stealth feels moon-like, yeah. I like the crescent blade, too. Not too sure about the mercenary characterization, though. I feel like it takes away from the mystical nature of the cult.
That makes me think of an idea I forgot to tell you about, where they have no powers and are rarer during the day and during a new moon.
That's more in line with what I mean, sure.
It's beginning to sound a bit like the Barakoa's rival tribe now, actually, which I haven't really shared more details on. Maybe I should write out my plans for that soon.
alright this is pretty cool, however what would a player do once they joined, would they go on missions or do specific tasks, i feel like going this route potentially makes the mobs too complicated, but that doesn’t mean they can’t work
Oof, yeah that sounds like it would escape the scope of the mod.
This sounds a little fun but I feel like it’s a bit much for Mowzie’s mobs, I mean an entire quest system sounds like it can be its own mod all together
I've also been thinking about one of Mowzie's older ideas of a possessed suit of armor that tries to out itself on the player and I've been coming up with ideas that expand upon it XD
What if for the possessed armor, it's actually being controlled by a floating heart with an eye at the center of it that's hiding inside of it. Standing about half a block higher than the player, it could be an elite enemy that wields a longsword and shield, and it's attacks could include basic melee attacks and blocking, as well as throwing pieces of it's armor at the player. However, the player would be able to knock these pieces of armor to the ground by hitting them at the right time, causing the heart to lose a piece of it's armor.
If the player manages to wack away enough armor pieces, the floating heart will be exposed, allowing the player to go in for the killing blow. If the player fails to attack the heart quick enough, the heart will start collecting it's lost armor pieces again. This was just a quick little brainstorm I decided to post XD
Ooh, that's neat. Sounds an awful lot like the Wroughtnaut, though.
Descripción: Es un anfibio parecido a una rana, en cada lado de su boca tiene dos grandes comillos parecidos a los de un mamut y tiene dientes muy afilados sobresaliendo de su boca. Está cubierto de moho, algas, ramas, un gran tronco de arbol en su espalda y demás cosas del pantano, llegando a crecer también pequeños árboles sobre su espalda.
Su tamaño sería de unos 4,5 bloques de alto 6 de largo y 3 de ancho y viviría en los pantanos, obviamente.
Ataques:
Mordisco: un simple mordisco que envenena al jugador.
Cañonazot:el tronco de su espalda actúa como un cañón, disparando un proyectil que hace mucho daño.
Supersalto: el monstruo Salta y cae encima del jugador con gran fuerza.
Oleada de insectos:Escupe diferentes clases de insectos que atacan y molestan al jugador.
Insectos que genera:
Insómoles: pequeñas moscas que genera en grandes cantidades, no atacan al jugador pero dificultarían su visión y movimiento, poniéndose enmedio del rango de visión del jugador haciendo que solo viese un enjambre de moscas a su alrededor.
Hornzets: son avispones de mediano tamaño que pueden volar y atacan al jugador pudiendo paralizarlo con la picadura de su aguijón.
Mol: un escarabajo no volador, ataca cuerpo a cuerpo y tiene bastante vida.
Se me ocurre que llegado a un punto del combate el monstruo envuelva al jugador con su lengua de rana y lo estrelle contra el suelo o algo así, pero sería muy difícil de hacer.
Drop: tal vez pueda soltar su estómago para que el jugador pueda generar insectos, o tal vez su tronco-cañon para que el jugador pueda disparar.
That's pretty cool! I would recommend choosing either the insect spitting ability or the tree trunk cannon, but not both. Both are very characterizing, but neither have much to do with the other and they don't really work together in combat. I think the insect spitting move is more exciting. I'll keep this in mind.
I would like to revisit an idea i made some long time ago. It was first part of the necromancer idea, but now it is a stand-alone idea, without having the need of a necromancer encounter.
Bryn'Troll
As you explore your world, you may run into a ritual looking structure. Having a ring in the middle of it and on top of the ring, is a floating skull (not a skeleton skull). Once you get close to the skull, it starts summoning skeletons. Some armoured lightly and some that are a bit challenging to defeat. Once all the skeletons are defeated, the skull will drop in the sircle and a red demonic portal opens from the ground. There he is summoned, Bryn'Troll. A tall skeletal looking creature that resembles Stallord. Right when he is summoned, he starts attacking.
Bonespike Graveyard: He swings his arm close to the ground and bonespikes come out of the ground, travelling 5-7 blocks. They only stay up the ground about 3 seconds and go back in. If a player is stuck on them, they recieve 1 hearts of damage per second. You can get out of them by jumping.
