Hi again, It occurred to me, that in addition to texture support, it would be extremely useful if you think you could switch your structures to use the Minecraft structure system just as mods like Better Nether in 1.12. That way, we could access those structures using Resource Packs and edit them to offer further mod compatibility; for example, adding new blocks from other mods to the Ferrous room or decoration to Barakoa villages! Thanks again for your continued effort ^^
Hi again, It occurred to me, that in addition to texture support, it would be extremely useful if you think you could switch your structures to use the Minecraft structure system just as mods like Better Nether in 1.12. That way, we could access those structures using Resource Packs and edit them to offer further mod compatibility; for example, adding new blocks from other mods to the Ferrous room or decoration to Barakoa villages! Thanks again for your continued effort ^^
Hey Foreck,
I have converted some schematics from old formats to new formats before and depending on the volume it would be efficient to do it either manually or write code/a program to do it automatically.
Writing conversion software takes some time, effort and skill. I think that the only person here with enough skill to do so would be Bob himself.
Converting schematics/structures from one format to another manually by loading up the game, placing it and then saving it in another format, however, could be done by basically anyone with time and a bit of game/command knowledge.
"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
Hi again, It occurred to me, that in addition to texture support, it would be extremely useful if you think you could switch your structures to use the Minecraft structure system just as mods like Better Nether in 1.12. That way, we could access those structures using Resource Packs and edit them to offer further mod compatibility; for example, adding new blocks from other mods to the Ferrous room or decoration to Barakoa villages! Thanks again for your continued effort ^^
Oh funny you mention it! That’s already done for the upcoming 1.14 port.
I have converted some schematics from old formats to new formats before and depending on the volume it would be efficient to do it either manually or write code/a program to do it automatically.
Writing conversion software takes some time, effort and skill. I think that the only person here with enough skill to do so would be Bob himself.
Converting schematics/structures from one format to another manually by loading up the game, placing it and then saving it in another format, however, could be done by basically anyone with time and a bit of game/command knowledge.
So sad haha, thanks a lot but I won't be able to make full use of it since the modpack I'm working on is exclusively for 1.12 (Rebirth of the Night). At least I hope I can work with those features in the future if we ever get to update to newer versions. Keep the great work Mowzie, you're a legend
"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 dont have many good ideas and im not sure if this another case of that. I think it would be cool if the Ferrous Wroughnaut had some variants. Like different weaponry like maybe a great hammer, tower shield and spear, great sword or even a halberd. these could change the attack behaviour. The great hammer could be more damage and more aoe but more telegraphed and way slower. The spear and shield could be way more beefy and have faster attacks but less damage, maybe simple attack like a shield bash or maybe a charge and when it stops its wide open from the back and stunned for a few seconds. greate sword could be faster then the hammer but more damage then the spear being closer to the original with large sweeping attacks. Instead of a large over the head swing that gets stuck in the ground it could be more of a plunge that has a small aoe that knocks the player away. And for the halberd i really have no ideas. I just think some variation would help keep the player on thier toes. To be honest tho, it just sounds like a lot of work and is very much a half backed idea. Just thought it would be cool to see some variants of the Ferrous Wroughnaut even if the different weapons dont have any different abilitys, it could be as simple as a differnt weapon in its back or just a broken horn or some texture variantions. Heck some biome varaints would be cool as hell with like an overgrown and rusted version(Maybe a Nether version with some form of fire attacks). The different weapons could pretty easily just be retextured versions of the axe. But no matter if this is a good idea or not i still and will always see this as one of the greatest mods that exists for minecraft and i belive the community needs more devs like you. Thanks for keeping the mod alive for all these years and i hope this idea, even if its not ipmlemented, could help spark some ideas. Good luck, Stay awesome.
Hey Bob i got you a new mob idea, hope you like it!
The Desert shell
The first impression of this mob is of a big sea shell in the middle of a desert, to activate the battel the player must hit the shell, it is in a dormant state and will not harm the player and will stay completely still, after hit the desert shell will rise out of the sand and will present it self as a big lizard with a huge sea shell on his back, the lizard is also completely covered with sand and other rubble, in this fase his attacks are more sluggish but hit with weight, his attacks could be tail strikes, paw slaps,roiling, blocking with his shell and throwing sand to try to blind his opponents, to go to his second fase you must break his shell and get rid of his rubble sticked to his body (there could possibly even be equipment and other junk stuck to him too), the second fase he presents himself as a iguana like lizard with a sticky mucus excreting from him and a foldable sail on his back, he would be much quicker in this stage, he would still have his tail and claw swipes however they would be quiker but less damage however in this fase he would do more ranged attacks, he would be able to shoot his stick mucus and passively leave it on the floor, when the player walks on the mucus the would get the "stick" status effect,when the effect is applied the player would have to limit there movement since the more they move the more rubble would stick to them making there movement slower depending on the terrain they walk on, it can also shoot cactus spikes from its mouth since its primary food source is cactus, the attack would be in a more of shotgun like blast, the last special attack would be with his foldable sail on his back, the sail would have to unfold and charge (in the sunlight,btw he can move and attack while the sail is out), after chareged enough the sail will fold and unfold rapidly before unleashing a blinding light (sort of like a flashbang) blinging or stunning the player, while the sail is out it would grant extra damage if hit as his weak point.
Drops:I was thinking of 2 main drops.
First vases filled with mucus, you would be able throw these vases and leave a puddle of mucus that is walked on would put the "sticky" status effect on any mob that walked on it.
Second a hand fan that would be made of it's sail, you could hold it on your of hand and charge it to be able to unleash the blinding flashbang attack.
Lore: Basically these Desert shells would start life in the ocean hunting small fish at night and at day basking at the water surface in the sunlight with there sail,at this stage in there lofe they dont have mucus or a shell, when maturing they would dig up a sea shell and place it on there back and make journey out of sea and to the deserts, but why use the shell or go to the desert you may ask? Well the shell is needed to protect them in there journey to the desert since juvenile Desert shells are the favorite prey of nagas, the shell would protect them from its poisonous projectiles, the reason they go to the deserts is to find there favorite food...cactus and as a byproduct of there food choise the mucus is made.
