"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Found in various places (Desert, Badlands, Nether, Places like that) within a decent sized tent. It sits in front of a fire. Its head will track the player around the tent, waiting. Once within, the player can do a few things. The player can trade for some things, which change every day (In exchange for other lesser mob drops (eg, lantern goop, naga fangs), you can be trade Anything from a lesser version of its robes (which make you resistant to fire, not taking damage for the first 2 seconds of being on fire), to diamonds/emeralds/ender pearls, to scrying ash(it is craftable by other means, put a ender pearl in a furnace), and more) If attacked at this point, it will throw a orb. which causes a explosion, at the player (no terrain damage, lots of smoke, smallish amount of damage) and vanish in a puff of smoke, not to be seen again (either forever, or for a absurd amount of time (10-20 minecraft days?)).
You can also throw one of a few items into the flame. Scrying powder will create a puff of smoke. After which, the Scryer says a prediction, which will come true (kinda like the witchery crystal ball, now that I think about it.) Blaze powder, which does the same thing, except most of the neutral predictions are gone, and it is replaced by some really good predictions, and some really bad predictions, both ends of which more are extreme than the scrying one gets, bone meal, which is like scrying powder, except worse (less predictions, most neutral, some bad, almost no good, and all are less extreme), gunpowder, which is exclusively bad, and has a chance of exploding (making the scryer leave), sugar, which gives a random potion effect, and divining dust (made through smelting a eye of ender) which is even more extreme than the blaze powder, but also has some extra neutral predictions. (predictions can take anywhere from 10 seconds to a few minecraft days to take place, at random) (some of these interactions can be taken out, although most use the same framework, so it should be easy if you have one in) (other possible interactions could be the lantern jelly, nether wart, etc)
If you somehow manage to kill the scryer before he escapes, you will get his robes(with the full set when using ender pearls, a puff of smoke appears when you teleport, you get jump boost, strength, speed, temporary fire immunity, 5 hearts absorption, armor equivalent to leather otherwise), and the scryers eye, which when right clicked on a fire, will change the fire (will float above it), allowing you to have the gift of prophecy (same as normal) without the hassle of a trip into the middle of nowhere.
So, I was think about my Moonlight Guild (Mostly how I couldn't come up with anything for them), when I thought about the Fay Lizard. This thought lead to how sometimes the moon is associated with illusions, and that I should make the Moonlight Guild a group of illusionist assassins capable of summoning illusory duplicates or turning themselves invisible (With particles showing where they are, like with the Illusioner). They can also have bows/crossbows (Can't decide) so they have range.
How about: when in Peaceful mode, all the mobs form a conga line and start dancing around the player, or on April 1st, whichever works better.
All mobs? Kinda ruins the game, no?
This would take a lot of work for a feature that most players wouldn't see and would ruin gameplay for those who do. Even if it's funny.
Hello, I just wanted to let you know that I am using your mod in a modpack of mine. I'll link the modpack to you if you want to check it out after I finish it.
I manually added code that prevents my mobs from spawning in non-overworld dimensions. This was due to overwhelming player complaints about bad interactions with other dimension's biomes.
Hey, so, little suggestion (maybe random). I don't know if something like this was brought up previously (I don't really think I can handle reading 253 pages of comments XD), but why not extend on the idea of the Grottol? I have 2 main ideas.
1, making the Grottol have various forms (for axe and shovel), kind of just to complete the sort of 'tool trio' already in the game (cause hoes are not harvesting tools).
Maybe they could have different behaviours depending on the form, e.g. instead of just running and burrowing, the sand one could drop a pile of sand on you, and if successful, could then run away, our the wood one would block your path with trees or something, or they could just run away.
2, same concept, just making them their own mob.
I completely understand if you find this redundant, as it literally is just a copy and paste for the most part (not literally of course, but you know what I mean), but then, because of that, it could just be a little something to add, which shouldn't be too difficult for you! I just feel like the Grottol is one of the most forgettable for me, so having a sort of trio, I think would make it more interesting!
Hello! This mod really is amazing and frankly it has made the world a lot more fun. However the lanterns are messing with some of my farms and I would like to know their in game id so I can try to modify their spawn rates in my world.
Hey, so, little suggestion (maybe random). I don't know if something like this was brought up previously (I don't really think I can handle reading 253 pages of comments XD), but why not extend on the idea of the Grottol? I have 2 main ideas.
1, making the Grottol have various forms (for axe and shovel), kind of just to complete the sort of 'tool trio' already in the game (cause hoes are not harvesting tools).
Maybe they could have different behaviours depending on the form, e.g. instead of just running and burrowing, the sand one could drop a pile of sand on you, and if successful, could then run away, our the wood one would block your path with trees or something, or they could just run away.
2, same concept, just making them their own mob.
I completely understand if you find this redundant, as it literally is just a copy and paste for the most part (not literally of course, but you know what I mean), but then, because of that, it could just be a little something to add, which shouldn't be too difficult for you! I just feel like the Grottol is one of the most forgettable for me, so having a sort of trio, I think would make it more interesting!
