Hey Mowzie, looking at that battle ax modeling, it looks like you have two areas where three boxes overlap. How did you get it so the textures wouldn't flicker from fighting each other?
I shifted one 0.01 units to the right. You can go even smaller, actually, or you can scale one of them very slightly.
I was making some concepts of spooky mobs with some original mechanics for a mod i was making, however as im doing many other things nowadays and not that mod, i wonder if these concepts could be of use to anyone, so im bestowing these upon you, may they serve as inspiration.
Not sure if spooky mob ideas are fit for this mod of yours though.
Candlehead:
Speed: Slow movement, Stalks
Status: Agressive to non-Crypt players and mobs
Damage: Melee-20 (inflicts HUNGER for 5 seconds on hit)
Health: 7 (resistance: everything except KNOCKBACK and SUNLIGHT. Takes only 1 damage per hit (except from projectile, takes 0)
Drops: 15% Candle of pain (spooky blue candle holder light with passive aoe effect)
55% Skeleton Skull
Special: Each life lost removes a curse flame from 1 of it's candles. This brings more power
to the creature:
----------------------
HP 6: CURSE OF PAIN (the creature gains SPEED BOOST I)
HP 5: CURSE OF SHAME (the creature gains STRENGHT I)
HP 4: CURSE OF BINDING (the creature gains DARK BLAST)
HP 3: CURSE OF SHADE (looking at the creature now inflicts BLINDNESS for 3 seconds)
HP 2: CURSE OF LONELINESS (the creature will attempt to spawn 2 SKELETONS each 10 seconds)
HP 1: CURSE OF HORROR (the creature gains INVISIBILITY; turns DAY into NIGHT; activates THUNDERSTORM)
----------------------
UPON DEATH BY CANDLEHEAD AND NEXT RESPAWNS, THE PLAYER WILL BE HAUNTED BY 1 OF ITS CURSES,
UNTIL THE PLAYER MANAGES TO KILL ONE. THE CURSE CHOSEN IS RANDOM. CURSES WILL KEEP STACKING
IF THE PLAYER KEEPS DYING FROM CANDLEHEADS.
''''''''''''''''''''''''''''''''''''''''''''''''
CURSE OF PAIN (the player has permanent SLOWNESS I)
CURSE OF SHAME (the player has permanent WEAKNESS I)
CURSE OF BINDING (the player has permanent MINING FATIGUE I)
CURSE OF SHADE (the player has permanent BLINDNESS)
CURSE OF LONELINESS (the player will instantly kill all nearby passive mobs, tamed mobs and players)
CURSE OF HORROR (the player will instantly remove and destroy all nearby light source blocks and entities)
''''''''''''''''''''''''''''''''''''''''''''''''
Sounds:
Unaware and passive: (horror distant and echoing moans and ghostly whispers)
Aware and chasing player: (total silence)
Losing life: (sound of flame and whispers dying)
Cursed player (Horrid suffering, paranoia)
,,,,,,,,,,,,,,,,
ENCHANTMENT: DARK BLAST (the player or creature with this enchantment will summon and place
a random number of OBSIDIAN BLOCKS in a random area pattern around the TARGET it hits).
Reaper Creeper:
A creeper that creates a rift from the underworld when it explodes, allowing little ghosts and screams to flow into the overworld.
It makes chain and wisp sounds. It has a small candle inside its head (different flame colors could mean different extra effects?)
Undead Screamer Creeper:
An invisible mob, it only appears visible when the player is close and looks at its direction.
It becomes visible with a screamy or horrid sudden sound, exploding afterwards.
Shade of the Mist:
Speed: average movement, Hovers
Status: Agressive to non-Crypt players and mobs
Damage: Melee-5 (on hit: inflicts HUNGER, WITHER & NAUSEA for 5 seconds)
Health: 13 (resistance: EVERYTHING except SUNLIGHT and HOLY ENCHANTED weaponry, tools or mobs)
Drops: ???