Breath Of Decay: Bryn'Troll places his claws on the ground, moves his head a bit forwards and releases a breath of decay that damages and applies wither. His head follows your movement while attacking.
Black Pool: His stretches his hand and slams it on the ground. There forms a sircular pool of dark red/black energy. It gets bigger overtime and then disappears. Everything it touches, is slowed and weakend. Physically weakend. This means that it receives more damage than usual.
Once killed, he will drop his fang. This will allow you to have control over bones and to some extent, corrupting.
This is part one. Next I'll describe the abilities of the "Fang Of Bryn'Troll"
This is much better than before. However, I wish the different abilities worked together more to create a more coherent experience when fighting it. Something that characterizes the fight itself, maybe something that players can learn to strategize around, maybe something that ties together both a strength and a weakness. Your designs are cool and your lore-building is interesting, but I feel like this is the aspect of your suggestions that is often lacking.
For example, Barako is a stationary boss mob. All of his abilities revolve around this in some way; he cannot advance towards you, so he relies on powerful ranged magic and minion mobs. His solar flare has low damage but large knockback, and is used to throw players that have closed in back into his gauntlet of stronger attacks. His solar beam only comes into play once players have damaged him a bit and maybe figured out a strategy - building a ceiling or moving erratically - and is designed to somewhat work against these strategies.
The Wroughtnaut is a simpler example. His encounter is defined by this loop of baiting an attack, dodging, then striking if he's vulnerable. The stomp was added to break up this loop a bit with something a bit different and unexpected; it's not very strong, but alleviates some of the redundancy. Once players have figured out his weakness and grown a little too comfortable avoiding his swings, he'll start swinging twice in a row. This builds on what players have already come to understand about the Wroughtnaut and makes them pay more attention and readjust to the fight again. Finally, once players have learned to play around this - usually by running behind him - he starts to use a spin attack.
In both cases, all of these abilities work to create a cohesive experience surrounding the mob and interact with its strengths and weaknesses. They are not simply a combination of different moves that just look cool. The frostmaw probably employs this design philosophy the least of all my mobs, and I suspect this is why it is many players' least favorite.
Hey i am letting you know i am using your mod in a modpack and will credit and link this page, its called moody magic on technic if you want to check it, thank you and superb mod!
Mob Idea: Nether mini boss Lava Golem??? (Name suggestions needed)
Located inside one of the Nether's many lava oceans lies a ginormous lava golem of sorts. Its resting place can most easily be identified where volcano-like formations and spires litter the area. When in range, the lava golem will burst out of the lava cesspool and roar in anger as someone has trespassed into their home.
MoveSet: The Lava Golem is stationary and cannot move, however, it has a wide array of ranged attacks that can deal with an enemy from a distance.
-Lava wave: used mostly for crowd control or for a wide range of effect, the golem sweeps its hand across the lava's surface creating a tidal wave directed towards the player. This will deal some knock-back as well as the same effect a player would have had he been submerged in lava for a short period of time.
-Magma Boulder: A huge boulder comprised of magma blocks is hurled towards the player after being excavated from the ground by the golem. This boulder does a high amount of damage when hit directly, and a small amount of AOE damage if landed close by. Knock back varies on direct or AOE damage.
-Volcanic Call: If the player should get too close or if the golem feels as though his life is in danger, he will let out a bellowing roar. This will cause the player to be launched back many blocks should he be within close proximity if the call is emitted. Ontop of this, magma cubes will begin to spawn near the scene in aid of the golem. (Maybe introduce new mob lackey?)
Fighting Strategy: Although the golem exudes a strong presence and seems almost unkillable by any normal means there is still one unorthodox method of fighting; Water. Using splash water bottles directly on the golem will cause its body to cease up for a short while, during this time, the player can start to chip away at its rock based body. Note: After the golem awakes from this state, he immediately knocks back the player using his Volcanic Call.
End: Once the golem reaches its breaking point, it will then begin to crumble away leaving nothing behind but a pile of netherack. Upon the netherack will be some leftover nether quartz as well as the players big reward; The Nether Core.
NetherCore: The Nether Core is a powerful shard of energy infused with that of the Nether's own will. Crafting this on an anvil with any armor piece will yield a unique effect dependent on the location. (Maybe have shard equip onto weapons as well ??)
Boots: Grants the ability of walking on lava by turning the respective lava source blocks into magma blocks. (Works much like the Frost Walker enchant)
Pants: Anything that were to directly hit you would receive a brief fire effect.