Sorry, but this isn't what I'm looking for. I just feel like it would make the original grottols feel less special if you could encounter other versions of there elsewhere. Other features are coming for grottols that will make them more exciting.
Hello! This mod really is amazing and frankly it has made the world a lot more fun. However the lanterns are messing with some of my farms and I would like to know their in game id so I can try to modify their spawn rates in my world.
Thank you for your time!
You can use the configuration file to modify their spawns however you want.
Sorry, but this isn't what I'm looking for. I just feel like it would make the original grottols feel less special if you could encounter other versions of there elsewhere. Other features are coming for grottols that will make them more exciting.
Ooh, other features? That sounds exciting! Interested to see what you come up with! Keep up the great work!
So i hade a thew ideas for the stalkers and i just want an opinion, and if you dont like it thats fine its not very polished
So simillar to some real life monkeys they could be attracted to shiny things such as diamonds gold and iron. Pick pocketing the player when your not looking. And if they steal a weapon and still have it when they transform they could use it against the player (i can undertsand why you wouldnt want this because it just sounds more annoying than fun, but it would fit them being monkeys in a way).
The boss could spawn in a extra large jungle tree filled with gorilla like nest spanning the branches as you move further up (since they are monkeys i fought for them to have gorrila like nests would make kinda make sense) at the top an extra large nest at the top filled with stolen shinys, chests and other goodies. in the middle lies the boss( un transformed)
If the player approaches the boss or opens a chest or steals anything the boss runs over to a chest and pulls out a amulet with a ruby in. some magic effects later and tada its night time with a full moon. And the boss is wearing it a bassic transformations sequence later with growing four arms and pulls out some cresent blade (as suggested) let the boss battle BEGIN!
so it kinda would make sense for the boss to have some form of moon mask and it kinda be the opposit of the sun mask with a sharp look and in silver
But one thing Minecrafts never had is a proper sword combatant. Usually you can just keep attacking (with the exeptions of the wroughtnaut) so some one who could guard parry and possibly even dissarm would be a good change for a fight. something where the player will have to be on thier toes and wait for the right moment to strike.
a very basic lungeoning attack with an uppercut at the end if hit by the uppercut it launches the player in the air. (this would be the most common attack) and the boss teleports away (usually behind the player)
an attack where if your at least within 4 blocks from the boss it dashes backwards and does a slashing attack which sends a slow moving silver, cresent shaped wave against the player. if hit has some small knock back but cant be blocked and does mager damage on hit
the boss roars, forcing the player 3 blocks away and summons 3-5 new minnions (basic stalkers)
teleports at a random time, also trigger randomly when shot at (like an enderman) dissapearing in a beam of light and reapearing in another /(usually behind the player)
some basic mele attacks
the boss starts to spin in a whirlwind attack with all four of the blades
a simple block with all four blades in the center. It will take a tottal of 5 fully charged hits to break through
the boss teleports into the air and slams down into the ground
a general grievous style blade spin if the player strikes it there is a 50% chance of the item they attacked with being knocked out of thier hands. Any projectile that hits these spinnig blades wil be knocked away or outright tore to sunder. if the player walks into it they get knocked back and take some major damage.
The boss will need to rest after possibly 6-12 different attacks which will leav it wide oppen which is when the player is suppose to get in some damage this rest would last up to 4 seconds
most of the attacks will happen instantaneously after eachother, not giving the player much time to think And barely any shots at even getting a hit in, until the boss gets tired
once the boss is dead the amulet breaks but the boss does drop the mask which will let the player teleport around and if thier holding a sword they could do along range slashing attack.(same as the bosses)
most of these ideas where inspired by hollow knight such as the grimm boss fight.
these are some of my stupid brainstorm ideas and if you dont like them its understandable and fine (sry for my bad english im swedish)
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I have a concept for a sort of air deity boss, which doesn't currently have a name (Considering "The Djinnis").
The creature (Contemplating whether it'll resemble an air elemental, or more of a Quetzalcoatl style dragon) will mainly be found flying through the air, out of reach. If a player managed to reach it using an Elytra or a modded flying mount, the creature will blow the player (and the mount, if one is used) away using a gust of air, and fly off. The only way to fight it would be to find it's "roost", a ruined temple or altar dedicated to the creature, as evidenced by decorative blocks and items, that can be found in the mountains. You may have to camp out here, because the creature only comes here every 5(?) days.
When challenged, the creature will perform air-based attacks, like strong gusts or miniature tornadoes. I don't know what exactly it'll drop, but maybe something along the lines of an item that can push enemies back, or grant temporary flight.
So i hade a thew ideas for the stalkers and i just want an opinion, and if you dont like it thats fine its not very polished
So simillar to some real life monkeys they could be attracted to shiny things such as diamonds gold and iron. Pick pocketing the player when your not looking. And if they steal a weapon and still have it when they transform they could use it against the player (i can undertsand why you wouldnt want this because it just sounds more annoying than fun, but it would fit them being monkeys in a way).
