Oh! Well, the foliaath can only spawn on grass and leaves; there's no requirements about being under trees, but seeing as that's most of the jungle, it makes sense that that would be the case most of the time. Other mobs by default are explicitly coded to need grass to spawn. TFC must override that on vanilla mobs to use their dirt/grass? It seems like you'll have to override that to get it to work.
They've replaced the vanilla mobs with their own versions, that spawn on their own dirt and grass. I also noticed your mobs don't show up on journey map's minimap, which is weird because your mod is the first time I've seen it miss picking up new mobs!
The foliaath must spawn on the modded leaves, then fall through them. TFC's leaves you can push your way through. You've pointed me in the right direction, now I just need to see if I can override it with Just Another Spawner.
Is there any way to tell the Barakoa what mobs to target/hunt? I've noticed they attack vanilla mobs, but don't target mod mobs all the time.
They've replaced the vanilla mobs with their own versions, that spawn on their own dirt and grass. I also noticed your mobs don't show up on journey map's minimap, which is weird because your mod is the first time I've seen it miss picking up new mobs!
The foliaath must spawn on the modded leaves, then fall through them. TFC's leaves you can push your way through. You've pointed me in the right direction, now I just need to see if I can override it with Just Another Spawner.
Is there any way to tell the Barakoa what mobs to target/hunt? I've noticed they attack vanilla mobs, but don't target mod mobs all the time.
Not a clue why Journeymap would miss them.
That makes sense, I suppose.
I've explicitly coded them to attack cows, chickens, pigs, and sheep. "Game" animals, so to speak. I could change this to any mob that is classified as a creature, but then they'd kill horses and such too. And probably any modded mobs. It would just rid the savanna of life.
Frankly, it doesn't add much to gameplay. In fact, it just makes finding food in the savanna harder.
Not a clue why Journeymap would miss them.
That makes sense, I suppose.
I've explicitly coded them to attack cows, chickens, pigs, and sheep. "Game" animals, so to speak. I could change this to any mob that is classified as a creature, but then they'd kill horses and such too. And probably any modded mobs. It would just rid the savanna of life.
Frankly, it doesn't add much to gameplay. In fact, it just makes finding food in the savanna harder.
Really? Weird...I could have sworn I saw them fighting vanilla zombies at some point. Maybe they shot a zombie when they were trying to shoot at me and maybe that started the fight. I think I can override the spawning only on vanilla grass issue, but I'll have to do some testing.
As far as journey map, what are your mobs classified as? Ambient, creature, monster, or something else? It's weird, because even when there isn't a sprite to show the mob, it uses a generic white arrow to show you that something is at least there and which way it's facing. In all the mob mods I've tried this is the only one that doesn't show on the map.
Regarding the armornaught or whatever it's called...you stated that it's spawn was based on ore generation? Well, that the room it spawns in is? Can you explain that a bit? I'm hoping I can add it to the ore generation settings in TFC too.
Really? Weird...I could have sworn I saw them fighting vanilla zombies at some point. Maybe they shot a zombie when they were trying to shoot at me and maybe that started the fight. I think I can override the spawning only on vanilla grass issue, but I'll have to do some testing.
As far as journey map, what are your mobs classified as? Ambient, creature, monster, or something else? It's weird, because even when there isn't a sprite to show the mob, it uses a generic white arrow to show you that something is at least there and which way it's facing. In all the mob mods I've tried this is the only one that doesn't show on the map.
Regarding the armornaught or whatever it's called...you stated that it's spawn was based on ore generation? Well, that the room it spawns in is? Can you explain that a bit? I'm hoping I can add it to the ore generation settings in TFC too.
Yeah, they fight zombies too.
Good thinking, but they're all monsters. That is strange...
Not ore generation, just world generation in general. If Terra Firma Craft lets mods generate structures, it should still work. Unless... Does Terra Firma Craft change the heights of sea level and world limits?
Hey BobMowzie, I got an idea for something. What about some kind of in game book describing the mobs? I made a page that could possibly describe the foliaths, just to show you what I mean. The colors are faded on purpose, by the way.
EDIT:Forgot to put the picture in. Fail. Here it is now.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Undead-At-Arms: A large skeleton with three heads that has two stages, the first of them possessing and random chosen ability.
