It's really cool from you to listen to the fans, Dr. Zhark
I would've suggested something if i actually had a suggestion, and have the time to read the suggestions so i don't re-suggest something
I do wonder when the list of suggested mobs will be updated, as well as some news about wich ones the creator of this wonderfull mod is currently working on. It would be really good to know what DrZark is thinking about our suggestions.
You can a koala who only eats sugar canes and to give him the sugar canes right click on him with the sugar canes in your hand and then hes tamed.
He is found in swamp biomes .You can a koala who only eats sugar canes and to give him the sugar canes right click on him with the sugar canes in your hand and then hes tamed.
I do wonder when the list of suggested mobs will be updated, as well as some news about wich ones the creator of this wonderfull mod is currently working on. It would be really good to know what DrZark is thinking about our suggestions.
I can try to update this list soon, but I don't know how often DrZhark reads the suggestions or what his plans are for what he wants to do with the mod next. I hope that at least partially answers your question. Thanks for posting.
Bats do not attack people, they should be tamable, and you should have to feed them fish, seeds, apples, or flies/moths.
They should remove the aggressive wolves, they make the game confusing for some people.
It's me who is thanking you for your hard work. I consider it will be a hard and long job of checking trough all the posts of this topic (wich counts to 714 with my last reply). 36 pages of replies is a whole lot to check trough and some help would be for the greater good of this thread.
I am currently thinking of giving some help by making an offline list that would consist of the vanilla mobs, the actual mobs of the mod and the mobs that are proposed in this thread (list that would be made with MS Excel or Word). But it may take a while because of real life and the fact that I'm putting most of my time into job hunting.
Iguana: Medium rarity (About as rare as Vanilla wolves) found only in Desert and Jungle, and can change it's color to the skin of the top of the block it's standing on. Tameable. There is a rare variant which can walk up walls, it has 3 horns instead of 2.
sabertooth cat: spawn in all biomes but swamps, tameable (cubs only), wild adults are hostile to players when hungry, breedable, rideable, and helps protect you, cannot be killed by skeletons or zombies
My main worry with this mod is not introducing new creatures, but changing some details about the current ones.
First of all, I do not like current additions to the Nether. Sorry, but I turn them off. In Minecraft all Nether mobs are completely different, weird, from Overworld mobs. They add to the tense, otherworld atmosphere of the Nether and also drop awesome things. But scorpions and rats are normal, Overworld creatures. They do not add to the atmosphere, do not drop good things, while creating more danger.
Secondly, I turn off Werewolfs. I like the idea of them transforming. And that is the only thing that somehow distinguishes them. Yes, it is supposed to be hard to fight them at night. But now it is not hard, it is tedious. While they have a lot of health, when they attack you they just jump at you from one spot! No circling the player, jumping over his head, running near the player and swiping at him, running away and again attacking. So much possibilties to make the incounter with a werewolf into an awesome test of skills! Instead, if you do not have a gold sword, you just stand and spam the sword in one direction, werewolf is knocked back and jumps at you from the same spot again, and again, and again! And when you kill him, he drops a useless golden apple.
I think that werewolfs should be made rare, their bahaviour smarter and unpredictable, health lower (but still higher then other monster's) and in the next update they should drop new improved golden apples. And an instakill with a golden sword should be removed. Yes, it is authentic, but extra sword takes space in the already clumped inventory, it is not worth it.
Tl;dr: rats and scorpions should be removed from the Nether by default, werewolf behaviour, drop and default rareness changed.
Maybe you could put in griffons wich could be bred with one of the new horses your adding later to create a Hippogriff. Also the Griffon could be the fastest air mount but its very hard to find while the Hippogriff is the fastest on land and in the air.But in order to be bred with a horse you need a very special item to use on both of them in order for them to breed.
Well, I was using mo' creatures as an example because that happens with a lot of other mods. Mo' creatures isn't the only one that gets affecting by this (AtmosMobs for e.x.), I was just suggesting this because then the mod could be far more compatible with other mods. Unless you know an easy way to change this so it will work.