Back at it again with some mob ideas, only this time they're going to be Nether themed! These are all pretty ambitious ideas, and I wouldn't be surprised if one or two of them end up not being possible in Minecraft's engine XD
The Wayfarer
A neutral mob and a distant cousin to the Strider, Wayfarers are massive dark-orange colored mobs whose bodies consists of a large flat torso with long, double-jointed front legs and one back leg. Wayfarers can be found migrating across vast oceans of lava in the Nether in small herds, using their long legs to kick any mobs that threaten them or their young. To tame these towering creatures, the player will need to feed it a Warped Fungus Cake, a new food block made from 3x warped fungus , 2x sugar, 3x milk buckets, and 1 egg. The the player must place the cake down near the a Wayfarer on the ground or on any solid platform, attracting it to it and causing it to bend down to eat the cake.
Once tamed, the player can place a ladder that will allow the player to reach atop the Wayfarer, where they can place blocks on top of the Wayfarer's 6x6 head; chests, furnaces, crafting tables, etc.. The player could even build a small house on top of the Wayfarer's head to have a mobile home in the Nether. However, the more blocks the player places on the Wayfarer's head, the slower it will move due to the weight.
The Incinerator
A new rare threat found in chambers within Nether Fortresses, Incinerators take on the form of blazing quadrupedal constructs made of Nether Bricks and Netherite, with cannons extending from either side of its torso and heads which appear like empty Netherite Helmets with horns. Being impervious to melee attacks, Incinerators switch between two attacks; charging up their twin cannons after a short windup to unleash to fire a hail of firebolts towards the player similarly to that of a gatling gun, and a close range attack where it breathes fire from it's head if the player gets too close. The damage from it's primary attack, however, will fall off over longer distances as the bullets are subject to a wide cone of fire.
To defeat an Incinerator, the player must fire arrows into its head in order to deal any damage into it. This can be done by waiting for the construct to finish shooting it's cannons to take a moment to cool down, giving the player the chance to break from cover and fire an arrow at it. 3-5 well placed arrows to the head is enough to take down an Obliterator, causing it's head to explode and it's body to crumble. Additionally, the Incinerator's arms can be shot off as well, by firing arrows at the weak spots in-between the cannons and the torso it's connected to.
Defeating an Incinerator will cause it to drops bunch of nether bricks, as well as two new rare materials; Netherite Cores and Netherite Gears. Both materials can be used to craft a new weapon and a new tool; the Nether Guzzler and the Bale Thruster. The Nether Guzzler is a two handed weapon which allows the player to use the Obliterator's primary attack, shooting hails of firebolts onto enemies, dealing high damage until it overheats; firing it for too long will result in it igniting the player for 4 seconds. the Bale Thruster is a new jetpack with two charges before it needs to recharge. On use, the player performs an initial liftoff, sending it a short distance upwards. Shortly after, the player will take off with a quick blast that launches the player in the direction they are aiming.
The Glow Beetle
A small and peaceful mob, Glow Beetles can be found all across the Nether, fluttering around until they find Glowstone to feed on. The player can use Glow Beetles to harvest Glowstone Dust by dropping a bar of any metal close to them, in which they'll chew on it in order to sharpen their fangs before going to the nearest Glowstone they can find. From there, Glowstone Dust will begin to drop as the Glow Beetle feeds, essentially allowing the player to collect Glowstone Dust without breaking the Glowstone. Killing a Glow Beetle will drop nothing.
I dont have many good ideas and im not sure if this another case of that. I think it would be cool if the Ferrous Wroughnaut had some variants. Like different weaponry like maybe a great hammer, tower shield and spear, great sword or even a halberd. these could change the attack behaviour. The great hammer could be more damage and more aoe but more telegraphed and way slower. The spear and shield could be way more beefy and have faster attacks but less damage, maybe simple attack like a shield bash or maybe a charge and when it stops its wide open from the back and stunned for a few seconds. greate sword could be faster then the hammer but more damage then the spear being closer to the original with large sweeping attacks. Instead of a large over the head swing that gets stuck in the ground it could be more of a plunge that has a small aoe that knocks the player away. And for the halberd i really have no ideas. I just think some variation would help keep the player on thier toes. To be honest tho, it just sounds like a lot of work and is very much a half backed idea. Just thought it would be cool to see some variants of the Ferrous Wroughnaut even if the different weapons dont have any different abilitys, it could be as simple as a differnt weapon in its back or just a broken horn or some texture variantions. Heck some biome varaints would be cool as hell with like an overgrown and rusted version(Maybe a Nether version with some form of fire attacks). The different weapons could pretty easily just be retextured versions of the axe. But no matter if this is a good idea or not i still and will always see this as one of the greatest mods that exists for minecraft and i belive the community needs more devs like you. Thanks for keeping the mod alive for all these years and i hope this idea, even if its not ipmlemented, could help spark some ideas. Good luck, Stay awesome.
I don't believe in mob variants unless the variant expands on the original mob's concept. Wouldn't all of these Ferrous Wroughtnaut variants you propose be better as completely new mobs instead?
Hey Bob i got you a new mob idea, hope you like it!