-------------------------------------------
Special:
-Can move through walls (except HOLY SOAKED BLOCKS and BEDROCK)
-ENCHANTMENT: Ethereal Corpse
-ENCHANTMENT: Anchor of Souls
-------------------------------------------
Spawning: Will only spawn from TOMBSTONES OF THE MIST
-------------------------------------------
Sounds: ominous winds
,,,,,,,,,,,,,,,,
ENCHANTMENT: Ethereal Corpse (the player or creature with this enchantment, upon death, will
explode and summon and place ECTOPLASM BLOCKS in an area around it)
ENCHANTMENT: Anchor of Souls (the player or creature with this enchantment will replace the
victim's[player] respawn point to the place where it died, if it died while under the effects of this
enchantment). If the victim is a mob (or a player while Hardcore mode), then summon a random
crypt faction mob in the place of its demise.
Head in a Spike:
Speed: Static
Status: Agressive to non-Crypt players and mobs
Damage: 0 (inflicts Blindness and nausea to entities that get too close, spawns Shade of Insanity)
Health: 15 (resistance: wither, poison)
Drops: 15% Headspike (spawner usable by necromancers, vampires, crypt allied players)
5% Skeleton Skull
It appears dead and doesn't move. When a player gets too close, its head will rotate around in the spike while making moan sounds, and inflict some visual creepy effect on the screen of the player (could inflict paranoia-like effects), and spawn shades of insanity (or any other mob)
Here's hoping these ideas are helpful in any way
The mechanics are part of the idea/concept, and are meant to give the player a bad experience when facing them, thus inflicting not only fear from the aspect of the mob, but also from the dread of their mechanics.
Those are really cool, yeah. I don't think they'll fit in Mowzie's Mobs though. Thanks anyway.
I was making some concepts of spooky mobs with some original mechanics for a mod i was making, however as im doing many other things nowadays and not that mod, i wonder if these concepts could be of use to anyone, so im bestowing these upon you, may they serve as inspiration.
Not sure if spooky mob ideas are fit for this mod of yours though.
Candlehead:
Speed: Slow movement, Stalks
Status: Agressive to non-Crypt players and mobs
Damage: Melee-20 (inflicts HUNGER for 5 seconds on hit)
Health: 7 (resistance: everything except KNOCKBACK and SUNLIGHT. Takes only 1 damage per hit (except from projectile, takes 0)
Drops: 15% Candle of pain (spooky blue candle holder light with passive aoe effect)
55% Skeleton Skull
Special: Each life lost removes a curse flame from 1 of it's candles. This brings more power
to the creature:
----------------------
HP 6: CURSE OF PAIN (the creature gains SPEED BOOST I)
HP 5: CURSE OF SHAME (the creature gains STRENGHT I)
HP 4: CURSE OF BINDING (the creature gains DARK BLAST)
HP 3: CURSE OF SHADE (looking at the creature now inflicts BLINDNESS for 3 seconds)
HP 2: CURSE OF LONELINESS (the creature will attempt to spawn 2 SKELETONS each 10 seconds)
HP 1: CURSE OF HORROR (the creature gains INVISIBILITY; turns DAY into NIGHT; activates THUNDERSTORM)
----------------------
UPON DEATH BY CANDLEHEAD AND NEXT RESPAWNS, THE PLAYER WILL BE HAUNTED BY 1 OF ITS CURSES,
UNTIL THE PLAYER MANAGES TO KILL ONE. THE CURSE CHOSEN IS RANDOM. CURSES WILL KEEP STACKING
IF THE PLAYER KEEPS DYING FROM CANDLEHEADS.
''''''''''''''''''''''''''''''''''''''''''''''''
CURSE OF PAIN (the player has permanent SLOWNESS I)
CURSE OF SHAME (the player has permanent WEAKNESS I)
CURSE OF BINDING (the player has permanent MINING FATIGUE I)
CURSE OF SHADE (the player has permanent BLINDNESS)
CURSE OF LONELINESS (the player will instantly kill all nearby passive mobs, tamed mobs and players)
CURSE OF HORROR (the player will instantly remove and destroy all nearby light source blocks and entities)
''''''''''''''''''''''''''''''''''''''''''''''''
Sounds:
Unaware and passive: (horror distant and echoing moans and ghostly whispers)
Aware and chasing player: (total silence)
Losing life: (sound of flame and whispers dying)
Cursed player (Horrid suffering, paranoia)
,,,,,,,,,,,,,,,,
ENCHANTMENT: DARK BLAST (the player or creature with this enchantment will summon and place
a random number of OBSIDIAN BLOCKS in a random area pattern around the TARGET it hits).