Chestplate: Any damage done to you is voided for the first 3 hits. afterwards, your armor would receive a minute cool down; During this cool down any damage to you is treated normally. After the 1 minute timer resets, the effect takes place again.
Helmet: Crouching whilst inside a lava source block will cause a 5 block high wave to form infront of you. The width of this wave is solely dependent on how many lava source blocks are adjacent to your current position. (Max wave width being 7 blocks) the distance the wave will travel will be 10-20 blocks far. (This number can also be tied in with the width of the wave, so if the width of the wave is large, so shall the the length that it travels be.)
This is pretty cool! It feels a bit similar to the lava kraken suggestion from a while back. I'm not sure that both make sense, so I'd likely adapt one of them or combine them much later on. We'll see.
I'm really not keen on this drop, however. I feel like in most cases mob drops should be immediately useful, but of course this isn't a rule. I also feel like instead of doing all of those different things, we should just pick the best one. And probably least importantly, it doesn't make intuitive sense that this 'core' item would do these things; maybe change it to an item that more directly relates to its ability.
Hmmm, Vadamagma doesn't sound too bad. As far as the pyromancy magic goes, I feel like the "use creature abilities" card is getting a little too old. Almost all the mobs in the mod consist of dropping an artifact of sorts that allows the player to utilize said mob's abilities. Frostmaw, Sun Chief, Ferrous, and soon to be Geomancy for the upcoming mob. I liked the Follliath plant seed idea because it differed from that path, same with Naga drop as it provided a useful poison resistance potion. Now I believe the Nether Core could be reworked, but I just wouldn't know what direction to lead it in. Thanks for the criticism though.
I feel the same way, yeah.
Ah, but the mob that grants you geomancy will not use the powers in the same way as the player at all.
Suggestion:
Make all structures generated by the mod support the /locate command. This way players in creative trying to see everything in the mod don't have to go spectator mode and look for everything.
also, making a resource pack for this. the Wroughtnaut texture is NOT mine. I was browsing through the forums and saw this re-texture and decided to put it in a resource pack. the texture is by Prohecy_Wrecker and you can find the original post on page 77 of the forum/thread. I'm gonna add more textures but I'll probably just edit the hue since I can't properly texture.
1/1000 chance for ferrous to be retextured to a LoZ iron knuckle sorry i just don't have any genuine ideas
also considering the sunbeam on ferrous is a mario reference, why not just go overboard and make it get two references
The mario thing is an easter egg. Turning the mob into a Zelda enemy would come with expectations and fans constantly complaining that it behaves differently. Then people would want more Zelda content, and next thing I know Mowzie's Mobs is a Zelda mod.
If you go through with the snake charmer boss idea, it would be cool if the reward for defeating the boss was an item that allows the player to become a moving painting as well. I have no idea if this is even possible, but I just think it would be pretty neat!
Yeah that would be awesome. I can't even think of how to get the mob to do this, though. We'll see.
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
I gotta agree with you on that redundancy on the golem aspect! With Minecraft already having three different golem-ish building types, it's almost boring by itself.
Anyways, to go along with the idea of a dangerous entity that would be a threat to the Coalite race, I've got two ideas that could fill this void. The first one, as stated earlier, could be from a part of the nether being a living fire entity of a sort. The second, on the other hand, is a intelligent being that has a desire to complete something that would involve metal to be smelted with a high intensity, which it eyes the Coalite's shells as the perfect fuel in order to create such a masterpiece. Defeating either one, whichever one that spawned with that certain Coalite village will make it so that the Coalites will offer special items, such as swords or pickaxes, or a good fuel source as an option. The abilities of each mob, however, is something I need to dwell upon more, unless anybody already has some good suggestions on how it should work.
OK, so, uh
The Mowzie's mobs logo
I say it gets turned into a mob for the mod because why not
It looks like a bat-like thing, with the Vertical sticks on the M looking like wings and the V shape looking like a face
hmmm
I'd think it's be a flying, batlike mob that moves incredibly fast horizontally but struggles to gain vertical height due to it's wing positioning
i'd also think it'd dive at you in an attempt to either bite or impale you with that face
edit: no, not like a phantom, i think it'd try to dive fast enough to where it'd get itself stuck in the floor if it missed.
I would like to revisit an idea i made some long time ago. It was first part of the necromancer idea, but now it is a stand-alone idea, without having the need of a necromancer encounter.