The Desert shell
The first impression of this mob is of a big sea shell in the middle of a desert, to activate the battel the player must hit the shell, it is in a dormant state and will not harm the player and will stay completely still, after hit the desert shell will rise out of the sand and will present it self as a big lizard with a huge sea shell on his back, the lizard is also completely covered with sand and other rubble, in this fase his attacks are more sluggish but hit with weight, his attacks could be tail strikes, paw slaps,roiling, blocking with his shell and throwing sand to try to blind his opponents, to go to his second fase you must break his shell and get rid of his rubble sticked to his body (there could possibly even be equipment and other junk stuck to him too), the second fase he presents himself as a iguana like lizard with a sticky mucus excreting from him and a foldable sail on his back, he would be much quicker in this stage, he would still have his tail and claw swipes however they would be quiker but less damage however in this fase he would do more ranged attacks, he would be able to shoot his stick mucus and passively leave it on the floor, when the player walks on the mucus the would get the "stick" status effect,when the effect is applied the player would have to limit there movement since the more they move the more rubble would stick to them making there movement slower depending on the terrain they walk on, it can also shoot cactus spikes from its mouth since its primary food source is cactus, the attack would be in a more of shotgun like blast, the last special attack would be with his foldable sail on his back, the sail would have to unfold and charge (in the sunlight,btw he can move and attack while the sail is out), after chareged enough the sail will fold and unfold rapidly before unleashing a blinding light (sort of like a flashbang) blinging or stunning the player, while the sail is out it would grant extra damage if hit as his weak point.
Drops:I was thinking of 2 main drops.
First vases filled with mucus, you would be able throw these vases and leave a puddle of mucus that is walked on would put the "sticky" status effect on any mob that walked on it.
Second a hand fan that would be made of it's sail, you could hold it on your of hand and charge it to be able to unleash the blinding flashbang attack.
Lore: Basically these Desert shells would start life in the ocean hunting small fish at night and at day basking at the water surface in the sunlight with there sail,at this stage in there lofe they dont have mucus or a shell, when maturing they would dig up a sea shell and place it on there back and make journey out of sea and to the deserts, but why use the shell or go to the desert you may ask? Well the shell is needed to protect them in there journey to the desert since juvenile Desert shells are the favorite prey of nagas, the shell would protect them from its poisonous projectiles, the reason they go to the deserts is to find there favorite food...cactus and as a byproduct of there food choise the mucus is made.
I hope you like my mob idea
Sorry, I don't think this is quite what I'm looking for. Finding a giant shell in the desert would certainly be cool, but the fight that follows seems disjointed. You have a lot of totally unrelated design elements stuffed into this mobs in ways that don't really work together. For example, you've given this mob two ways to blind players (sand and sail flash) and no move or ability that benefits from blinded targets. Consider instead picking one method of blinding players and give the mob a reason for doing so, like an attack that is easy to dodge when you can see but hard to dodge when you can't. Or remove the blinding mechanic entirely, as there is plenty else to work with here.
Strip the mob down to its core purpose, and build everything around that. Less is more!
Back at it again with some mob ideas, only this time they're going to be Nether themed! These are all pretty ambitious ideas, and I wouldn't be surprised if one or two of them end up not being possible in Minecraft's engine XD
The Wayfarer
A neutral mob and a distant cousin to the Strider, Wayfarers are massive dark-orange colored mobs whose bodies consists of a large flat torso with long, double-jointed front legs and one back leg. Wayfarers can be found migrating across vast oceans of lava in the Nether in small herds, using their long legs to kick any mobs that threaten them or their young. To tame these towering creatures, the player will need to feed it a Warped Fungus Cake, a new food block made from 3x warped fungus , 2x sugar, 3x milk buckets, and 1 egg. The the player must place the cake down near the a Wayfarer on the ground or on any solid platform, attracting it to it and causing it to bend down to eat the cake.
Once tamed, the player can place a ladder that will allow the player to reach atop the Wayfarer, where they can place blocks on top of the Wayfarer's 6x6 head; chests, furnaces, crafting tables, etc.. The player could even build a small house on top of the Wayfarer's head to have a mobile home in the Nether. However, the more blocks the player places on the Wayfarer's head, the slower it will move due to the weight.
The Incinerator
A new rare threat found in chambers within Nether Fortresses, Incinerators take on the form of blazing quadrupedal constructs made of Nether Bricks and Netherite, with cannons extending from either side of its torso and heads which appear like empty Netherite Helmets with horns. Being impervious to melee attacks, Incinerators switch between two attacks; charging up their twin cannons after a short windup to unleash to fire a hail of firebolts towards the player similarly to that of a gatling gun, and a close range attack where it breathes fire from it's head if the player gets too close. The damage from it's primary attack, however, will fall off over longer distances as the bullets are subject to a wide cone of fire.
To defeat an Incinerator, the player must fire arrows into its head in order to deal any damage into it. This can be done by waiting for the construct to finish shooting it's cannons to take a moment to cool down, giving the player the chance to break from cover and fire an arrow at it. 3-5 well placed arrows to the head is enough to take down an Obliterator, causing it's head to explode and it's body to crumble. Additionally, the Incinerator's arms can be shot off as well, by firing arrows at the weak spots in-between the cannons and the torso it's connected to.
Defeating an Incinerator will cause it to drops bunch of nether bricks, as well as two new rare materials; Netherite Cores and Netherite Gears. Both materials can be used to craft a new weapon and a new tool; the Nether Guzzler and the Bale Thruster. The Nether Guzzler is a two handed weapon which allows the player to use the Obliterator's primary attack, shooting hails of firebolts onto enemies, dealing high damage until it overheats; firing it for too long will result in it igniting the player for 4 seconds. the Bale Thruster is a new jetpack with two charges before it needs to recharge. On use, the player performs an initial liftoff, sending it a short distance upwards. Shortly after, the player will take off with a quick blast that launches the player in the direction they are aiming.
The Glow Beetle
A small and peaceful mob, Glow Beetles can be found all across the Nether, fluttering around until they find Glowstone to feed on. The player can use Glow Beetles to harvest Glowstone Dust by dropping a bar of any metal close to them, in which they'll chew on it in order to sharpen their fangs before going to the nearest Glowstone they can find. From there, Glowstone Dust will begin to drop as the Glow Beetle feeds, essentially allowing the player to collect Glowstone Dust without breaking the Glowstone. Killing a Glow Beetle will drop nothing.
Love the wayfarer, but gosh I can't begin to imagine how to get this to work. I've actually wanted to make a torterra-like forest turtle mob that players could build bases on for a while now, but simply can't. Even the Create mod doesn't let you build on the moving blocks until they're stationary. Gonna have to table it for later.