Reaper Creeper:
A creeper that creates a rift from the underworld when it explodes, allowing little ghosts and screams to flow into the overworld.
It makes chain and wisp sounds. It has a small candle inside its head (different flame colors could mean different extra effects?)
Undead Screamer Creeper:
An invisible mob, it only appears visible when the player is close and looks at its direction.
It becomes visible with a screamy or horrid sudden sound, exploding afterwards.
Shade of the Mist:
Speed: average movement, Hovers
Status: Agressive to non-Crypt players and mobs
Damage: Melee-5 (on hit: inflicts HUNGER, WITHER & NAUSEA for 5 seconds)
Health: 13 (resistance: EVERYTHING except SUNLIGHT and HOLY ENCHANTED weaponry, tools or mobs)
Drops: ???
-------------------------------------------
Special:
-Can move through walls (except HOLY SOAKED BLOCKS and BEDROCK)
-ENCHANTMENT: Ethereal Corpse
-ENCHANTMENT: Anchor of Souls
-------------------------------------------
Spawning: Will only spawn from TOMBSTONES OF THE MIST
-------------------------------------------
Sounds: ominous winds
,,,,,,,,,,,,,,,,
ENCHANTMENT: Ethereal Corpse (the player or creature with this enchantment, upon death, will
explode and summon and place ECTOPLASM BLOCKS in an area around it)
ENCHANTMENT: Anchor of Souls (the player or creature with this enchantment will replace the
victim's[player] respawn point to the place where it died, if it died while under the effects of this
enchantment). If the victim is a mob (or a player while Hardcore mode), then summon a random
crypt faction mob in the place of its demise.
Head in a Spike:
Speed: Static
Status: Agressive to non-Crypt players and mobs
Damage: 0 (inflicts Blindness and nausea to entities that get too close, spawns Shade of Insanity)
Health: 15 (resistance: wither, poison)
Drops: 15% Headspike (spawner usable by necromancers, vampires, crypt allied players)
5% Skeleton Skull
It appears dead and doesn't move. When a player gets too close, its head will rotate around in the spike while making moan sounds, and inflict some visual creepy effect on the screen of the player (could inflict paranoia-like effects), and spawn shades of insanity (or any other mob)
Here's hoping these ideas are helpful in any way
The mechanics are part of the idea/concept, and are meant to give the player a bad experience when facing them, thus inflicting not only fear from the aspect of the mob, but also from the dread of their mechanics.
If I had the skill and decided to make a horror mod, I would definitely want to put in at least one of these mobs. These are really good ideas!
Oh man I love this mod so much, adding something that isn't as simple as spam left click is sooooo nice. Can't wait for the Strongholders, they sound like a hell of a lot of fun.
This mob would be a large bird with a sac on its throat. It would fly around and spit
bile at you that would give you poison/blindness. I really want a flying mob so this'd
be great!
Pumpkin Fiend (Temporary name)
This would look like a pumpkin from afar but when approached or hit, i would sprout
vine-like appendages that it uses to walk around with like a spider. This could catch
players off guard. I know, the Foliaath can do that too, but after seeing ten or so
Foliaaths, players will recognize them when they see them. This would be indistinguishable
from normal pumpkins in its dormant state.
Pumpkin fiend is fairly similar to some mobs in witches & more. Unfortunately, that mod has ceased development, but I think I remember a 1.7.10 release that was not put in the O.P. for some reason...
