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.
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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:
Haha, here's something else I've been thinking of: I've been seeing quite a lot of "extra grottols" requests so I tried to make a little fan comic describing them in a nutshell. I mean sure, it may be funny if say uh... I dunno... uhh... villagers could trade you captured emerald grottols as decorative pets that follow you around or something, but that could kinda make the grottols feel less unique. Maybe to the extent where the following happens:
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I'm certainly not the person who originally suggested that idea, but I think that it could still kinda work. You see, the Wither boss turns the sky darker when you look at it. Maybe a simmilar thing can be accomplished with the Biloko boss, where if it's daytime, it will create an eclipse or something to give off the illusion of nighttime for a few chunks around it. The Wither boss also sets the light level just low enough for undead mobs not to burn, and possibly also low enough to allow new undead mobs to spawn too. Afaik this low light effect also applies in a few chunks surrounding the Wither boss. I believe the Biloko boss could do this too. Although this latter feature is exclusive to Bedrock and I've heard it uses a different coding language so maybe coding it in a java edition would be too difficult and require you to alter the very engine of the game, who knows...
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.
I'm certainly not the person who originally suggested that idea, but I think that it could still kinda work. You see, the Wither boss turns the sky darker when you look at it. Maybe a simmilar thing can be accomplished with the Biloko boss, where if it's daytime, it will create an eclipse or something to give off the illusion of nighttime for a few chunks around it. The Wither boss also sets the light level just low enough for undead mobs not to burn, and possibly also low enough to allow new undead mobs to spawn too. Afaik this low light effect also applies in a few chunks surrounding the Wither boss. I believe the Biloko boss could do this too. Although this latter feature is exclusive to Bedrock and I've heard it uses a different coding language so maybe coding it in a java edition would be too difficult and require you to alter the very engine of the game, who knows...
Oh, that's a cool thought! A localized nighttime. I'll look into this.
I haven't messaged here in awhile, but on top of new monsters and such, I would like to add and expand upon my idea of the Librarian boss by suggesting that he could be apart of some kind of unique dungeon; The Forbidden Archives. As the names suggests, the Forbidden Archives could be an archive of dusty books, relics, artifacts and other things the Librarian has collected over the years, with the structure itself being a labyrinth of halls and tall walls of bookshelves on every corner. Due to the arcane nature of the Forbidden Archives, the mechanic of this dungeon could involve portals that take the player to different locations within the dungeon, pools of purple goo that damage players, and illusions consisting of walls that the player can walk through.
For the enemies, I wanted to have them simple, yet unique and interesting in their own ways. Here are the ones I brainstormed so far:
Dark Tome: Ancient books possessed by evil spirits, Dark Tomes attack the player by flying out of book shelves and floating around them, occasionally firing a low-damaging magic missile. Upon death, the Dark Tome will fall to the ground and become a normal book, but can be reanimated by a Curator. To prevent Dark Tomes from reanimating, the player will need to either kill the Curator(s), or burn the book with flint and steel.
Voidling: Purple, imp-like creatures with chomping books for heads, these creatures run at the player the bite and slash at them. Upon death, however, Voidlings will split into two smaller, weaker versions of themselves. Because of this, Voidlings can swarm players who underestimate them.
Curator: Once aspiring mages and wizards who sought the Forbidden Archives in search for knowledge, they now serve the Librarian as his corrupted servants. Not only can they use a number of magic attacks, but can also reanimated fallen Dark Tomes. Curators are also very squishy in terms of health, with their only method of escape being teleporting a few blocks away from the player.
Void Mutant: Former adventurers who were also corrupted by the Librarian, these brutish enemies have slimy tentacles replacing their left arm and carry a runic mallet in their right arm. Their attacks switch between lashing the player with their tentacles, and slamming their mallet against the ground and sending a pillar of arcane fire towards the player.
Beyonder: Observers are floating balls of flesh and eyes that patrol the halls of the Forbidden Archives, searching for intruders. If one spots the player, it will spawn a bunch of Voidlings before lobbing balls of arcane energy that slightly chase the player.
I was also thinking about some kind of high-threat monster that would either look like a Shoggoth or a Dark Young from H.P. Lovecraft's work, but I couldn't figure out how to make it unique/interesting beyond it being a fleshy horror with some tooth and claw attacks. Buut with that, it'd love to hear your thoughts on it!