The incinerator is really cool as well. But are mechanical constructs consistent with the Nether's atmosphere? Maybe. I gotta think about it a bit more. It's like a miniboss, right?
Not sure about the glow beetles. Giving them metal to sharpen their teeth before they can eat doesn't make much sense, and I don't think players would figure it out on their own. Plus, isn't infinite glowstone from a single block a bit unbalanced? Still, the image of beetles collecting around glowstone in the nether is pretty cool. It just needs some mechanical revision.
Truuue I figured that the Wayfarer wouldn't be possible with the current engine, but I still wanted to try creating a cool idea which incorporated the torterra-like idea and applying it to a Nether mob XD
As for the Incinerator, he would be a miniboss! As well as an uncommon mob found in Nether Fortresses. As for the mechanical part, it could work depending on how it's designed; it mostly made of nether bricks and netherite armor for the torso and head, with some cogs thrown in on some parts. Lorewise, I also had the idea that they were powered by the souls of Blazes trapped inside of them, and the Netherite Core item contains the actual soul of the Blaze controlling it!
As for for Glow Beetle, you are definitely right about that XD. I kinda wanted to try creating a peaceful mob that would have a really cool function/mechanic the player could take advantage of, but I didn't really think too creatively in regards to it, I feel. I also had another idea for a creepy hostile mob which would spawn in Soul Sand Valleys and would have a flaming blue, Sonic spindash attack.
EDIT: Perhaps for an alternative function for the Wayfarer, instead of being able to place blocks on, it, you could instead give it some kind of howdah? Which can then be equipped with chests and stuff?
I don't believe in mob variants unless the variant expands on the original mob's concept. Wouldn't all of these Ferrous Wroughtnaut variants you propose be better as completely new mobs i
Yeah, I get what you mean and i do understand that just adding tweaked textures that serve no purpose is a waste of time to at least some degree. I just thought that it could help keep cave exploration and wroughtnaut a little more fresh since after around 48 hours in the same survival world with all the best gear and a fire dragon steel halberd, when you find a wroughnaut you dont really bother to go in or anything. You might just go in just because. But you really dont have anything to gain because all you have to do is side step and then just hit it onec or twice (cant remember, it was a while ago) and then it drops. When you have played enough and you know its moves inside and out theres not really much challenge. And dont get me wrong its a really tough fight when you go in with diamond armor and some gapples but its a little bit of a one time experience. The reason i didnt think of adding the variations as entirely separate mobs is that it doesnt align with the aim of this mod. The aim is to add at least one unique mob to every biome and the variations just felt like it didnt align with said goal. When i wrote it i was well aware that it didnt align with the aim but i felt like i could just state my opinion. But like i previously said i think that a little variation could help keep the creature feeling fresh, even if its just a texture variations. To be honest though it would really help people to know the larger plan for the mod for people who are trying to help expand it. Because at the moment trying to come up with ideas the align with the mods ideals are like throwing dart while blindfolded or that mights just be my opinion, im not very observent. Also final note, i dont really know how this might come of tone wise. I really dont ever know how my writing sounds to other so jut know that nothing that could have sounded like critisims was. I was just trying to give suggestions and do know that i absolutely adore the ferrous wroughtnaut fight. That is why i wanted to help expand upon it. That is all i had to say. I hope i didnt come of in a bad tone and i wish you good day.
Truuue I figured that the Wayfarer wouldn't be possible with the current engine, but I still wanted to try creating a cool idea which incorporated the torterra-like idea and applying it to a Nether mob XD
As for the Incinerator, he would be a miniboss! As well as an uncommon mob found in Nether Fortresses. As for the mechanical part, it could work depending on how it's designed; it mostly made of nether bricks and netherite armor for the torso and head, with some cogs thrown in on some parts. Lorewise, I also had the idea that they were powered by the souls of Blazes trapped inside of them, and the Netherite Core item contains the actual soul of the Blaze controlling it!
As for for Glow Beetle, you are definitely right about that XD. I kinda wanted to try creating a peaceful mob that would have a really cool function/mechanic the player could take advantage of, but I didn't really think too creatively in regards to it, I feel. I also had another idea for a creepy hostile mob which would spawn in Soul Sand Valleys and would have a flaming blue, Sonic spindash attack.
EDIT: Perhaps for an alternative function for the Wayfarer, instead of being able to place blocks on, it, you could instead give it some kind of howdah? Which can then be equipped with chests and stuff?
Yeah, it would be really cool...
I see. Yeah, worth holding onto for the far future.
Yeah, lmk if you think of a way to polish it. What’s this soulsand mob you mention?
Howdahs would work, but yeah that’s much less interesting...
Yeah, I get what you mean and i do understand that just adding tweaked textures that serve no purpose is a waste of time to at least some degree. I just thought that it could help keep cave exploration and wroughtnaut a little more fresh since after around 48 hours in the same survival world with all the best gear and a fire dragon steel halberd, when you find a wroughnaut you dont really bother to go in or anything. You might just go in just because. But you really dont have anything to gain because all you have to do is side step and then just hit it onec or twice (cant remember, it was a while ago) and then it drops. When you have played enough and you know its moves inside and out theres not really much challenge. And dont get me wrong its a really tough fight when you go in with diamond armor and some gapples but its a little bit of a one time experience. The reason i didnt think of adding the variations as entirely separate mobs is that it doesnt align with the aim of this mod. The aim is to add at least one unique mob to every biome and the variations just felt like it didnt align with said goal. When i wrote it i was well aware that it didnt align with the aim but i felt like i could just state my opinion. But like i previously said i think that a little variation could help keep the creature feeling fresh, even if its just a texture variations. To be honest though it would really help people to know the larger plan for the mod for people who are trying to help expand it. Because at the moment trying to come up with ideas the align with the mods ideals are like throwing dart while blindfolded or that mights just be my opinion, im not very observent. Also final note, i dont really know how this might come of tone wise. I really dont ever know how my writing sounds to other so jut know that nothing that could have sounded like critisims was. I was just trying to give suggestions and do know that i absolutely adore the ferrous wroughtnaut fight. That is why i wanted to help expand upon it. That is all i had to say. I hope i didnt come of in a bad tone and i wish you good day.