The boss could spawn in a extra large jungle tree filled with gorilla like nest spanning the branches as you move further up (since they are monkeys i fought for them to have gorrila like nests would make kinda make sense) at the top an extra large nest at the top filled with stolen shinys, chests and other goodies. in the middle lies the boss( un transformed)
If the player approaches the boss or opens a chest or steals anything the boss runs over to a chest and pulls out a amulet with a ruby in. some magic effects later and tada its night time with a full moon. And the boss is wearing it a bassic transformations sequence later with growing four arms and pulls out some cresent blade (as suggested) let the boss battle BEGIN!
so it kinda would make sense for the boss to have some form of moon mask and it kinda be the opposit of the sun mask with a sharp look and in silver
But one thing Minecrafts never had is a proper sword combatant. Usually you can just keep attacking (with the exeptions of the wroughtnaut) so some one who could guard parry and possibly even dissarm would be a good change for a fight. something where the player will have to be on thier toes and wait for the right moment to strike.
a very basic lungeoning attack with an uppercut at the end if hit by the uppercut it launches the player in the air. (this would be the most common attack) and the boss teleports away (usually behind the player)
an attack where if your at least within 4 blocks from the boss it dashes backwards and does a slashing attack which sends a slow moving silver, cresent shaped wave against the player. if hit has some small knock back but cant be blocked and does mager damage on hit
the boss roars, forcing the player 3 blocks away and summons 3-5 new minnions (basic stalkers)
teleports at a random time, also trigger randomly when shot at (like an enderman) dissapearing in a beam of light and reapearing in another /(usually behind the player)
some basic mele attacks
the boss starts to spin in a whirlwind attack with all four of the blades
a simple block with all four blades in the center. It will take a tottal of 5 fully charged hits to break through
the boss teleports into the air and slams down into the ground
a general grievous style blade spin if the player strikes it there is a 50% chance of the item they attacked with being knocked out of thier hands. Any projectile that hits these spinnig blades wil be knocked away or outright tore to sunder. if the player walks into it they get knocked back and take some major damage.
The boss will need to rest after possibly 6-12 different attacks which will leav it wide oppen which is when the player is suppose to get in some damage this rest would last up to 4 seconds
most of the attacks will happen instantaneously after eachother, not giving the player much time to think And barely any shots at even getting a hit in, until the boss gets tired
once the boss is dead the amulet breaks but the boss does drop the mask which will let the player teleport around and if thier holding a sword they could do along range slashing attack.(same as the bosses)
most of these ideas where inspired by hollow knight such as the grimm boss fight.
these are some of my stupid brainstorm ideas and if you dont like them its understandable and fine (sry for my bad english im swedish)
Ah, I'm sorry but this doesn't quite work with certain things I have planned for them. Maybe there are bits and pieces here that I could draw from.
Certainly no pick-pocketing. And they'll likely have actual structures made of wood. They aren't animals. I can't really let the boss change the time of day; it wouldn't work well with large servers with many players as everyone would just wonder why the heck the time of day changed. Masks are the Barakoa's thing; the Biloko will have other drops, likely horned headdresses.
I have a concept for a sort of air deity boss, which doesn't currently have a name (Considering "The Djinnis").
The creature (Contemplating whether it'll resemble an air elemental, or more of a Quetzalcoatl style dragon) will mainly be found flying through the air, out of reach. If a player managed to reach it using an Elytra or a modded flying mount, the creature will blow the player (and the mount, if one is used) away using a gust of air, and fly off. The only way to fight it would be to find it's "roost", a ruined temple or altar dedicated to the creature, as evidenced by decorative blocks and items, that can be found in the mountains. You may have to camp out here, because the creature only comes here every 5(?) days.
When challenged, the creature will perform air-based attacks, like strong gusts or miniature tornadoes. I don't know what exactly it'll drop, but maybe something along the lines of an item that can push enemies back, or grant temporary flight.
I'm up for a wind-magic boss, and even one that resembles a Quetzalcoatl. But I don't think these specifics will work. Is there a reason players would try to fly or build up to it while it is flying above them? If they can't interact with it while its in flight, why bother having it fly above the overworld in the first place?
The mod is designed so players can figure out mechanics and secrets without the use of wikis or guides. If a player with no knowledge of the mod found this structure and the boss wasn't there, they would assume it was an empty structure and just keep moving. Even if they did figure it out, having to wait for the mob is very frustrating.
I'd suggest picking one: it can be fought in its structure, or it can be fought flying above the overworld. The way it is now, it kinda can't be fought in either.
I'm up for a wind-magic boss, and even one that resembles a Quetzalcoatl. But I don't think these specifics will work. Is there a reason players would try to fly or build up to it while it is flying above them? If they can't interact with it while its in flight, why bother having it fly above the overworld in the first place?
The mod is designed so players can figure out mechanics and secrets without the use of wikis or guides. If a player with no knowledge of the mod found this structure and the boss wasn't there, they would assume it was an empty structure and just keep moving. Even if they did figure it out, having to wait for the mob is very frustrating.
I'd suggest picking one: it can be fought in its structure, or it can be fought flying above the overworld. The way it is now, it kinda can't be fought in either.