(now expecting a "Witches & more is not cool enough" response)
Agreed, but now I want you to do something like a conglomeration of multiple organisms now.
in Fiend (Temporary name)This would look like a pumpkin from afar but when approached or hit, i would sproutvine-like appendages that it uses to walk around with like a spider. This could catchplayers off guard. I know, the Foliaath can do that too, but after seeing ten or soFoliaaths, players will recognize them when they see them. This would be indistinguishablefrom normal pumpkins in its dormant state.
I totally forgot there is the elemental witches mod that has a Halloween witch. It's not a pumpkin monster but the bosses are scripted with cool abilities and thee Halloween one attacks with exploding pumpkins an ability which you can obtain. It has pets that you can get too but really i just want something fun to murder
I have no official authority at all Im just procrastinating from studying but ill bite. Forestry has bees that you can breed ect and lycanites mobs has vespids which are pretty much wasps although I have never seen a developed nest they get to distracted by murder. Blood magic has a demon invasion mechanic that might behavior similarly to what you are after but they are humanoid and build towns. That's all I got because swarms be laggy. I don't know any mods that do both breeding and a mobs but look through those mods future plans they might have something.
No I was just giving out ideas for mobs, not that I was looking for such mods. I think it would be cool for this mod to have such a thing, but the mods that you describe do not carry out the eusociality aspects of any kind, no caste,no hierarchy or system, no nothing. Just a bunch of mobs spawning together attacking players.
Yeah, a full eusocial structure is really excessively complicated. Players will barely even notice. I'll being making mobs that work in groups, though.
--I'm the dreamer not the modder, whether this/upcoming suggestions are reasonable or even possible is not what is focused on, coming up with something is--
So I'll make a suggestion, most of the mobs currently are fairly big, while what I'm going to suggest is rather small, I tried to make it as interesting as possible, but by doing so I'm not even sure it would fit anymore... Anyway... It's probably about the size of a block (a little larger than a player's head (explained later)), it's a small fuzzy purple maw. Yes just a small fluffy mouth, with little HP, 5 hearts maybe?
These things would spawn rarely in caves and they traverse only on the ceiling (now I know this sounds similar to the crystal dudes, and that isn't intended). The reason for this is that they would crawl directly above the player, giving off minor hints as to that fact: such as lava looking particles dripping out of their mouth and a quiet paint that would require total silence, and when the player is to look up they would drop onto the poor adventurer's head. While attached there can be no direct interaction with it, the only way to prevent it from slowing draining both hunger & health would be to: get in water, these critters cannot swim and will hop right off, jump impaling them into the roof of the cave, igniting one's person will also ignite the creature causing it to shrivel away hopefully before the player does, or in the case of multiplayer; have an ally beat the creature off damaging it and you. During being slowly digested by this fiend the player is given blindness and slowness, and nearby mobs are attracted to the slobber covered person.
It would be possible to kill it before it can attach to your face if you ready a bow shot to shoot it as it falls, and can easily be avoided if you recognize the saliva and not mistake it for another liquid. Also if the player is wearing a pumpkin the creature cannot latch on in the first place due to the block's size.
"Disclaimer"
-These are not meant to be too common because I could see them becoming a nuisance, so perhaps they only spawn if the player is in possession of mushrooms or some other trigger item.
-The fact that water may not always be around can make these guys very annoying in the case you don't have a bow to shoot it before it lands, other ways of dispatching them would be nice, perhaps a way to lure it elsewhere with the use of an item (mushrooms?)
- If someone detects one, I don't want them to be able to ignore them, maybe the slobber increases mob spawn rate? Or causes some hallucinations? Then if the player hadn't known before they will once experiencing these symptoms.
- Seeing as they do attach to the head of a player, maybe something should happen with the helmet? Nothing permanent, maybe just they drop it on death or something, but even then if it despawns... maybe they can't despawn...? idk
Basically, one queen, workers and warriors 20 workers and 20 warriors in a single nest.
If you want to get into more detail, you can have the warriors fight off intruders and defend the nest like from players. You can then have the workers build structures and forage outside for material, like if the structure where to be made of wood, they simply leave the nest and cut down trees, come back and build. And with the queen, you could just have warriors/workers spawn around her, at least 4-5 every 7 minutes. Warriors/workers should also despawn after a certain amount of time to avoid overpopulation and eventual lag, but the queen would spawn warriors/workers to keep up for the loss. Maybe have the queen live for 10-15 minecraft days before dying, or have her as a boss. You could also add valuable items inside the nest so players can explore and fight the warriors within.