Bryn'Troll
As you explore your world, you may run into a ritual looking structure. Having a ring in the middle of it and on top of the ring, is a floating skull (not a skeleton skull). Once you get close to the skull, it starts summoning skeletons. Some armoured lightly and some that are a bit challenging to defeat. Once all the skeletons are defeated, the skull will drop in the sircle and a red demonic portal opens from the ground. There he is summoned, Bryn'Troll. A tall skeletal looking creature that resembles Stallord. Right when he is summoned, he starts attacking.
Bonespike Graveyard: He swings his arm close to the ground and bonespikes come out of the ground, travelling 5-7 blocks. They only stay up the ground about 3 seconds and go back in. If a player is stuck on them, they recieve 1 hearts of damage per second. You can get out of them by jumping.
Breath Of Decay: Bryn'Troll places his claws on the ground, moves his head a bit forwards and releases a breath of decay that damages and applies wither. His head follows your movement while attacking.
Black Pool: His stretches his hand and slams it on the ground. There forms a sircular pool of dark red/black energy. It gets bigger overtime and then disappears. Everything it touches, is slowed and weakend. Physically weakend. This means that it receives more damage than usual.
Once killed, he will drop his fang. This will allow you to have control over bones and to some extent, corrupting.
This is part one. Next I'll describe the abilities of the "Fang Of Bryn'Troll"
Hey i am letting you know i am using your mod in a modpack and will credit and link this page, its called moody magic on technic if you want to check it, thank you and superb mod!
Mob Idea: Nether mini boss Lava Golem??? (Name suggestions needed)
Located inside one of the Nether's many lava oceans lies a ginormous lava golem of sorts. Its resting place can most easily be identified where volcano-like formations and spires litter the area. When in range, the lava golem will burst out of the lava cesspool and roar in anger as someone has trespassed into their home.
MoveSet: The Lava Golem is stationary and cannot move, however, it has a wide array of ranged attacks that can deal with an enemy from a distance.
-Lava wave: used mostly for crowd control or for a wide range of effect, the golem sweeps its hand across the lava's surface creating a tidal wave directed towards the player. This will deal some knock-back as well as the same effect a player would have had he been submerged in lava for a short period of time.
-Magma Boulder: A huge boulder comprised of magma blocks is hurled towards the player after being excavated from the ground by the golem. This boulder does a high amount of damage when hit directly, and a small amount of AOE damage if landed close by. Knock back varies on direct or AOE damage.
-Volcanic Call: If the player should get too close or if the golem feels as though his life is in danger, he will let out a bellowing roar. This will cause the player to be launched back many blocks should he be within close proximity if the call is emitted. Ontop of this, magma cubes will begin to spawn near the scene in aid of the golem. (Maybe introduce new mob lackey?)
Fighting Strategy: Although the golem exudes a strong presence and seems almost unkillable by any normal means there is still one unorthodox method of fighting; Water. Using splash water bottles directly on the golem will cause its body to cease up for a short while, during this time, the player can start to chip away at its rock based body. Note: After the golem awakes from this state, he immediately knocks back the player using his Volcanic Call.
End: Once the golem reaches its breaking point, it will then begin to crumble away leaving nothing behind but a pile of netherack. Upon the netherack will be some leftover nether quartz as well as the players big reward; The Nether Core.
NetherCore: The Nether Core is a powerful shard of energy infused with that of the Nether's own will. Crafting this on an anvil with any armor piece will yield a unique effect dependent on the location. (Maybe have shard equip onto weapons as well ??)
Boots: Grants the ability of walking on lava by turning the respective lava source blocks into magma blocks. (Works much like the Frost Walker enchant)
Pants: Anything that were to directly hit you would receive a brief fire effect.
Chestplate: Any damage done to you is voided for the first 3 hits. afterwards, your armor would receive a minute cool down; During this cool down any damage to you is treated normally. After the 1 minute timer resets, the effect takes place again.
Helmet: Crouching whilst inside a lava source block will cause a 5 block high wave to form infront of you. The width of this wave is solely dependent on how many lava source blocks are adjacent to your current position. (Max wave width being 7 blocks) the distance the wave will travel will be 10-20 blocks far. (This number can also be tied in with the width of the wave, so if the width of the wave is large, so shall the the length that it travels be.)
Quick Edits:
- With the "Lava Wave" and helmet enchant, maybe instead of plain knockback, an entity caught in the wave would instead be carried with it much like a water current.
-Whilst equipped with all armor pieces enchanted with the Nether Core, the user will receive Fire Resistance, making them immune to any lava or fire effects.