I understand. I simply wanted a wandering creature that would actually roam, unlike the Wandering Trader. But I see how annoying that would be. Let's do the temple/altar structure.
I understand. I simply wanted a wandering creature that would actually roam, unlike the Wandering Trader. But I see how annoying that would be. Let's do the temple/altar structure.
Having a creature roam freely is hard, because of chunkloading. Chunks are loaded around the player. In the loaded chunks, plants grow, tile entities (like furnaces) "tick" and entities like mobs move.
As the player travels, chunks in front of them get loaded and chunks behind them get unloaded.
This would mean that a wandering creature, even one that is limited to moving within a radius around a specific location, would get "frozen" when all players leave their vicinity.
Furthermore, if it belongs to a structure, then it would need to be generated along with that structure. And since players are most likely to find any random structure while they are actively exploring the world, they would most probably find the creature still wandering very close to the structure, since it did not get the time to wander further from the structure.
An idea that I would find more appropriate myself would be a creature that roams in an area that gravitates around the player themselves, rather than a structure. Also, in programming logic, the movement/location of this creature could be controlled from outside the "entity" so it can "move" in unloaded chunks. I mean that the creature Entity itself only exists when the Controller says that it is close enough to the player and in a loaded chunk.
Actually, I think that this could be very well combined with some aspects of the original idea.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Having a creature roam freely is hard, because of chunkloading. Chunks are loaded around the player. In the loaded chunks, plants grow, tile entities (like furnaces) "tick" and entities like mobs move.
As the player travels, chunks in front of them get loaded and chunks behind them get unloaded.
This would mean that a wandering creature, even one that is limited to moving within a radius around a specific location, would get "frozen" when all players leave their vicinity.
Furthermore, if it belongs to a structure, then it would need to be generated along with that structure. And since players are most likely to find any random structure while they are actively exploring the world, they would most probably find the creature still wandering very close to the structure, since it did not get the time to wander further from the structure.
An idea that I would find more appropriate myself would be a creature that roams in an area that gravitates around the player themselves, rather than a structure. Also, in programming logic, the movement/location of this creature could be controlled from outside the "entity" so it can "move" in unloaded chunks. I mean that the creature Entity itself only exists when the Controller says that it is close enough to the player and in a loaded chunk.
Actually, I think that this could be very well combined with some aspects of the original idea.
I appreciate the explanation, but it doesn't work with my idea for the creature. Maybe you could make something for this?
I also have a name (maybe): The Ventus. Which translates from Latin to "wind".
Ayyy! So here's my idea for the Biloko people: in vanilla minecraft, the game checks to see what kind of night it is in order to determine mob spawning. For instance, most mobs spawn in slightly larger numbers during a full moon, and slightly less during a new one. Slimes, for instance, won't spawn at all during the new moon. So I thought that maybe the gimmick of the Biloko boss would be that it's powers depend on the moon. Idk why but to me this gimmick reminds me of the Tick-Tock Clock stage from Super Mario 64. During the day it won't spawn, or it's a statue, or it's invulnerable, basically you can't have a boss fight during the day. During the night the Biloko boss might use these two moves:one in which it spawns an entity that acts as a force field shield thingy that absorbs damage. First the Biloko boss checks to see what kind of night it is. If it's a full moon, the shield is going to be an entire block, and it would absorb practically all damage. But it won't last forever so if you wait until the boss puts the shield down you can still damage it. If it's any other kind of moon, the shield will have a smaller and smaller hitbox, allowing hits in the empty areas to do more and more damage(hits in the full area will still be mostly absorbed though), and if you fight the boss during a new moon, it would either not attempt to make a shield, fail to make a shield, or successfully make a shield that absorbs no damage. The other move would be one where it spawns stalkers just like the Barako. Only now, there number of stalkers varies, with 0 during new moons, and the highest number during full moons. Maybe each type of stalker has it's own type of color, and that color can be seen on their tattoos and headdresses. So when the Biloko boss decides to do the summoning move, it turns it's eyes, headress, and tatoos a random color, and only stalkers of that particular color will be summoned. I thought that maybe the game would check for nearby leaf blocks relatively far away from the player to spawn those stalkers in, so it seems like the Biloko boss doesn't spawn them, but instead draws naturally generated stalkers from their surroundings. Kind of how some additional zombies might spawn when you hit one zombie. Also I thought it would fit the Biloko boss to make it more thin in order to contrast the Barako. I thought that a lemur look would fit it. I also decided to add different hints on the bosses body to let the player know that the stage of the moon affects the boss, not only determining the shape of it's horns and of the pattern on it's chest and the feathers on it's headdress, but also it's combat abilities.