(A wall of suggestions) If the player maxes down all the workers/warriors to a certain point, the queen would go deeper into the nest where a bunch of valuable items would spawn, alone with 10 warriors and 5 workers surrounding her. Once you kill the remaining progeny's, you can fight the queen and kill her. Perhaps have her drop a queen egg which you can raise and start your own colony except they would be neutral (tamed). You could go inside the nest and collect whatever you want which makes the interest in this eusocial mob more higher; but will make the eusocial mob less valuable due to such farming.
Should be really simple and nice, my other suggestions other than the hierarchy system in the first paragraph is up to you to decide if you want to. Maybe make more suggestions to great the value of the mob, but having a unique mob like this is a first time in minecraft and is cool.
In a nutshell; workers search for material to build the nest (if you want, you could consider having them search for food, and they'd attack players for food) and warriors protect the nest (hang around the entrance of the nest and inside, never actually leaving) and the queen spawns warriors/workers. I could suggest more to make the mob more interesting but that would only make things more complicated though can be relatively simple (like having a few warriors following group of workers for protection when foraging). I predict that you would most likely want it as a hostile mob with rare drops.
This is pretty much the basics of a functional eusocial system and I imagine should be easy to program. You wouldn't even know complication in a eusocial system until you've dug a hole into the complicated systems of communication and behaviors that modern eusocial organisms have.
Here's a little diagram of the most basic form of eusociality (don't be intimidated by the amount of progeny's of the queen, that's just for show).
Worker: Search for material to build nest or search for food (Pigs, cows, player, villagers; anything really). Or you could remove the nest building part and just have them forage for food as an enemy.
Warriors: Protect the queen and workers while foraging (reinforcement). Deal more damage and has more health than standard workers.
Queen: Produce progeny's to ensure her existence (could be a boss if you choose so).
Like a wolf pack but with a highly distinguished hierarchy system.
What most modders would probably do with it is a boss that spawns other mobs. They could also make a second mob that spawns outside of the hive or what ever and goes off in a random direction being very hostile. That's about as close to such a complex system as your going to get. As you can see though it will be 2-3 mobs in one that will likely have to be spawned in groups so a little spammy. Examples of what it could look like is sort of like the crimson portal in thaumcraft 4 just with different mob ai. What I really want to see mowzie do though is more powerful rare mobs like he has been doing because his animations are so good.
Well no because all the mobs spawn where the queen is in the nest, they protect the nest and the entrance with the queen in it. If any intruders attempt to get in the warriors attack (swarm the intruder/prey in shear numbers). When the colony is hungry, workers from the colony leave the nest along with a few warriors to search for food or material to build the nest. You can have 50 mobs and it won't be laggy.
And your main point being that modders prefer not to make systems like this (it's very basic I don't see the big deal) this would make this eusocial mob unique in the mod.
And I'd rather have a mob like this instead of a boring, boss mob that rarely spawns that you see in most mods. I got quite bored with Mo' creatures because the mobs weren't really unique or interesting in any special way, same used abilities and what not in dozens of mods before. If you want a mod like that you don't even have to get a mod, just play Vanilla minecraft because that's the gist of the overused formula. A few rare mobs isn't bad, but having your mod cluttered with it with nothing particularly interesting will just bored the player unless it's actually worth it or interesting to have like with the fossil and archaeology mod (In which you have to mine and dig and look for new dinosaurs, also constantly updated) or even the Twilight mod.
you don't want it to be any where near the limit though because peoples computers vary and usually there are other mods, it's best to simplify things as much as possible to prevent issues. Having workers spawn outside would prevent possible path finding issues and you wont really see much difference also a simple behavior like wandering around will do a good job of mimicking gathering in a simple way. If you want something more complex it is possible to make mobs build or collect blocks but getting one to do both would be a huge challenge. Giving each colony a hunger meter will be a problem because it means additional stored data for each hive and co operation between mobs is hard. The best way would simply be to fake this by having a separate spawn not associated to the hive spawning a group or an event that spawns some randomly. These are suggestions that would simplify ideas you have presented to a more manageable based off what I've seen done before.