Right, I don’t think texture variations would make the Wroughtnaut feel fresh again. Vanilla mobs like creepers don’t have texture variations; why should the Wroughtnaut?
Different weapons with different properties would freshen the mob a little bit, but entirely new mobs that use those weapons would feel much fresher.
The Wroughtnaut is intended as a mid-game boss and is balanced very specifically around the vanilla game. If you want its challenge and reward to feel more end-game or match the power of the other mods you have installed, you can change the attributes of both the Wroughtnaut and its drops in the mod config.
You kinda lose me after this, though. Adding new mobs doesn’t align with the mod’s aim? As separate mobs, they wouldn’t be Wroughtnaut variants anymore and can be redesigned to fit in different environments and maximize variety.
There is no specific larger plan. I just add what I think would be exciting and interesting. I accept community ideas because sometimes someone has an idea more exciting or interesting than my own. I don’t want to list out specific guidelines for suggestions because I don’t want to limit the community’s creativity. Of course, the mod has ideals in game design principles and visual interest, but these should go without saying. Coming up with ideas can feel like a blind game of darts; it’s not easy and it’s not supposed to be easy. Once in a while, though, someone hits a bullseye. Please don’t feel disappointed if your shot is a little off, it’s not a reflection on you or your creativity at all.
Your tone is fine! I love feedback, even if I disagree.
I see. Yeah, worth holding onto for the far future.
Yeah, lmk if you think of a way to polish it. What’s this soulsand mob you mention?
Howdahs would work, but yeah that’s much less interesting...
The Wayfarer, I believe, could be a super cool and interesting mob depending on which direction it is taken!
As for the soulsand mob, I don't have an exact name for it yet, but I was thinking that these ambush predators could stand in-between the height of a player and an Enderman. They start off hiding beneath the sand in Soulsand Valleys, waiting for prey to walk by them before jumping out of the ground to begin attacking. Aside from general swiping attacks, they also come with the deadly ability to coil up before spinning rapidly, performing a Sonic-spindash like attack straight at their target while leaving behind a trail of soul fire.
Although they have moderate amounts of health, they usually come in packs of 4-5 mobs in them. As for their drops... idk yet. Either a new weapon which fires saw blade like projectiles made of soul fire, or a new block which spawns soul fire sawblades when activated with a button, lever, or redstone.
I even drew a rough sketch as to what they could look like! (it's a wip, so it could end up looking more skeletal possibly)
The Wayfarer, I believe, could be a super cool and interesting mob depending on which direction it is taken!
As for the soulsand mob, I don't have an exact name for it yet, but I was thinking that these ambush predators could stand in-between the height of a player and an Enderman. They start off hiding beneath the sand in Soulsand Valleys, waiting for prey to walk by them before jumping out of the ground to begin attacking. Aside from general swiping attacks, they also come with the deadly ability to coil up before spinning rapidly, performing a Sonic-spindash like attack straight at their target while leaving behind a trail of soul fire.
Although they have moderate amounts of health, they usually come in packs of 4-5 mobs in them. As for their drops... idk yet. Either a new weapon which fires saw blade like projectiles made of soul fire, or a new block which spawns soul fire sawblades when activated with a button, lever, or redstone.
I even drew a rough sketch as to what they could look like! (it's a wip, so it could end up looking more skeletal possibly)
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And so, like a warrior of old, I have returned! With an update for the Withered Emissary! Am I shouting too much?! Let's just do the thing!
So I've basically turned the Emissary into a lich, phylactery included. I'm not entirely sure how this'll work (despite how long I've been working on this), but the phylactery would be protected until you "defeat" the Emissary. If the phylactery isn't destroyed in time, the Emissary resurrects itself, albeit with less health.
That's... all I have. Sadly. Let's see how this fares.
And so, like a warrior of old, I have returned! With an update for the Withered Emissary! Am I shouting too much?! Let's just do the thing!
So I've basically turned the Emissary into a lich, phylactery included. I'm not entirely sure how this'll work (despite how long I've been working on this), but the phylactery would be protected until you "defeat" the Emissary. If the phylactery isn't destroyed in time, the Emissary resurrects itself, albeit with less health.
That's... all I have. Sadly. Let's see how this fares.
That’s kinda interesting! I’m curious what will make destroying the phylactery challenging; if players can just walk up and whack it once to destroy it then the resurrection mechanic won’t really come into play.
Besides this, see if you can think of other abilities and mechanics that interact with this resurrection ability and the phylactery. What kind of strategies does the phylactery make players employ, and how do the other abilities help or hinder these strategies?
That’s kinda interesting! I’m curious what will make destroying the phylactery challenging; if players can just walk up and whack it once to destroy it then the resurrection mechanic won’t really come into play.
Besides this, see if you can think of other abilities and mechanics that interact with this resurrection ability and the phylactery. What kind of strategies does the phylactery make players employ, and how do the other abilities help or hinder these strategies?
Alrighty then. I may have forgot to mention that phylactery is an entity with health.
Here are some small concepts, which you may pick and choose from like Halloween candy.
Idea 1: Defensive Spells: The phylactery is enchanted. It will attempt to (slowly) move away from the player and shoot projectiles at them.
Idea 2: Hey, That's Mine!: This concept relies heavily on the fact that you don't destroy the phylactery. The less health the phylactery has, the faster and stronger the Withered Emissary becomes. Still loses health upon resurrection, though.
Idea 3: A Soul a Day...: Whenever the Emissary kills any non-undead mob or player, it will regenerate. It could even play a cool animation where the mob's "soul" becomes absorbed by the phylactery.
These next two ideas don't really have anything to do with the phylactery, but they're cool nonetheless.
Idea 4: Minions Assemble!: The Emissary, being a lich, has undead minions! One of them is the Death Knight, which is basically an armored Wither Skeleton that's been hopped up on soul magic.