When encountering this skeleton, you will usually find it terrorizing villagers and villages in any way possible. Upon spotting you however, the skeleton will draw it's weapon, which are either of these three. A Magical Stave, A Musket, or A Bow. Upon attacking the skeleton, you will yield no damage to the thing. In retaliation, the skeleton will rapidly attack with melee strikes from it's weapon or shots based on how far you are. The unique trait of an Undead-At-Arms is it's random weapons with one common feature. The projectiles it fires bounces at least once if it hits a block. If this projectile fires back at the Undead-At-Arms, it will take a considerable amount of damage and then stay stunned for a few seconds as the three heads curse and argue with eachother. Once the Undead-At-Arms has taken enough self damage, it will split into a bunch of bones then reform into 3 smaller skeletons. One will have a stave, another a musket, then the last a bow and arrow. These skeletons can all only take damage from accidentally attacking eachother while fighting off the player.
Undead-At-Arms: A large skeleton with three heads that has two stages, the first of them possessing and random chosen ability.
When encountering this skeleton, you will usually find it terrorizing villagers and villages in any way possible. Upon spotting you however, the skeleton will draw it's weapon, which are either of these three. A Magical Stave, A Musket, or A Bow. Upon attacking the skeleton, you will yield no damage to the thing. In retaliation, the skeleton will rapidly attack with melee strikes from it's weapon or shots based on how far you are. The unique trait of an Undead-At-Arms is it's random weapons with one common feature. The projectiles it fires bounces at least once if it hits a block. If this projectile fires back at the Undead-At-Arms, it will take a considerable amount of damage and then stay stunned for a few seconds as the three heads curse and argue with eachother. Once the Undead-At-Arms has taken enough self damage, it will split into a bunch of bones then reform into 3 smaller skeletons. One will have a stave, another a musket, then the last a bow and arrow. These skeletons can all only take damage from accidentally attacking eachother while fighting off the player.
It sounds like a neat concept (basically the same as a ghast, but only being able to die from the reflected projectile), but in practice it seems like it would be really annoying. You can't really fight it off since the projectiles aren't things you can "hit" and throw back at it. Meanwhile, there's a monster that's bombarding you with attacks, and the only way to kill it is to somehow get it to fire at you when you've got a block directly between you and it, so that the projectile can reflect off said block. The other problem I see is, if the 3 reassembled skeletons are only going to die from fighting each other, there will always be at least 1 left, leaving you with an indestructible enemy.
Hey BobMowzie, I got an idea for something. What about some kind of in game book describing the mobs? I made a page that could possibly describe the foliaths, just to show you what I mean. The colors are faded on purpose, by the way.
EDIT:Forgot to put the picture in. Fail. Here it is now.
Currently only adding 3 mobs (counting the tribe as 1) this seems a little unnecessary. Also, if a book was made, I'd personally find it more interesting if it was more lore-ish, rather than a tutorial on how to fight the mob, and their mechanics. That kind of takes the fun out of it.
Also there's a small problem with your idea: when the first of the 3 skeletons die , one of the skeletons is bound to live , and it can't be damaged. In other words , you can't win.
Hey BobMowzie, I got an idea for something. What about some kind of in game book describing the mobs? I made a page that could possibly describe the foliaths, just to show you what I mean. The colors are faded on purpose, by the way.
EDIT:Forgot to put the picture in. Fail. Here it is now.
Someone has suggested this before, yeah. As neat as that is, writing a guidebook distances the mobs from the vanilla game. I want them to feel like a part of Minecraft, not something added in separately.
Undead-At-Arms: A large skeleton with three heads that has two stages, the first of them possessing and random chosen ability.
When encountering this skeleton, you will usually find it terrorizing villagers and villages in any way possible. Upon spotting you however, the skeleton will draw it's weapon, which are either of these three. A Magical Stave, A Musket, or A Bow. Upon attacking the skeleton, you will yield no damage to the thing. In retaliation, the skeleton will rapidly attack with melee strikes from it's weapon or shots based on how far you are. The unique trait of an Undead-At-Arms is it's random weapons with one common feature. The projectiles it fires bounces at least once if it hits a block. If this projectile fires back at the Undead-At-Arms, it will take a considerable amount of damage and then stay stunned for a few seconds as the three heads curse and argue with eachother. Once the Undead-At-Arms has taken enough self damage, it will split into a bunch of bones then reform into 3 smaller skeletons. One will have a stave, another a musket, then the last a bow and arrow. These skeletons can all only take damage from accidentally attacking eachother while fighting off the player.
Reflecting projectiles can be a cool mechanic, but a skeleton wielding a musket, sword, or stave has little to do with this mechanic. There's also no justification as to how you can't damage it otherwise. I often find that (in a lot of game development) undead enemies are default designs when a better theme has yet to come to mind. But there's wasted design potential there.