-Maybe have armors enchanted with Nether Core emit a red glowing effect and maybe occasional fire effects when worn?
I really like this mob idea. The fight reminds me of ragnaros XD. I'm not too sure about the rewards tho. Crafting things with the nether core doesn't seem too "Mowzie" to me. I was hoping for pyromancy magic, but a good idea nontheless. As for the name, maybe "Lord Moltus" or "Vadamagma"?
Hmmm, Vadamagma doesn't sound too bad. As far as the pyromancy magic goes, I feel like the "use creature abilities" card is getting a little too old. Almost all the mobs in the mod consist of dropping an artifact of sorts that allows the player to utilize said mob's abilities. Frostmaw, Sun Chief, Ferrous, and soon to be Geomancy for the upcoming mob. I liked the Follliath plant seed idea because it differed from that path, same with Naga drop as it provided a useful poison resistance potion. Now I believe the Nether Core could be reworked, but I just wouldn't know what direction to lead it in. Thanks for the criticism though.
Sorry for my absence here, everyone. I’ll have replies for everything soon.
Suggestion:
Make all structures generated by the mod support the /locate command. This way players in creative trying to see everything in the mod don't have to go spectator mode and look for everything.
also, making a resource pack for this. the Wroughtnaut texture is NOT mine. I was browsing through the forums and saw this re-texture and decided to put it in a resource pack. the texture is by Prohecy_Wrecker and you can find the original post on page 77 of the forum/thread. I'm gonna add more textures but I'll probably just edit the hue since I can't properly texture.
Uploaded the texture pack to PMC and Curseforge.
https://www.curseforge.com/minecraft/texture-packs/alternate-mowzies
https://www.planetminecraft.com/texture_pack/alternate-mowzie-s/
Honestly, just keep up the good work. I’m designing a mod of my own, and it can’t even begin to compare to The Betweenlands or Mowzie’s mobs. We don’t care how long you take. This mod is definitely going somewhere, so we just need you to stick with it.
The jellyphish thank you.
I don’t know. The Great Robert has demonstrated his creativity many times before so I don’t doubt whatever he decides. The abilities are part of what made this one of my favorite mods. They’re a very interesting addition to Minecraft as a game, and that’s exactly what makes a mod is for.
C:。ミ
dats a jellyphish ^
You should have a social media about the next updates and releases! It'll be very useful and cool to see you posting.
kiwa
It's okay. Even tho you respond late due to work with the mod and RL, it's genrally fun to read, suggest and talk with the community about ideas. As long as you keep supplying us with mod goodies like always, you have a free pass for responding late XD
1/1000 chance for ferrous to be retextured to a LoZ iron knuckle
sorry i just don't have any genuine ideasalso considering the sunbeam on ferrous is a mario reference, why not just go overboard and make it get two references
haha unoriginal signature go brr
If you go through with the snake charmer boss idea, it would be cool if the reward for defeating the boss was an item that allows the player to become a moving painting as well. I have no idea if this is even possible, but I just think it would be pretty neat!
Hoo boy okay here we go.
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
Cool idea, but it sounds much more annoying than fun. Sorry, but this isn't what I'm looking for.
Maybe! That would align with the personality of the design.
Isn't there a potion effect for this already in vanilla Minecraft?
I like that idea though, a way to "scan" for mobs in an area and reveal them through walls.
This isn't really what I'm looking for. None of these abilities have anything to do with the moon aside from the ability names. Like, you can't just color a projectile silver and call it lunar magic.
If I make a fire themed mob, it won't just shoot red spheres. It would set the player on fire, dealing continuous damage after hitting.
If I make another ice themed mob, it won't just shoot blue spheres. It would freeze the player, and maybe make the floor slippery.
Same design principle needs to apply here.
Stealth feels moon-like, yeah. I like the crescent blade, too. Not too sure about the mercenary characterization, though. I feel like it takes away from the mystical nature of the cult.
That's more in line with what I mean, sure.
It's beginning to sound a bit like the Barakoa's rival tribe now, actually, which I haven't really shared more details on. Maybe I should write out my plans for that soon.
Oof, yeah that sounds like it would escape the scope of the mod.
Exactly.
Cool, but what would it do?
Ooh, that's neat. Sounds an awful lot like the Wroughtnaut, though.
That's pretty cool! I would recommend choosing either the insect spitting ability or the tree trunk cannon, but not both. Both are very characterizing, but neither have much to do with the other and they don't really work together in combat. I think the insect spitting move is more exciting. I'll keep this in mind.