Idea 5: I, Monster: Lichdom is a choice. A choice the player could make. Maybe the player could craft a phylactery, use it to absorb the souls of the living, and gain the power of undeath.
There's also something about demiliches, but I think I've covered everything.
No need to apologize! I enjoyed reading it anyway.
Hi again, It occurred to me, that in addition to texture support, it would be extremely useful if you think you could switch your structures to use the Minecraft structure system just as mods like Better Nether in 1.12. That way, we could access those structures using Resource Packs and edit them to offer further mod compatibility; for example, adding new blocks from other mods to the Ferrous room or decoration to Barakoa villages! Thanks again for your continued effort ^^
Hey Foreck,
I have converted some schematics from old formats to new formats before and depending on the volume it would be efficient to do it either manually or write code/a program to do it automatically.
Writing conversion software takes some time, effort and skill. I think that the only person here with enough skill to do so would be Bob himself.
Converting schematics/structures from one format to another manually by loading up the game, placing it and then saving it in another format, however, could be done by basically anyone with time and a bit of game/command knowledge.
Perhaps this could be you?
@BobMowziewhat do you think?
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
" ~ Vadis365 2016-09-09
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Oh funny you mention it! That’s already done for the upcoming 1.14 port.
Already done! Look forward to it in the next release.
So sad haha, thanks a lot but I won't be able to make full use of it since the modpack I'm working on is exclusively for 1.12 (Rebirth of the Night). At least I hope I can work with those features in the future if we ever get to update to newer versions. Keep the great work Mowzie, you're a legend
ay redstone miner what is your server
Are you... replying to someone who has the Redstone Miner forum title?
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
" ~ Vadis365 2016-09-09
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I dont have many good ideas and im not sure if this another case of that. I think it would be cool if the Ferrous Wroughnaut had some variants. Like different weaponry like maybe a great hammer, tower shield and spear, great sword or even a halberd. these could change the attack behaviour. The great hammer could be more damage and more aoe but more telegraphed and way slower. The spear and shield could be way more beefy and have faster attacks but less damage, maybe simple attack like a shield bash or maybe a charge and when it stops its wide open from the back and stunned for a few seconds. greate sword could be faster then the hammer but more damage then the spear being closer to the original with large sweeping attacks. Instead of a large over the head swing that gets stuck in the ground it could be more of a plunge that has a small aoe that knocks the player away. And for the halberd i really have no ideas. I just think some variation would help keep the player on thier toes. To be honest tho, it just sounds like a lot of work and is very much a half backed idea. Just thought it would be cool to see some variants of the Ferrous Wroughnaut even if the different weapons dont have any different abilitys, it could be as simple as a differnt weapon in its back or just a broken horn or some texture variantions. Heck some biome varaints would be cool as hell with like an overgrown and rusted version(Maybe a Nether version with some form of fire attacks). The different weapons could pretty easily just be retextured versions of the axe. But no matter if this is a good idea or not i still and will always see this as one of the greatest mods that exists for minecraft and i belive the community needs more devs like you. Thanks for keeping the mod alive for all these years and i hope this idea, even if its not ipmlemented, could help spark some ideas. Good luck, Stay awesome.
Hey Bob i got you a new mob idea, hope you like it!
The Desert shell

The first impression of this mob is of a big sea shell in the middle of a desert, to activate the battel the player must hit the shell, it is in a dormant state and will not harm the player and will stay completely still, after hit the desert shell will rise out of the sand and will present it self as a big lizard with a huge sea shell on his back, the lizard is also completely covered with sand and other rubble, in this fase his attacks are more sluggish but hit with weight, his attacks could be tail strikes, paw slaps,roiling, blocking with his shell and throwing sand to try to blind his opponents, to go to his second fase you must break his shell and get rid of his rubble sticked to his body (there could possibly even be equipment and other junk stuck to him too), the second fase he presents himself as a iguana like lizard with a sticky mucus excreting from him and a foldable sail on his back, he would be much quicker in this stage, he would still have his tail and claw swipes however they would be quiker but less damage however in this fase he would do more ranged attacks, he would be able to shoot his stick mucus and passively leave it on the floor, when the player walks on the mucus the would get the "stick" status effect,when the effect is applied the player would have to limit there movement since the more they move the more rubble would stick to them making there movement slower depending on the terrain they walk on, it can also shoot cactus spikes from its mouth since its primary food source is cactus, the attack would be in a more of shotgun like blast, the last special attack would be with his foldable sail on his back, the sail would have to unfold and charge (in the sunlight,btw he can move and attack while the sail is out), after chareged enough the sail will fold and unfold rapidly before unleashing a blinding light (sort of like a flashbang) blinging or stunning the player, while the sail is out it would grant extra damage if hit as his weak point.
Drops:I was thinking of 2 main drops.
First vases filled with mucus, you would be able throw these vases and leave a puddle of mucus that is walked on would put the "sticky" status effect on any mob that walked on it.
Second a hand fan that would be made of it's sail, you could hold it on your of hand and charge it to be able to unleash the blinding flashbang attack.
Lore: Basically these Desert shells would start life in the ocean hunting small fish at night and at day basking at the water surface in the sunlight with there sail,at this stage in there lofe they dont have mucus or a shell, when maturing they would dig up a sea shell and place it on there back and make journey out of sea and to the deserts, but why use the shell or go to the desert you may ask? Well the shell is needed to protect them in there journey to the desert since juvenile Desert shells are the favorite prey of nagas, the shell would protect them from its poisonous projectiles, the reason they go to the deserts is to find there favorite food...cactus and as a byproduct of there food choise the mucus is made.