Note that I lazily made a monkey-looking fella that looks like something a pack of monkey-people would worship in a rush, I likely omitted a lot of details about it, like the tattoos, because I just wanted to show the general idea of the bosses moves. I personally don't like the design too much, it could use more work. Also maybe a fancy lemur would contrast the monstrous stalkers too much, like a poodle among a pair of werewolves. Also note that I certainly don't think that a mob that uses those two moves ONLY would make for a good boss, I think these suggestions should be combined maybe with the other moves you have planned for the mob. Also note that I think that the average player should be able to defeat the Biloko boss during all stages of the moon, not just the new one. I intended it so that the smart cookies clever enough to figure that out could find a way to make the fight easier, just like how the players smart enough to put... invisibility? on them can steal the other monkey's crystal and nullify it's gimmick. However, maybe you need moon rocks from the Biloko boss to make the tree climber tool, and during the new moon it will drop little to none of that said item. Also note that if the player is somehow Prince Charming, and the Biloko is somehow a vicious dragon from a fairytale in disguise, and the two manage to fight through the night, I think that the Biloko boss should either disappear during the day, act like it's a new moon outside where it will have little to no powers, turn into something else, probably another monkey, or just continue fighting with the powers from the previous night.
Speaking of, you said that the stalkers are actually less animal than they are people, so I'm wondering: how "animalistic" are they? Are they always intelligent people, that pretend to be cute and innocent during the day and turn somewhat buff during the night? Are they smart monkeys during the day that turn into evil monsters that you wouldn't really call people during the night? Kind of like werewolves? Or are they polymorphed into dumb monkeys during the day and turn into their more powerful, but also more intelligent form during the night? If you're going for a monstrous design for the night form, I thought it would be interesting if you gave them elastic lips that they can draw back, like the Gelada monkeys, only now they might cover a larger portion of their face. It doesn't have to cover their entire faces necessarily, to the point where they look like pink xenomorphs, but I thought it could make them scarier, who knows.
I found this image online, and I believe it could prove useful.
Oh, that's pretty neat! But I think I'll decide mob names based on what sounds good, rather than specific semantics. The nimbus drake concept actually resembles a Quetzalcoatl now that I see the breakdown.
Ayyy! So here's my idea for the Biloko people: in vanilla minecraft, the game checks to see what kind of night it is in order to determine mob spawning. For instance, most mobs spawn in slightly larger numbers during a full moon, and slightly less during a new one. Slimes, for instance, won't spawn at all during the new moon. So I thought that maybe the gimmick of the Biloko boss would be that it's powers depend on the moon. Idk why but to me this gimmick reminds me of the Tick-Tock Clock stage from Super Mario 64. During the day it won't spawn, or it's a statue, or it's invulnerable, basically you can't have a boss fight during the day. During the night the Biloko boss might use these two moves:one in which it spawns an entity that acts as a force field shield thingy that absorbs damage. First the Biloko boss checks to see what kind of night it is. If it's a full moon, the shield is going to be an entire block, and it would absorb practically all damage. But it won't last forever so if you wait until the boss puts the shield down you can still damage it. If it's any other kind of moon, the shield will have a smaller and smaller hitbox, allowing hits in the empty areas to do more and more damage(hits in the full area will still be mostly absorbed though), and if you fight the boss during a new moon, it would either not attempt to make a shield, fail to make a shield, or successfully make a shield that absorbs no damage. The other move would be one where it spawns stalkers just like the Barako. Only now, there number of stalkers varies, with 0 during new moons, and the highest number during full moons. Maybe each type of stalker has it's own type of color, and that color can be seen on their tattoos and headdresses. So when the Biloko boss decides to do the summoning move, it turns it's eyes, headress, and tatoos a random color, and only stalkers of that particular color will be summoned. I thought that maybe the game would check for nearby leaf blocks relatively far away from the player to spawn those stalkers in, so it seems like the Biloko boss doesn't spawn them, but instead draws naturally generated stalkers from their surroundings. Kind of how some additional zombies might spawn when you hit one zombie. Also I thought it would fit the Biloko boss to make it more thin in order to contrast the Barako. I thought that a lemur look would fit it. I also decided to add different hints on the bosses body to let the player know that the stage of the moon affects the boss, not only determining the shape of it's horns and of the pattern on it's chest and the feathers on it's headdress, but also it's combat abilities.
Note that I lazily made a monkey-looking fella that looks like something a pack of monkey-people would worship in a rush, I likely omitted a lot of details about it, like the tattoos, because I just wanted to show the general idea of the bosses moves. I personally don't like the design too much, it could use more work. Also maybe a fancy lemur would contrast the monstrous stalkers too much, like a poodle among a pair of werewolves. Also note that I certainly don't think that a mob that uses those two moves ONLY would make for a good boss, I think these suggestions should be combined maybe with the other moves you have planned for the mob. Also note that I think that the average player should be able to defeat the Biloko boss during all stages of the moon, not just the new one. I intended it so that the smart cookies clever enough to figure that out could find a way to make the fight easier, just like how the players smart enough to put... invisibility? on them can steal the other monkey's crystal and nullify it's gimmick. However, maybe you need moon rocks from the Biloko boss to make the tree climber tool, and during the new moon it will drop little to none of that said item. Also note that if the player is somehow Prince Charming, and the Biloko is somehow a vicious dragon from a fairytale in disguise, and the two manage to fight through the night, I think that the Biloko boss should either disappear during the day, act like it's a new moon outside where it will have little to no powers, turn into something else, probably another monkey, or just continue fighting with the powers from the previous night.