EDIT: I'm also really sorry if what I described seems not-very detailed/rushed; when I come up with ideas I tend to have a lot of trouble writing them down vs thinking about them XD
I’ve got an idea for a creature. A large snake that has one backwards swooping horn on it’s head, and two small horns on it’s lower jaw, jutting outwards. It also has a tail with one large spike on the top and bottom, and a smaller spike at the end of its tail, giving the tail the look of a trident. It spawns in the desert and tunnels under the sand, the player only able to see it by the top tail spike sticking out of the sand as it’s digging towards them. It would attack by jumping out of the sand and biting the player as it passes by them. Once it’s surfaced, it coils loosely and raises its head and tail both for ready for striking. The player is now able to damage it, it is immune to projectiles because of its tough scales, but is vulnerable to attacks with melee weapons. Attacking the thicker scales on the upper portion of its body will do reduced damage, choosing to attack the few parts of its belly that it shows while in aggressive stance will do more damage because of the thinner scales. It has four possible actions while above ground. First, it may bob it’s head slightly before it moves to try and bite the player, which only does damage to the player, no venom to cause poison damage, so it won’t be too similar to the naga. Second, it may quiver its tail, signaling it’s about to stab with its tail spikes, which does damage to the player and extra durability damage to armor. The third option only occurs when the snake is badly damaged, and it charges the player recklessly attacking with its horn, if the player sidesteps and attacks quickly enough to hit the side of its head, they can fell the beast then and there. If they miss the timing and hit its body, then it smacks them to the side with its tail, and because it smacks with the flat side, it does only a small amount of damage but large knockback. The fourth action doesn’t require lower health for the snake to choose it, but the more damaged it is, the more likely it is to dig back under the sand(it would be rare that the snake will dig back underground after surfacing if the player has done no damage to it, with the chances of it choosing to dig being lowered greatly at high health and the chances of it choosing to attack being increased at high health). While underground again, the snake will maneuver around the player for a few seconds, and will get situated to breach the sand under the player to attack. Unfortunately I don’t have any cool name for it, the only thing I can think to call it is a basilisk which feels uninspired but I’m sure if you like the idea, you’ll alter it and name it as you please. Upon death, the basilisk will drop one of three variants(top, center, bottom) of tail spikes as well as always dropping one piece of its hide. Once one of each tail spike is gathered, they can be combined with a regular trident to make the basilisk trident, which does extra damage to basilisks, are the only projectile that can damage either parts of basilisks’ bodies, and allows riptide to be used over top of dry sand. The hide is used to craft a special breastplate that reduces damage greatly from all projectiles that hit you, and may make basilisks let you get closer before they aggro so you can sneak by them without having to fight once you’ve killed enough to kit out. Just want to share the idea, maybe at the very least it can give you some inspiration for a similar but different creature
I haven't messaged here in awhile, but on top of new monsters and such, I would like to add and expand upon my idea of the Librarian boss by suggesting that he could be apart of some kind of unique dungeon; The Forbidden Archives. As the names suggests, the Forbidden Archives could be an archive of dusty books, relics, artifacts and other things the Librarian has collected over the years, with the structure itself being a labyrinth of halls and tall walls of bookshelves on every corner. Due to the arcane nature of the Forbidden Archives, the mechanic of this dungeon could involve portals that take the player to different locations within the dungeon, pools of purple goo that damage players, and illusions consisting of walls that the player can walk through.
For the enemies, I wanted to have them simple, yet unique and interesting in their own ways. Here are the ones I brainstormed so far:
Dark Tome: Ancient books possessed by evil spirits, Dark Tomes attack the player by flying out of book shelves and floating around them, occasionally firing a low-damaging magic missile. Upon death, the Dark Tome will fall to the ground and become a normal book, but can be reanimated by a Curator. To prevent Dark Tomes from reanimating, the player will need to either kill the Curator(s), or burn the book with flint and steel.
Voidling: Purple, imp-like creatures with chomping books for heads, these creatures run at the player the bite and slash at them. Upon death, however, Voidlings will split into two smaller, weaker versions of themselves. Because of this, Voidlings can swarm players who underestimate them.
Curator: Once aspiring mages and wizards who sought the Forbidden Archives in search for knowledge, they now serve the Librarian as his corrupted servants. Not only can they use a number of magic attacks, but can also reanimated fallen Dark Tomes. Curators are also very squishy in terms of health, with their only method of escape being teleporting a few blocks away from the player.