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The problem is that other modders are not checking the spawn location correctly. Instead of checking if the block is Grass, they should check if the block material is grass instead. That allows for far more compatibility.
This is referring to a game called Terrafirmacraft, sadly I love both of these mods, this adds a sweet animal environment, and the other adds a great terrain environment. The sad part of it is that I can't enjoy the animal part of it because of a spawning issue. I guess (according to bioxx, the author of terrafirmacraft) if you do what the message above says, then it could easily be fixed. So hopefully you read this, because I'm fairly certain there are other mods out there that also might add other dirts, so that would improve compatibilities with other mods as well.
I have an idea of a mob you should add. A red panda. If the picture doesn't show up here is a link to Wikipedia http://en.wikipedia....wiki/Red_panda. They should spawn in forest, rarely jungle, taiga, and tundra. They should be tamed with bamboo. If you don't want to add bamboo it should be sugarcane. When you tame them if you right click on them it should be like riding a horse but you are the red panda. So it can retrieve items for you in 1 block high areas and such. It would be like an ocelot where it runs from you but you hold the food in your hand and sneak and it comes up to you and you feed it. I would gladly appreciate if you put this in. But you don't have to of course. Oh I forgot! It's neutral and will attack you if you sprint up to it or hurt it. It also sprints away.
I would've suggested something if i actually had a suggestion, and have the time to read the suggestions so i don't re-suggest something
He is found in swamp biomes .You can a koala who only eats sugar canes and to give him the sugar canes right click on him with the sugar canes in your hand and then hes tamed.
He is found in swamp biomes .
I can try to update this list soon, but I don't know how often DrZhark reads the suggestions or what his plans are for what he wants to do with the mod next. I hope that at least partially answers your question. Thanks for posting.
They should remove the aggressive wolves, they make the game confusing for some people.
I am currently thinking of giving some help by making an offline list that would consist of the vanilla mobs, the actual mobs of the mod and the mobs that are proposed in this thread (list that would be made with MS Excel or Word). But it may take a while because of real life and the fact that I'm putting most of my time into job hunting.
First of all, I do not like current additions to the Nether. Sorry, but I turn them off. In Minecraft all Nether mobs are completely different, weird, from Overworld mobs. They add to the tense, otherworld atmosphere of the Nether and also drop awesome things. But scorpions and rats are normal, Overworld creatures. They do not add to the atmosphere, do not drop good things, while creating more danger.
Secondly, I turn off Werewolfs. I like the idea of them transforming. And that is the only thing that somehow distinguishes them. Yes, it is supposed to be hard to fight them at night. But now it is not hard, it is tedious. While they have a lot of health, when they attack you they just jump at you from one spot! No circling the player, jumping over his head, running near the player and swiping at him, running away and again attacking. So much possibilties to make the incounter with a werewolf into an awesome test of skills! Instead, if you do not have a gold sword, you just stand and spam the sword in one direction, werewolf is knocked back and jumps at you from the same spot again, and again, and again! And when you kill him, he drops a useless golden apple.
I think that werewolfs should be made rare, their bahaviour smarter and unpredictable, health lower (but still higher then other monster's) and in the next update they should drop new improved golden apples. And an instakill with a golden sword should be removed. Yes, it is authentic, but extra sword takes space in the already clumped inventory, it is not worth it.
Tl;dr: rats and scorpions should be removed from the Nether by default, werewolf behaviour, drop and default rareness changed.
Sorry for rumbling *embarrased*.
LOL A koala in a swamp...oh brother. (Jungles...hello!)
This is referring to a game called Terrafirmacraft, sadly I love both of these mods, this adds a sweet animal environment, and the other adds a great terrain environment. The sad part of it is that I can't enjoy the animal part of it because of a spawning issue. I guess (according to bioxx, the author of terrafirmacraft) if you do what the message above says, then it could easily be fixed. So hopefully you read this, because I'm fairly certain there are other mods out there that also might add other dirts, so that would improve compatibilities with other mods as well.
Horses: Running sounds, special running animations, block style hay bale.
New Mobs:
Orcs and Ents (Thanks to the Lord of the Rings)
Thanks,
Ewery1