Speaking of, you said that the stalkers are actually less animal than they are people, so I'm wondering: how "animalistic" are they? Are they always intelligent people, that pretend to be cute and innocent during the day and turn somewhat buff during the night? Are they smart monkeys during the day that turn into evil monsters that you wouldn't really call people during the night? Kind of like werewolves? Or are they polymorphed into dumb monkeys during the day and turn into their more powerful, but also more intelligent form during the night? If you're going for a monstrous design for the night form, I thought it would be interesting if you gave them elastic lips that they can draw back, like the Gelada monkeys, only now they might cover a larger portion of their face. It doesn't have to cover their entire faces necessarily, to the point where they look like pink xenomorphs, but I thought it could make them scarier, who knows.
Oh wow, lots of ideas here. Some cool stuff, but I'm afraid a lot of it contrasts with my current plans.
I do really like the moon shaped shield that matches the actual moon phase. I'll see if I can work something like that in somehow.
The Biloko tribe look and behave nothing like the Barakoa, don't worry.
I like to leave certain things ambiguous about my mob designs, and in this case exactly how "animalistic" the Biloko are should be an unanswered question. The nature of their transformations at night is unclear.
Really cool drawings!
I'm not ready to reveal any new information, but I have previously (a looong time ago) shared this concept image with the MC forum:
Will things spawn in the Twilight forest?
For as far as I understand, tTF copies the Overworld spawn list and adds its own passive and aggressive mobs to this spawn list.
However in case I am wrong, there are other mods like CMS, JAS and BiomeTweaker you can use to add these spawns if you need to.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Sorry, this isn't really what I'm looking for.
This is kinda neat. I'll hold on to it.
Interesting idea! Cool.
All mobs? Kinda ruins the game, no?
This would take a lot of work for a feature that most players wouldn't see and would ruin gameplay for those who do. Even if it's funny.
Cool, have fun!
I manually added code that prevents my mobs from spawning in non-overworld dimensions. This was due to overwhelming player complaints about bad interactions with other dimension's biomes.
I'm glad you like it! Makes the mental strain worth it!
(That last sentence is a joke, by the way. No brain cells were harmed in the creation of this mob.)
Hey, so, little suggestion (maybe random). I don't know if something like this was brought up previously (I don't really think I can handle reading 253 pages of comments XD), but why not extend on the idea of the Grottol? I have 2 main ideas.
1, making the Grottol have various forms (for axe and shovel), kind of just to complete the sort of 'tool trio' already in the game (cause hoes are not harvesting tools).
Maybe they could have different behaviours depending on the form, e.g. instead of just running and burrowing, the sand one could drop a pile of sand on you, and if successful, could then run away, our the wood one would block your path with trees or something, or they could just run away.
2, same concept, just making them their own mob.
I completely understand if you find this redundant, as it literally is just a copy and paste for the most part (not literally of course, but you know what I mean), but then, because of that, it could just be a little something to add, which shouldn't be too difficult for you! I just feel like the Grottol is one of the most forgettable for me, so having a sort of trio, I think would make it more interesting!
Hello! This mod really is amazing and frankly it has made the world a lot more fun. However the lanterns are messing with some of my farms and I would like to know their in game id so I can try to modify their spawn rates in my world.
Thank you for your time!
Sorry, but this isn't what I'm looking for. I just feel like it would make the original grottols feel less special if you could encounter other versions of there elsewhere. Other features are coming for grottols that will make them more exciting.
You can use the configuration file to modify their spawns however you want.
How have they been messing with your farms?
Ooh, other features? That sounds exciting! Interested to see what you come up with! Keep up the great work!
His description was a “simian guru” so I’m assuming it will be like an old wise monkey with a robe and sash, but I’d like to see it as well
I'm not ready to reveal the design yet. Sorry.
So i hade a thew ideas for the stalkers and i just want an opinion, and if you dont like it thats fine its not very polished
So simillar to some real life monkeys they could be attracted to shiny things such as diamonds gold and iron. Pick pocketing the player when your not looking. And if they steal a weapon and still have it when they transform they could use it against the player (i can undertsand why you wouldnt want this because it just sounds more annoying than fun, but it would fit them being monkeys in a way).