I hope you like my mob idea
Back at it again with some mob ideas, only this time they're going to be Nether themed! These are all pretty ambitious ideas, and I wouldn't be surprised if one or two of them end up not being possible in Minecraft's engine XD
The Wayfarer
A neutral mob and a distant cousin to the Strider, Wayfarers are massive dark-orange colored mobs whose bodies consists of a large flat torso with long, double-jointed front legs and one back leg. Wayfarers can be found migrating across vast oceans of lava in the Nether in small herds, using their long legs to kick any mobs that threaten them or their young. To tame these towering creatures, the player will need to feed it a Warped Fungus Cake, a new food block made from 3x warped fungus , 2x sugar, 3x milk buckets, and 1 egg. The the player must place the cake down near the a Wayfarer on the ground or on any solid platform, attracting it to it and causing it to bend down to eat the cake.
Once tamed, the player can place a ladder that will allow the player to reach atop the Wayfarer, where they can place blocks on top of the Wayfarer's 6x6 head; chests, furnaces, crafting tables, etc.. The player could even build a small house on top of the Wayfarer's head to have a mobile home in the Nether. However, the more blocks the player places on the Wayfarer's head, the slower it will move due to the weight.
The Incinerator
A new rare threat found in chambers within Nether Fortresses, Incinerators take on the form of blazing quadrupedal constructs made of Nether Bricks and Netherite, with cannons extending from either side of its torso and heads which appear like empty Netherite Helmets with horns. Being impervious to melee attacks, Incinerators switch between two attacks; charging up their twin cannons after a short windup to unleash to fire a hail of firebolts towards the player similarly to that of a gatling gun, and a close range attack where it breathes fire from it's head if the player gets too close. The damage from it's primary attack, however, will fall off over longer distances as the bullets are subject to a wide cone of fire.
To defeat an Incinerator, the player must fire arrows into its head in order to deal any damage into it. This can be done by waiting for the construct to finish shooting it's cannons to take a moment to cool down, giving the player the chance to break from cover and fire an arrow at it. 3-5 well placed arrows to the head is enough to take down an Obliterator, causing it's head to explode and it's body to crumble. Additionally, the Incinerator's arms can be shot off as well, by firing arrows at the weak spots in-between the cannons and the torso it's connected to.
Defeating an Incinerator will cause it to drops bunch of nether bricks, as well as two new rare materials; Netherite Cores and Netherite Gears. Both materials can be used to craft a new weapon and a new tool; the Nether Guzzler and the Bale Thruster. The Nether Guzzler is a two handed weapon which allows the player to use the Obliterator's primary attack, shooting hails of firebolts onto enemies, dealing high damage until it overheats; firing it for too long will result in it igniting the player for 4 seconds. the Bale Thruster is a new jetpack with two charges before it needs to recharge. On use, the player performs an initial liftoff, sending it a short distance upwards. Shortly after, the player will take off with a quick blast that launches the player in the direction they are aiming.
The Glow Beetle
A small and peaceful mob, Glow Beetles can be found all across the Nether, fluttering around until they find Glowstone to feed on. The player can use Glow Beetles to harvest Glowstone Dust by dropping a bar of any metal close to them, in which they'll chew on it in order to sharpen their fangs before going to the nearest Glowstone they can find. From there, Glowstone Dust will begin to drop as the Glow Beetle feeds, essentially allowing the player to collect Glowstone Dust without breaking the Glowstone. Killing a Glow Beetle will drop nothing.
I don't believe in mob variants unless the variant expands on the original mob's concept. Wouldn't all of these Ferrous Wroughtnaut variants you propose be better as completely new mobs instead?
Sorry, I don't think this is quite what I'm looking for. Finding a giant shell in the desert would certainly be cool, but the fight that follows seems disjointed. You have a lot of totally unrelated design elements stuffed into this mobs in ways that don't really work together. For example, you've given this mob two ways to blind players (sand and sail flash) and no move or ability that benefits from blinded targets. Consider instead picking one method of blinding players and give the mob a reason for doing so, like an attack that is easy to dodge when you can see but hard to dodge when you can't. Or remove the blinding mechanic entirely, as there is plenty else to work with here.
Strip the mob down to its core purpose, and build everything around that. Less is more!
Love the wayfarer, but gosh I can't begin to imagine how to get this to work. I've actually wanted to make a torterra-like forest turtle mob that players could build bases on for a while now, but simply can't. Even the Create mod doesn't let you build on the moving blocks until they're stationary. Gonna have to table it for later.
The incinerator is really cool as well. But are mechanical constructs consistent with the Nether's atmosphere? Maybe. I gotta think about it a bit more. It's like a miniboss, right?
Not sure about the glow beetles. Giving them metal to sharpen their teeth before they can eat doesn't make much sense, and I don't think players would figure it out on their own. Plus, isn't infinite glowstone from a single block a bit unbalanced? Still, the image of beetles collecting around glowstone in the nether is pretty cool. It just needs some mechanical revision.
Truuue I figured that the Wayfarer wouldn't be possible with the current engine, but I still wanted to try creating a cool idea which incorporated the torterra-like idea and applying it to a Nether mob XD
As for the Incinerator, he would be a miniboss! As well as an uncommon mob found in Nether Fortresses. As for the mechanical part, it could work depending on how it's designed; it mostly made of nether bricks and netherite armor for the torso and head, with some cogs thrown in on some parts. Lorewise, I also had the idea that they were powered by the souls of Blazes trapped inside of them, and the Netherite Core item contains the actual soul of the Blaze controlling it!
As for for Glow Beetle, you are definitely right about that XD. I kinda wanted to try creating a peaceful mob that would have a really cool function/mechanic the player could take advantage of, but I didn't really think too creatively in regards to it, I feel. I also had another idea for a creepy hostile mob which would spawn in Soul Sand Valleys and would have a flaming blue, Sonic spindash attack.

EDIT: Perhaps for an alternative function for the Wayfarer, instead of being able to place blocks on, it, you could instead give it some kind of howdah? Which can then be equipped with chests and stuff?