Void Mutant: Former adventurers who were also corrupted by the Librarian, these brutish enemies have slimy tentacles replacing their left arm and carry a runic mallet in their right arm. Their attacks switch between lashing the player with their tentacles, and slamming their mallet against the ground and sending a pillar of arcane fire towards the player.
Beyonder: Observers are floating balls of flesh and eyes that patrol the halls of the Forbidden Archives, searching for intruders. If one spots the player, it will spawn a bunch of Voidlings before lobbing balls of arcane energy that slightly chase the player.
I was also thinking about some kind of high-threat monster that would either look like a Shoggoth or a Dark Young from H.P. Lovecraft's work, but I couldn't figure out how to make it unique/interesting beyond it being a fleshy horror with some tooth and claw attacks. Buut with that, it'd love to hear your thoughts on it!
EDIT: I'm also really sorry if what I described seems not-very detailed/rushed; when I come up with ideas I tend to have a lot of trouble writing them down vs thinking about them XD
All really strong ideas, but it’s a lot of content for me to concentrate in a single place. It would take forever to create all of this... Still, worth holding on to!
Level of detail was just fine! I don’t need walls of text for each one.
I’ve got an idea for a creature. A large snake that has one backwards swooping horn on it’s head, and two small horns on it’s lower jaw, jutting outwards. It also has a tail with one large spike on the top and bottom, and a smaller spike at the end of its tail, giving the tail the look of a trident. It spawns in the desert and tunnels under the sand, the player only able to see it by the top tail spike sticking out of the sand as it’s digging towards them. It would attack by jumping out of the sand and biting the player as it passes by them. Once it’s surfaced, it coils loosely and raises its head and tail both for ready for striking. The player is now able to damage it, it is immune to projectiles because of its tough scales, but is vulnerable to attacks with melee weapons. Attacking the thicker scales on the upper portion of its body will do reduced damage, choosing to attack the few parts of its belly that it shows while in aggressive stance will do more damage because of the thinner scales. It has four possible actions while above ground. First, it may bob it’s head slightly before it moves to try and bite the player, which only does damage to the player, no venom to cause poison damage, so it won’t be too similar to the naga. Second, it may quiver its tail, signaling it’s about to stab with its tail spikes, which does damage to the player and extra durability damage to armor. The third option only occurs when the snake is badly damaged, and it charges the player recklessly attacking with its horn, if the player sidesteps and attacks quickly enough to hit the side of its head, they can fell the beast then and there. If they miss the timing and hit its body, then it smacks them to the side with its tail, and because it smacks with the flat side, it does only a small amount of damage but large knockback. The fourth action doesn’t require lower health for the snake to choose it, but the more damaged it is, the more likely it is to dig back under the sand(it would be rare that the snake will dig back underground after surfacing if the player has done no damage to it, with the chances of it choosing to dig being lowered greatly at high health and the chances of it choosing to attack being increased at high health). While underground again, the snake will maneuver around the player for a few seconds, and will get situated to breach the sand under the player to attack. Unfortunately I don’t have any cool name for it, the only thing I can think to call it is a basilisk which feels uninspired but I’m sure if you like the idea, you’ll alter it and name it as you please. Upon death, the basilisk will drop one of three variants(top, center, bottom) of tail spikes as well as always dropping one piece of its hide. Once one of each tail spike is gathered, they can be combined with a regular trident to make the basilisk trident, which does extra damage to basilisks, are the only projectile that can damage either parts of basilisks’ bodies, and allows riptide to be used over top of dry sand. The hide is used to craft a special breastplate that reduces damage greatly from all projectiles that hit you, and may make basilisks let you get closer before they aggro so you can sneak by them without having to fight once you’ve killed enough to kit out. Just want to share the idea, maybe at the very least it can give you some inspiration for a similar but different creature
Hm, I don’t think this is what I’m looking for, sorry. It’s cool, but the different mechanics seem to be kinda disjointed. They don’t work together mechanically or thematically in any special ways. I’m having trouble pinning down its role in gameplay, too. Is it a boss? I really don’t want players randomly encountering such a powerful enemy...
Also, not a deal-breaker but worth noting, it’s nearly impossible to program a serpent mob well in Minecraft’s engine.
Lol, you are right, though I am glad you liked it!
This was mostly just an attempt on my part on trying to give a reason for the Librarian to spawn in the overworld, since most of the monsters I've suggested, including the vorpalyst and inkubus, are pretty far out there/not stuff you'd normally find in the overworld. The only two that I think would work the easiest with the overworld, I feel, are the sculptor and the tiki guardians XD
Oh, that's a cool thought! A localized nighttime. I'll look into this.