The boss could spawn in a extra large jungle tree filled with gorilla like nest spanning the branches as you move further up (since they are monkeys i fought for them to have gorrila like nests would make kinda make sense) at the top an extra large nest at the top filled with stolen shinys, chests and other goodies. in the middle lies the boss( un transformed)
If the player approaches the boss or opens a chest or steals anything the boss runs over to a chest and pulls out a amulet with a ruby in. some magic effects later and tada its night time with a full moon. And the boss is wearing it a bassic transformations sequence later with growing four arms and pulls out some cresent blade (as suggested) let the boss battle BEGIN!
so it kinda would make sense for the boss to have some form of moon mask and it kinda be the opposit of the sun mask with a sharp look and in silver
But one thing Minecrafts never had is a proper sword combatant. Usually you can just keep attacking (with the exeptions of the wroughtnaut) so some one who could guard parry and possibly even dissarm would be a good change for a fight. something where the player will have to be on thier toes and wait for the right moment to strike.
a very basic lungeoning attack with an uppercut at the end if hit by the uppercut it launches the player in the air. (this would be the most common attack) and the boss teleports away (usually behind the player)
an attack where if your at least within 4 blocks from the boss it dashes backwards and does a slashing attack which sends a slow moving silver, cresent shaped wave against the player. if hit has some small knock back but cant be blocked and does mager damage on hit
the boss roars, forcing the player 3 blocks away and summons 3-5 new minnions (basic stalkers)
teleports at a random time, also trigger randomly when shot at (like an enderman) dissapearing in a beam of light and reapearing in another /(usually behind the player)
some basic mele attacks
the boss starts to spin in a whirlwind attack with all four of the blades
a simple block with all four blades in the center. It will take a tottal of 5 fully charged hits to break through
the boss teleports into the air and slams down into the ground
a general grievous style blade spin if the player strikes it there is a 50% chance of the item they attacked with being knocked out of thier hands. Any projectile that hits these spinnig blades wil be knocked away or outright tore to sunder. if the player walks into it they get knocked back and take some major damage.
The boss will need to rest after possibly 6-12 different attacks which will leav it wide oppen which is when the player is suppose to get in some damage this rest would last up to 4 seconds
most of the attacks will happen instantaneously after eachother, not giving the player much time to think And barely any shots at even getting a hit in, until the boss gets tired
once the boss is dead the amulet breaks but the boss does drop the mask which will let the player teleport around and if thier holding a sword they could do along range slashing attack.(same as the bosses)
most of these ideas where inspired by hollow knight such as the grimm boss fight.
these are some of my stupid brainstorm ideas and if you dont like them its understandable and fine (sry for my bad english im swedish)
I have a concept for a sort of air deity boss, which doesn't currently have a name (Considering "The Djinnis").
The creature (Contemplating whether it'll resemble an air elemental, or more of a Quetzalcoatl style dragon) will mainly be found flying through the air, out of reach. If a player managed to reach it using an Elytra or a modded flying mount, the creature will blow the player (and the mount, if one is used) away using a gust of air, and fly off. The only way to fight it would be to find it's "roost", a ruined temple or altar dedicated to the creature, as evidenced by decorative blocks and items, that can be found in the mountains. You may have to camp out here, because the creature only comes here every 5(?) days.
When challenged, the creature will perform air-based attacks, like strong gusts or miniature tornadoes. I don't know what exactly it'll drop, but maybe something along the lines of an item that can push enemies back, or grant temporary flight.
Ah, I'm sorry but this doesn't quite work with certain things I have planned for them. Maybe there are bits and pieces here that I could draw from.
Certainly no pick-pocketing. And they'll likely have actual structures made of wood. They aren't animals. I can't really let the boss change the time of day; it wouldn't work well with large servers with many players as everyone would just wonder why the heck the time of day changed. Masks are the Barakoa's thing; the Biloko will have other drops, likely horned headdresses.
I'm up for a wind-magic boss, and even one that resembles a Quetzalcoatl. But I don't think these specifics will work. Is there a reason players would try to fly or build up to it while it is flying above them? If they can't interact with it while its in flight, why bother having it fly above the overworld in the first place?
The mod is designed so players can figure out mechanics and secrets without the use of wikis or guides. If a player with no knowledge of the mod found this structure and the boss wasn't there, they would assume it was an empty structure and just keep moving. Even if they did figure it out, having to wait for the mob is very frustrating.
I'd suggest picking one: it can be fought in its structure, or it can be fought flying above the overworld. The way it is now, it kinda can't be fought in either.
I understand. I simply wanted a wandering creature that would actually roam, unlike the Wandering Trader. But I see how annoying that would be. Let's do the temple/altar structure.
Having a creature roam freely is hard, because of chunkloading. Chunks are loaded around the player. In the loaded chunks, plants grow, tile entities (like furnaces) "tick" and entities like mobs move.
As the player travels, chunks in front of them get loaded and chunks behind them get unloaded.
This would mean that a wandering creature, even one that is limited to moving within a radius around a specific location, would get "frozen" when all players leave their vicinity.
Furthermore, if it belongs to a structure, then it would need to be generated along with that structure. And since players are most likely to find any random structure while they are actively exploring the world, they would most probably find the creature still wandering very close to the structure, since it did not get the time to wander further from the structure.
An idea that I would find more appropriate myself would be a creature that roams in an area that gravitates around the player themselves, rather than a structure. Also, in programming logic, the movement/location of this creature could be controlled from outside the "entity" so it can "move" in unloaded chunks. I mean that the creature Entity itself only exists when the Controller says that it is close enough to the player and in a loaded chunk.
Actually, I think that this could be very well combined with some aspects of the original idea.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I appreciate the explanation, but it doesn't work with my idea for the creature. Maybe you could make something for this?