Gobi's picture has made me long for a night fury again. Fast flying nearly invisible bomber with a cool sound and on top of that it's cute. Probs favorite dragon it kicked op spyro out of top slot. I think it would be cool to have a breacher mob that didn't destroy blocks, you know something that helps other mobs get into your base to wreak havoc on you stuff but not destroy the place like a creeper. It was something I was going to suggest to thaumcraft thinking a mob that used portable hole would do the trick but I never got around to it. Now i don't even know if portable hole will be in next thaumcraft. I've seen items that attract mobs unless a player is around and I've seen too blocks be linked together as a portal. So i was thinking something that teleports like an ender man but leaves portals behind for other mobs to follow. So those are my suggestions for the moment a dragon like bomber and a portaly path maker.
This is pretty much the basics of a functional eusocial system and I imagine should be easy to program. You wouldn't even know complication in a eusocial system until you've dug a hole into the complicated systems of communication and behaviors that modern eusocial organisms have.
Here's a little diagram of the most basic form of eusociality (don't be intimidated by the amount of progeny's of the queen, that's just for show).
Worker: Search for material to build nest or search for food (Pigs, cows, player, villagers; anything really). Or you could remove the nest building part and just have them forage for food as an enemy.
Warriors: Protect the queen and workers while foraging (reinforcement). Deal more damage and has more health than standard workers.
Queen: Produce progeny's to ensure her existence (could be a boss if you choose so).
Like a wolf pack but with a highly distinguished hierarchy system.
Oh, sure! Yeah, the tribesmen I'm working on right now work almost exactly like this.
I shifted one 0.01 units to the right. You can go even smaller, actually, or you can scale one of them very slightly.
Those are really cool, yeah. I don't think they'll fit in Mowzie's Mobs though. Thanks anyway.
If I had the skill and decided to make a horror mod, I would definitely want to put in at least one of these mobs. These are really good ideas!
He said he liked your pumpkin fiend and now it's on his list.
Oh man I love this mod so much, adding something that isn't as simple as spam left click is sooooo nice. Can't wait for the Strongholders, they sound like a hell of a lot of fun.
Pumpkin fiend is fairly similar to some mobs in witches & more. Unfortunately, that mod has ceased development, but I think I remember a 1.7.10 release that was not put in the O.P. for some reason...
(now expecting a "Witches & more is not cool enough" response)
Lycanite's Mobs is not cool enough. :3
More useful knowledge!
I hope it's a female one and not a male. Look male anglerfish up. Acutally, no, don't. Anglerfish males are, um, odd.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Agreed, but now I want you to do something like a conglomeration of multiple organisms now. I totally forgot there is the elemental witches mod that has a Halloween witch. It's not a pumpkin monster but the bosses are scripted with cool abilities and thee Halloween one attacks with exploding pumpkins an ability which you can obtain. It has pets that you can get too but really i just want something fun to murder
no one replied about my eusocial mob ;-;
I like weather.
I have no official authority at all Im just procrastinating from studying but ill bite. Forestry has bees that you can breed ect and lycanites mobs has vespids which are pretty much wasps although I have never seen a developed nest they get to distracted by murder. Blood magic has a demon invasion mechanic that might behavior similarly to what you are after but they are humanoid and build towns. That's all I got because swarms be laggy. I don't know any mods that do both breeding and a mobs but look through those mods future plans they might have something.
No I was just giving out ideas for mobs, not that I was looking for such mods. I think it would be cool for this mod to have such a thing, but the mods that you describe do not carry out the eusociality aspects of any kind, no caste,no hierarchy or system, no nothing. Just a bunch of mobs spawning together attacking players.
I like weather.
Oh whoops! Sorry, I forgot to respond!