Not exactly what this was suggesting but you could render a black overlay onto the player's vision with low transparency to darken their vision when they look at the entity, with a slight vignette to make the surroundings darker
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Very nice update! I love that you finally got the Wroughtnaut eyes working! The blocky projectiles look nice as well, as does the Barako's new supernova attack. Finally, I love the advancements you added; the Foliaath and Grottol ones are my favorite!
Anyways, I noticed you marked some mob plans in bold. What does that mean?
Very nice update! I love that you finally got the Wroughtnaut eyes working! The blocky projectiles look nice as well, as does the Barako's new supernova attack. Finally, I love the advancements you added; the Foliaath and Grottol ones are my favorite!
Anyways, I noticed you marked some mob plans in bold. What does that mean?
Thanks! Heh, I wasn't sure anyone was going to get the foliaath one.
The plans marked in bold are the ones I'm most excited about right now. Assuming nothing changes, they will be next.
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.
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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
Haha, here's something else I've been thinking of: I've been seeing quite a lot of "extra grottols" requests so I tried to make a little fan comic describing them in a nutshell. I mean sure, it may be funny if say uh... I dunno... uhh... villagers could trade you captured emerald grottols as decorative pets that follow you around or something, but that could kinda make the grottols feel less unique. Maybe to the extent where the following happens:
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
Heheh, nice comic!
Yeah, grottols are diamond only.
Mod muito interessante, posso usá-lo no meu ModPack??
From the front page:
Modpack Policy:[/b]
Open policy on the condition that you let me know through PM or comment.
Google translate says
Na primeira página:
Política do Modpack:
Política aberta com a condição de que você me informe através do PM ou comentário.
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🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
Sure! Go ahead.
Oh, that's a cool thought! A localized nighttime. I'll look into this.
I haven't messaged here in awhile, but on top of new monsters and such, I would like to add and expand upon my idea of the Librarian boss by suggesting that he could be apart of some kind of unique dungeon; The Forbidden Archives. As the names suggests, the Forbidden Archives could be an archive of dusty books, relics, artifacts and other things the Librarian has collected over the years, with the structure itself being a labyrinth of halls and tall walls of bookshelves on every corner. Due to the arcane nature of the Forbidden Archives, the mechanic of this dungeon could involve portals that take the player to different locations within the dungeon, pools of purple goo that damage players, and illusions consisting of walls that the player can walk through.
For the enemies, I wanted to have them simple, yet unique and interesting in their own ways. Here are the ones I brainstormed so far:
Dark Tome: Ancient books possessed by evil spirits, Dark Tomes attack the player by flying out of book shelves and floating around them, occasionally firing a low-damaging magic missile. Upon death, the Dark Tome will fall to the ground and become a normal book, but can be reanimated by a Curator. To prevent Dark Tomes from reanimating, the player will need to either kill the Curator(s), or burn the book with flint and steel.
Voidling: Purple, imp-like creatures with chomping books for heads, these creatures run at the player the bite and slash at them. Upon death, however, Voidlings will split into two smaller, weaker versions of themselves. Because of this, Voidlings can swarm players who underestimate them.
Curator: Once aspiring mages and wizards who sought the Forbidden Archives in search for knowledge, they now serve the Librarian as his corrupted servants. Not only can they use a number of magic attacks, but can also reanimated fallen Dark Tomes. Curators are also very squishy in terms of health, with their only method of escape being teleporting a few blocks away from the player.
Void Mutant: Former adventurers who were also corrupted by the Librarian, these brutish enemies have slimy tentacles replacing their left arm and carry a runic mallet in their right arm. Their attacks switch between lashing the player with their tentacles, and slamming their mallet against the ground and sending a pillar of arcane fire towards the player.
Beyonder: Observers are floating balls of flesh and eyes that patrol the halls of the Forbidden Archives, searching for intruders. If one spots the player, it will spawn a bunch of Voidlings before lobbing balls of arcane energy that slightly chase the player.
I was also thinking about some kind of high-threat monster that would either look like a Shoggoth or a Dark Young from H.P. Lovecraft's work, but I couldn't figure out how to make it unique/interesting beyond it being a fleshy horror with some tooth and claw attacks. Buut with that, it'd love to hear your thoughts on it!