I also have a name (maybe): The Ventus. Which translates from Latin to "wind".
I found this image online, and I believe it could prove useful.
Ayyy! So here's my idea for the Biloko people: in vanilla minecraft, the game checks to see what kind of night it is in order to determine mob spawning. For instance, most mobs spawn in slightly larger numbers during a full moon, and slightly less during a new one. Slimes, for instance, won't spawn at all during the new moon. So I thought that maybe the gimmick of the Biloko boss would be that it's powers depend on the moon. Idk why but to me this gimmick reminds me of the Tick-Tock Clock stage from Super Mario 64. During the day it won't spawn, or it's a statue, or it's invulnerable, basically you can't have a boss fight during the day. During the night the Biloko boss might use these two moves:one in which it spawns an entity that acts as a force field shield thingy that absorbs damage. First the Biloko boss checks to see what kind of night it is. If it's a full moon, the shield is going to be an entire block, and it would absorb practically all damage. But it won't last forever so if you wait until the boss puts the shield down you can still damage it. If it's any other kind of moon, the shield will have a smaller and smaller hitbox, allowing hits in the empty areas to do more and more damage(hits in the full area will still be mostly absorbed though), and if you fight the boss during a new moon, it would either not attempt to make a shield, fail to make a shield, or successfully make a shield that absorbs no damage. The other move would be one where it spawns stalkers just like the Barako. Only now, there number of stalkers varies, with 0 during new moons, and the highest number during full moons. Maybe each type of stalker has it's own type of color, and that color can be seen on their tattoos and headdresses. So when the Biloko boss decides to do the summoning move, it turns it's eyes, headress, and tatoos a random color, and only stalkers of that particular color will be summoned. I thought that maybe the game would check for nearby leaf blocks relatively far away from the player to spawn those stalkers in, so it seems like the Biloko boss doesn't spawn them, but instead draws naturally generated stalkers from their surroundings. Kind of how some additional zombies might spawn when you hit one zombie. Also I thought it would fit the Biloko boss to make it more thin in order to contrast the Barako. I thought that a lemur look would fit it. I also decided to add different hints on the bosses body to let the player know that the stage of the moon affects the boss, not only determining the shape of it's horns and of the pattern on it's chest and the feathers on it's headdress, but also it's combat abilities.
Note that I lazily made a monkey-looking fella that looks like something a pack of monkey-people would worship in a rush, I likely omitted a lot of details about it, like the tattoos, because I just wanted to show the general idea of the bosses moves. I personally don't like the design too much, it could use more work. Also maybe a fancy lemur would contrast the monstrous stalkers too much, like a poodle among a pair of werewolves. Also note that I certainly don't think that a mob that uses those two moves ONLY would make for a good boss, I think these suggestions should be combined maybe with the other moves you have planned for the mob. Also note that I think that the average player should be able to defeat the Biloko boss during all stages of the moon, not just the new one. I intended it so that the smart cookies clever enough to figure that out could find a way to make the fight easier, just like how the players smart enough to put... invisibility? on them can steal the other monkey's crystal and nullify it's gimmick. However, maybe you need moon rocks from the Biloko boss to make the tree climber tool, and during the new moon it will drop little to none of that said item. Also note that if the player is somehow Prince Charming, and the Biloko is somehow a vicious dragon from a fairytale in disguise, and the two manage to fight through the night, I think that the Biloko boss should either disappear during the day, act like it's a new moon outside where it will have little to no powers, turn into something else, probably another monkey, or just continue fighting with the powers from the previous night.
Speaking of, you said that the stalkers are actually less animal than they are people, so I'm wondering: how "animalistic" are they? Are they always intelligent people, that pretend to be cute and innocent during the day and turn somewhat buff during the night? Are they smart monkeys during the day that turn into evil monsters that you wouldn't really call people during the night? Kind of like werewolves? Or are they polymorphed into dumb monkeys during the day and turn into their more powerful, but also more intelligent form during the night? If you're going for a monstrous design for the night form, I thought it would be interesting if you gave them elastic lips that they can draw back, like the Gelada monkeys, only now they might cover a larger portion of their face. It doesn't have to cover their entire faces necessarily, to the point where they look like pink xenomorphs, but I thought it could make them scarier, who knows.
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
Oh, that's pretty neat! But I think I'll decide mob names based on what sounds good, rather than specific semantics. The nimbus drake concept actually resembles a Quetzalcoatl now that I see the breakdown.
Oh wow, lots of ideas here. Some cool stuff, but I'm afraid a lot of it contrasts with my current plans.
I do really like the moon shaped shield that matches the actual moon phase. I'll see if I can work something like that in somehow.
The Biloko tribe look and behave nothing like the Barakoa, don't worry.
I like to leave certain things ambiguous about my mob designs, and in this case exactly how "animalistic" the Biloko are should be an unanswered question. The nature of their transformations at night is unclear.
Really cool drawings!
I'm not ready to reveal any new information, but I have previously (a looong time ago) shared this concept image with the MC forum:
http://prntscr.com/s5lpoy