Yeah, a full eusocial structure is really excessively complicated. Players will barely even notice. I'll being making mobs that work in groups, though.
--I'm the dreamer not the modder, whether this/upcoming suggestions are reasonable or even possible is not what is focused on, coming up with something is--
So I'll make a suggestion, most of the mobs currently are fairly big, while what I'm going to suggest is rather small, I tried to make it as interesting as possible, but by doing so I'm not even sure it would fit anymore... Anyway... It's probably about the size of a block (a little larger than a player's head (explained later)), it's a small fuzzy purple maw. Yes just a small fluffy mouth, with little HP, 5 hearts maybe?
These things would spawn rarely in caves and they traverse only on the ceiling (now I know this sounds similar to the crystal dudes, and that isn't intended). The reason for this is that they would crawl directly above the player, giving off minor hints as to that fact: such as lava looking particles dripping out of their mouth and a quiet paint that would require total silence, and when the player is to look up they would drop onto the poor adventurer's head. While attached there can be no direct interaction with it, the only way to prevent it from slowing draining both hunger & health would be to: get in water, these critters cannot swim and will hop right off, jump impaling them into the roof of the cave, igniting one's person will also ignite the creature causing it to shrivel away hopefully before the player does, or in the case of multiplayer; have an ally beat the creature off damaging it and you. During being slowly digested by this fiend the player is given blindness and slowness, and nearby mobs are attracted to the slobber covered person.
It would be possible to kill it before it can attach to your face if you ready a bow shot to shoot it as it falls, and can easily be avoided if you recognize the saliva and not mistake it for another liquid. Also if the player is wearing a pumpkin the creature cannot latch on in the first place due to the block's size.
"Disclaimer"
-These are not meant to be too common because I could see them becoming a nuisance, so perhaps they only spawn if the player is in possession of mushrooms or some other trigger item.
-The fact that water may not always be around can make these guys very annoying in the case you don't have a bow to shoot it before it lands, other ways of dispatching them would be nice, perhaps a way to lure it elsewhere with the use of an item (mushrooms?)
- If someone detects one, I don't want them to be able to ignore them, maybe the slobber increases mob spawn rate? Or causes some hallucinations? Then if the player hadn't known before they will once experiencing these symptoms.
- Seeing as they do attach to the head of a player, maybe something should happen with the helmet? Nothing permanent, maybe just they drop it on death or something, but even then if it despawns... maybe they can't despawn...? idk
Or you could make the eusocial system simple.
Basically, one queen, workers and warriors 20 workers and 20 warriors in a single nest.
If you want to get into more detail, you can have the warriors fight off intruders and defend the nest like from players. You can then have the workers build structures and forage outside for material, like if the structure where to be made of wood, they simply leave the nest and cut down trees, come back and build. And with the queen, you could just have warriors/workers spawn around her, at least 4-5 every 7 minutes. Warriors/workers should also despawn after a certain amount of time to avoid overpopulation and eventual lag, but the queen would spawn warriors/workers to keep up for the loss. Maybe have the queen live for 10-15 minecraft days before dying, or have her as a boss. You could also add valuable items inside the nest so players can explore and fight the warriors within.
(A wall of suggestions) If the player maxes down all the workers/warriors to a certain point, the queen would go deeper into the nest where a bunch of valuable items would spawn, alone with 10 warriors and 5 workers surrounding her. Once you kill the remaining progeny's, you can fight the queen and kill her. Perhaps have her drop a queen egg which you can raise and start your own colony except they would be neutral (tamed). You could go inside the nest and collect whatever you want which makes the interest in this eusocial mob more higher; but will make the eusocial mob less valuable due to such farming.
Should be really simple and nice, my other suggestions other than the hierarchy system in the first paragraph is up to you to decide if you want to. Maybe make more suggestions to great the value of the mob, but having a unique mob like this is a first time in minecraft and is cool.
In a nutshell; workers search for material to build the nest (if you want, you could consider having them search for food, and they'd attack players for food) and warriors protect the nest (hang around the entrance of the nest and inside, never actually leaving) and the queen spawns warriors/workers. I could suggest more to make the mob more interesting but that would only make things more complicated though can be relatively simple (like having a few warriors following group of workers for protection when foraging). I predict that you would most likely want it as a hostile mob with rare drops.