EDIT: I'm also really sorry if what I described seems not-very detailed/rushed; when I come up with ideas I tend to have a lot of trouble writing them down vs thinking about them XD
I’ve got an idea for a creature. A large snake that has one backwards swooping horn on it’s head, and two small horns on it’s lower jaw, jutting outwards. It also has a tail with one large spike on the top and bottom, and a smaller spike at the end of its tail, giving the tail the look of a trident. It spawns in the desert and tunnels under the sand, the player only able to see it by the top tail spike sticking out of the sand as it’s digging towards them. It would attack by jumping out of the sand and biting the player as it passes by them. Once it’s surfaced, it coils loosely and raises its head and tail both for ready for striking. The player is now able to damage it, it is immune to projectiles because of its tough scales, but is vulnerable to attacks with melee weapons. Attacking the thicker scales on the upper portion of its body will do reduced damage, choosing to attack the few parts of its belly that it shows while in aggressive stance will do more damage because of the thinner scales. It has four possible actions while above ground. First, it may bob it’s head slightly before it moves to try and bite the player, which only does damage to the player, no venom to cause poison damage, so it won’t be too similar to the naga. Second, it may quiver its tail, signaling it’s about to stab with its tail spikes, which does damage to the player and extra durability damage to armor. The third option only occurs when the snake is badly damaged, and it charges the player recklessly attacking with its horn, if the player sidesteps and attacks quickly enough to hit the side of its head, they can fell the beast then and there. If they miss the timing and hit its body, then it smacks them to the side with its tail, and because it smacks with the flat side, it does only a small amount of damage but large knockback. The fourth action doesn’t require lower health for the snake to choose it, but the more damaged it is, the more likely it is to dig back under the sand(it would be rare that the snake will dig back underground after surfacing if the player has done no damage to it, with the chances of it choosing to dig being lowered greatly at high health and the chances of it choosing to attack being increased at high health). While underground again, the snake will maneuver around the player for a few seconds, and will get situated to breach the sand under the player to attack. Unfortunately I don’t have any cool name for it, the only thing I can think to call it is a basilisk which feels uninspired but I’m sure if you like the idea, you’ll alter it and name it as you please. Upon death, the basilisk will drop one of three variants(top, center, bottom) of tail spikes as well as always dropping one piece of its hide. Once one of each tail spike is gathered, they can be combined with a regular trident to make the basilisk trident, which does extra damage to basilisks, are the only projectile that can damage either parts of basilisks’ bodies, and allows riptide to be used over top of dry sand. The hide is used to craft a special breastplate that reduces damage greatly from all projectiles that hit you, and may make basilisks let you get closer before they aggro so you can sneak by them without having to fight once you’ve killed enough to kit out. Just want to share the idea, maybe at the very least it can give you some inspiration for a similar but different creature
All really strong ideas, but it’s a lot of content for me to concentrate in a single place. It would take forever to create all of this... Still, worth holding on to!
Level of detail was just fine! I don’t need walls of text for each one.
Hm, I don’t think this is what I’m looking for, sorry. It’s cool, but the different mechanics seem to be kinda disjointed. They don’t work together mechanically or thematically in any special ways. I’m having trouble pinning down its role in gameplay, too. Is it a boss? I really don’t want players randomly encountering such a powerful enemy...
Also, not a deal-breaker but worth noting, it’s nearly impossible to program a serpent mob well in Minecraft’s engine.
Again, sorry.
Lol, you are right, though I am glad you liked it!
This was mostly just an attempt on my part on trying to give a reason for the Librarian to spawn in the overworld, since most of the monsters I've suggested, including the vorpalyst and inkubus, are pretty far out there/not stuff you'd normally find in the overworld. The only two that I think would work the easiest with the overworld, I feel, are the sculptor and the tiki guardians XD
Are you still going to work on 1.12.2 for the next update?
Not exactly what this was suggesting but you could render a black overlay onto the player's vision with low transparency to darken their vision when they look at the entity, with a slight vignette to make the surroundings darker
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Mowzie's Mobs 1.5.5 is out! Lots of quality-of-life changes in this patch and a couple fun small additions.
Download it here: https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs
Very nice update! I love that you finally got the Wroughtnaut eyes working! The blocky projectiles look nice as well, as does the Barako's new supernova attack. Finally, I love the advancements you added; the Foliaath and Grottol ones are my favorite!
Anyways, I noticed you marked some mob plans in bold. What does that mean?
Thanks! Heh, I wasn't sure anyone was going to get the foliaath one.
The plans marked in bold are the ones I'm most excited about right now. Assuming nothing changes, they will be next.