Yeah, I get what you mean and i do understand that just adding tweaked textures that serve no purpose is a waste of time to at least some degree. I just thought that it could help keep cave exploration and wroughtnaut a little more fresh since after around 48 hours in the same survival world with all the best gear and a fire dragon steel halberd, when you find a wroughnaut you dont really bother to go in or anything. You might just go in just because. But you really dont have anything to gain because all you have to do is side step and then just hit it onec or twice (cant remember, it was a while ago) and then it drops. When you have played enough and you know its moves inside and out theres not really much challenge. And dont get me wrong its a really tough fight when you go in with diamond armor and some gapples but its a little bit of a one time experience. The reason i didnt think of adding the variations as entirely separate mobs is that it doesnt align with the aim of this mod. The aim is to add at least one unique mob to every biome and the variations just felt like it didnt align with said goal. When i wrote it i was well aware that it didnt align with the aim but i felt like i could just state my opinion. But like i previously said i think that a little variation could help keep the creature feeling fresh, even if its just a texture variations. To be honest though it would really help people to know the larger plan for the mod for people who are trying to help expand it. Because at the moment trying to come up with ideas the align with the mods ideals are like throwing dart while blindfolded or that mights just be my opinion, im not very observent. Also final note, i dont really know how this might come of tone wise. I really dont ever know how my writing sounds to other so jut know that nothing that could have sounded like critisims was. I was just trying to give suggestions and do know that i absolutely adore the ferrous wroughtnaut fight. That is why i wanted to help expand upon it. That is all i had to say. I hope i didnt come of in a bad tone and i wish you good day.
Yeah, it would be really cool...
I see. Yeah, worth holding onto for the far future.
Yeah, lmk if you think of a way to polish it. What’s this soulsand mob you mention?
Howdahs would work, but yeah that’s much less interesting...
Right, I don’t think texture variations would make the Wroughtnaut feel fresh again. Vanilla mobs like creepers don’t have texture variations; why should the Wroughtnaut?
Different weapons with different properties would freshen the mob a little bit, but entirely new mobs that use those weapons would feel much fresher.
The Wroughtnaut is intended as a mid-game boss and is balanced very specifically around the vanilla game. If you want its challenge and reward to feel more end-game or match the power of the other mods you have installed, you can change the attributes of both the Wroughtnaut and its drops in the mod config.
You kinda lose me after this, though. Adding new mobs doesn’t align with the mod’s aim? As separate mobs, they wouldn’t be Wroughtnaut variants anymore and can be redesigned to fit in different environments and maximize variety.
There is no specific larger plan. I just add what I think would be exciting and interesting. I accept community ideas because sometimes someone has an idea more exciting or interesting than my own. I don’t want to list out specific guidelines for suggestions because I don’t want to limit the community’s creativity. Of course, the mod has ideals in game design principles and visual interest, but these should go without saying. Coming up with ideas can feel like a blind game of darts; it’s not easy and it’s not supposed to be easy. Once in a while, though, someone hits a bullseye. Please don’t feel disappointed if your shot is a little off, it’s not a reflection on you or your creativity at all.
Your tone is fine! I love feedback, even if I disagree.
A good day to you as well!
The Wayfarer, I believe, could be a super cool and interesting mob depending on which direction it is taken!
As for the soulsand mob, I don't have an exact name for it yet, but I was thinking that these ambush predators could stand in-between the height of a player and an Enderman. They start off hiding beneath the sand in Soulsand Valleys, waiting for prey to walk by them before jumping out of the ground to begin attacking. Aside from general swiping attacks, they also come with the deadly ability to coil up before spinning rapidly, performing a Sonic-spindash like attack straight at their target while leaving behind a trail of soul fire.
Although they have moderate amounts of health, they usually come in packs of 4-5 mobs in them. As for their drops... idk yet. Either a new weapon which fires saw blade like projectiles made of soul fire, or a new block which spawns soul fire sawblades when activated with a button, lever, or redstone.
I even drew a rough sketch as to what they could look like! (it's a wip, so it could end up looking more skeletal possibly)
I sent the location to Brazilian Portuguese on your github
https://github.com/BobMowzie/MowziesMobs/pull/345
Also improve the appearance of the 'Naga Fang Dagger' in third person.
Hm, maybe! I'll consider it for later.
Thanks! I merged your PR.
And so, like a warrior of old, I have returned! With an update for the Withered Emissary! Am I shouting too much?! Let's just do the thing!
So I've basically turned the Emissary into a lich, phylactery included. I'm not entirely sure how this'll work (despite how long I've been working on this), but the phylactery would be protected until you "defeat" the Emissary. If the phylactery isn't destroyed in time, the Emissary resurrects itself, albeit with less health.
That's... all I have. Sadly. Let's see how this fares.
That’s kinda interesting! I’m curious what will make destroying the phylactery challenging; if players can just walk up and whack it once to destroy it then the resurrection mechanic won’t really come into play.
Besides this, see if you can think of other abilities and mechanics that interact with this resurrection ability and the phylactery. What kind of strategies does the phylactery make players employ, and how do the other abilities help or hinder these strategies?
Alrighty then. I may have forgot to mention that phylactery is an entity with health.
Here are some small concepts, which you may pick and choose from like Halloween candy.
Idea 1: Defensive Spells: The phylactery is enchanted. It will attempt to (slowly) move away from the player and shoot projectiles at them.
Idea 2: Hey, That's Mine!: This concept relies heavily on the fact that you don't destroy the phylactery. The less health the phylactery has, the faster and stronger the Withered Emissary becomes. Still loses health upon resurrection, though.
Idea 3: A Soul a Day...: Whenever the Emissary kills any non-undead mob or player, it will regenerate. It could even play a cool animation where the mob's "soul" becomes absorbed by the phylactery.
These next two ideas don't really have anything to do with the phylactery, but they're cool nonetheless.
Idea 4: Minions Assemble!: The Emissary, being a lich, has undead minions! One of them is the Death Knight, which is basically an armored Wither Skeleton that's been hopped up on soul magic.
Idea 5: I, Monster: Lichdom is a choice. A choice the player could make. Maybe the player could craft a phylactery, use it to absorb the souls of the living, and gain the power of undeath.
There's also something about demiliches, but I think I've covered everything.