I like weather.
This is pretty much the basics of a functional eusocial system and I imagine should be easy to program. You wouldn't even know complication in a eusocial system until you've dug a hole into the complicated systems of communication and behaviors that modern eusocial organisms have.
Here's a little diagram of the most basic form of eusociality (don't be intimidated by the amount of progeny's of the queen, that's just for show).
Worker: Search for material to build nest or search for food (Pigs, cows, player, villagers; anything really). Or you could remove the nest building part and just have them forage for food as an enemy.
Warriors: Protect the queen and workers while foraging (reinforcement). Deal more damage and has more health than standard workers.
Queen: Produce progeny's to ensure her existence (could be a boss if you choose so).
Like a wolf pack but with a highly distinguished hierarchy system.
I like weather.
What most modders would probably do with it is a boss that spawns other mobs. They could also make a second mob that spawns outside of the hive or what ever and goes off in a random direction being very hostile. That's about as close to such a complex system as your going to get. As you can see though it will be 2-3 mobs in one that will likely have to be spawned in groups so a little spammy. Examples of what it could look like is sort of like the crimson portal in thaumcraft 4 just with different mob ai. What I really want to see mowzie do though is more powerful rare mobs like he has been doing because his animations are so good.
Well no because all the mobs spawn where the queen is in the nest, they protect the nest and the entrance with the queen in it. If any intruders attempt to get in the warriors attack (swarm the intruder/prey in shear numbers). When the colony is hungry, workers from the colony leave the nest along with a few warriors to search for food or material to build the nest. You can have 50 mobs and it won't be laggy.
And your main point being that modders prefer not to make systems like this (it's very basic I don't see the big deal) this would make this eusocial mob unique in the mod.
I like weather.
And I'd rather have a mob like this instead of a boring, boss mob that rarely spawns that you see in most mods. I got quite bored with Mo' creatures because the mobs weren't really unique or interesting in any special way, same used abilities and what not in dozens of mods before. If you want a mod like that you don't even have to get a mod, just play Vanilla minecraft because that's the gist of the overused formula. A few rare mobs isn't bad, but having your mod cluttered with it with nothing particularly interesting will just bored the player unless it's actually worth it or interesting to have like with the fossil and archaeology mod (In which you have to mine and dig and look for new dinosaurs, also constantly updated) or even the Twilight mod.
I like weather.
you don't want it to be any where near the limit though because peoples computers vary and usually there are other mods, it's best to simplify things as much as possible to prevent issues. Having workers spawn outside would prevent possible path finding issues and you wont really see much difference also a simple behavior like wandering around will do a good job of mimicking gathering in a simple way. If you want something more complex it is possible to make mobs build or collect blocks but getting one to do both would be a huge challenge. Giving each colony a hunger meter will be a problem because it means additional stored data for each hive and co operation between mobs is hard. The best way would simply be to fake this by having a separate spawn not associated to the hive spawning a group or an event that spawns some randomly. These are suggestions that would simplify ideas you have presented to a more manageable based off what I've seen done before.
Gobi's picture has made me long for a night fury again. Fast flying nearly invisible bomber with a cool sound and on top of that it's cute. Probs favorite dragon it kicked op spyro out of top slot. I think it would be cool to have a breacher mob that didn't destroy blocks, you know something that helps other mobs get into your base to wreak havoc on you stuff but not destroy the place like a creeper. It was something I was going to suggest to thaumcraft thinking a mob that used portable hole would do the trick but I never got around to it. Now i don't even know if portable hole will be in next thaumcraft. I've seen items that attract mobs unless a player is around and I've seen too blocks be linked together as a portal. So i was thinking something that teleports like an ender man but leaves portals behind for other mobs to follow. So those are my suggestions for the moment a dragon like bomber and a portaly path maker.
Oh, sure! Yeah, the tribesmen I'm working on right now work almost exactly like this.