This is much better than before. However, I wish the different abilities worked together more to create a more coherent experience when fighting it. Something that characterizes the fight itself, maybe something that players can learn to strategize around, maybe something that ties together both a strength and a weakness. Your designs are cool and your lore-building is interesting, but I feel like this is the aspect of your suggestions that is often lacking.
For example, Barako is a stationary boss mob. All of his abilities revolve around this in some way; he cannot advance towards you, so he relies on powerful ranged magic and minion mobs. His solar flare has low damage but large knockback, and is used to throw players that have closed in back into his gauntlet of stronger attacks. His solar beam only comes into play once players have damaged him a bit and maybe figured out a strategy - building a ceiling or moving erratically - and is designed to somewhat work against these strategies.
The Wroughtnaut is a simpler example. His encounter is defined by this loop of baiting an attack, dodging, then striking if he's vulnerable. The stomp was added to break up this loop a bit with something a bit different and unexpected; it's not very strong, but alleviates some of the redundancy. Once players have figured out his weakness and grown a little too comfortable avoiding his swings, he'll start swinging twice in a row. This builds on what players have already come to understand about the Wroughtnaut and makes them pay more attention and readjust to the fight again. Finally, once players have learned to play around this - usually by running behind him - he starts to use a spin attack.
In both cases, all of these abilities work to create a cohesive experience surrounding the mob and interact with its strengths and weaknesses. They are not simply a combination of different moves that just look cool. The frostmaw probably employs this design philosophy the least of all my mobs, and I suspect this is why it is many players' least favorite.
Cool! Thanks.
This is pretty cool! It feels a bit similar to the lava kraken suggestion from a while back. I'm not sure that both make sense, so I'd likely adapt one of them or combine them much later on. We'll see.
I'm really not keen on this drop, however. I feel like in most cases mob drops should be immediately useful, but of course this isn't a rule. I also feel like instead of doing all of those different things, we should just pick the best one. And probably least importantly, it doesn't make intuitive sense that this 'core' item would do these things; maybe change it to an item that more directly relates to its ability.
I feel the same way, yeah.
Ah, but the mob that grants you geomancy will not use the powers in the same way as the player at all.
Oh yeah, I gotta do that. Gotta figure out how...
Oh yeah, I remember this!
Unfortunately, there's no news at all. Any social media would be just empty.
I'll have new stuff to show in due time, and will share it here.
The mario thing is an easter egg. Turning the mob into a Zelda enemy would come with expectations and fans constantly complaining that it behaves differently. Then people would want more Zelda content, and next thing I know Mowzie's Mobs is a Zelda mod.
Cool! Is it a mob suggestion? I'm going to need a bit more explanation.
Yeah that would be awesome. I can't even think of how to get the mob to do this, though. We'll see.
I’d love to see you’re most recent ideas on the stalker, you should definitely post them soon
I kinda like the latter idea. Like they maintain some kind of prison holding back a powerful and dangerous entity. Players could decide to help free this entity or enter the prison and destroy it. Would require a lot more design thought.
I feel like there's enough golem-building in the game already, and adding what is essentially a coal golem would feel a bit redundant.
I gotta agree with you on that redundancy on the golem aspect! With Minecraft already having three different golem-ish building types, it's almost boring by itself.
Anyways, to go along with the idea of a dangerous entity that would be a threat to the Coalite race, I've got two ideas that could fill this void. The first one, as stated earlier, could be from a part of the nether being a living fire entity of a sort. The second, on the other hand, is a intelligent being that has a desire to complete something that would involve metal to be smelted with a high intensity, which it eyes the Coalite's shells as the perfect fuel in order to create such a masterpiece. Defeating either one, whichever one that spawned with that certain Coalite village will make it so that the Coalites will offer special items, such as swords or pickaxes, or a good fuel source as an option. The abilities of each mob, however, is something I need to dwell upon more, unless anybody already has some good suggestions on how it should work.
OK, so, uh
The Mowzie's mobs logo
I say it gets turned into a mob for the mod because why not
It looks like a bat-like thing, with the Vertical sticks on the M looking like wings and the V shape looking like a face
hmmm
I'd think it's be a flying, batlike mob that moves incredibly fast horizontally but struggles to gain vertical height due to it's wing positioning
i'd also think it'd dive at you in an attempt to either bite or impale you with that face
edit: no, not like a phantom, i think it'd try to dive fast enough to where it'd get itself stuck in the floor if it missed.
haha unoriginal signature go brr