Currently only adding 3 mobs (counting the tribe as 1) this seems a little unnecessary. Also, if a book was made, I'd personally find it more interesting if it was more lore-ish, rather than a tutorial on how to fight the mob, and their mechanics. That kind of takes the fun out of it.
It sounds like a neat concept (basically the same as a ghast, but only being able to die from the reflected projectile), but in practice it seems like it would be really annoying. You can't really fight it off since the projectiles aren't things you can "hit" and throw back at it. Meanwhile, there's a monster that's bombarding you with attacks, and the only way to kill it is to somehow get it to fire at you when you've got a block directly between you and it, so that the projectile can reflect off said block. The other problem I see is, if the 3 reassembled skeletons are only going to die from fighting each other, there will always be at least 1 left, leaving you with an indestructible enemy.
I can assure you that Mowzie will turn the mob itself down because it's a Skeleton. The "scaring villagers" mechanic...doesn't seem very original considering how zombies already do that.
Also there's a small problem with your idea: when the first of the 3 skeletons die , one of the skeletons is bound to live , and it can't be damaged. In other words , you can't win. And what if you are in a plain with no , you know , walls which force the projectile to bounce back at the MOB?
Also is it just me or are people really into my suggested mechanic of the self-damaging mob now?
You know how I think, heheh.
I guess so? Doesn't seem like we're getting much further with it.
Someone has suggested this before, yeah. As neat as that is, writing a guidebook distances the mobs from the vanilla game. I want them to feel like a part of Minecraft, not something added in separately.
Good point. At the very least, can I keep making fan art, and could you put it on the op?
EDIT:What of someone made a side mod that gives vanilla minecraft mobs pages in a book like that.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Of course you can keep making stuff! I can't put it on the OP, though... You wrote some stuff that I can't call official. Sorry.
Thats a neat idea!
Oh I can get rid of that. I'm assuming the talk about the "King" Or "Queen" Foliath? That was a jab/nod at the previous requests for something along those lines. Just tell me what you want me to put on the pictures, and i'll put them on
Rollback Post to RevisionRollBack
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Oh I can get rid of that. I'm assuming the talk about the "King" Or "Queen" Foliath? That was a jab/nod at the previous requests for something along those lines. Just tell me what you want me to put on the pictures, and i'll put them on
That's the big one, yeah. Still, though, I need to keep full control over my OP. Sorry.
Hey Mowzie. I have got a cool idea for a mob to add.
Why not add a large horse-rhinocerous-like beast that lives on the plains. They are very territorial and will attack you if you get too close. They have two ways of attacking you. They can either simply beat you with there horn and they also have the ability to create an earthquake beneath your feet. They do this by standing on their hind legs for one second(just like a minecraft horse) and then they hit the ground with their front legs so hard that the intense vibrations will cause an earthquake underneath where you are standing, causing you to fall to your death. The earthquake can be up to 30 blocks deep.
One thing I really like about your mod is the amazing and realistic animation, especiantly with the Foliath, and I will love to see how you would animate an actual earthquake in minecraft.
Hey Mowzie. I have got a cool idea for a mob to add.
Why not add a large horse-rhinocerous-like beast that lives on the plains. They are very territorial and will attack you if you get too close. They have two ways of attacking you. They can either simply beat you with there horn and they also have the ability to create an earthquake beneath your feet. They do this by standing on their hind legs for one second(just like a minecraft horse) and then they hit the ground with their front legs so hard that the intense vibrations will cause an earthquake underneath where you are standing, causing you to fall to your death. The earthquake can be up to 30 blocks deep.
One thing I really like about your mod is the amazing and realistic animation, especiantly with the Foliath, and I will love to see how you would animate an actual earthquake in minecraft.
I'm afraid there are a few issues here. First, the plains biome is supposed to be rather safe compared to other biomes. This mob would do better in the Mesa biome. Next, I feel like designing the mob as simply a large rhinoceros is missing out on some design opportunities. The biggest issue is the earthquake mechanic. You propose that this mob can create a giant hole in the ground with an attack. The problem is that I won't make mobs that grief and I won't make one-hit-kill moves. It just wouldn't work.
I should mention too that an "actual earthquake" would just resemble the camera shaking for a while as everything takes damage.
Well it has an 80% rating on Rotten Tomatoes so there's that
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
They've replaced the vanilla mobs with their own versions, that spawn on their own dirt and grass. I also noticed your mobs don't show up on journey map's minimap, which is weird because your mod is the first time I've seen it miss picking up new mobs!
The foliaath must spawn on the modded leaves, then fall through them. TFC's leaves you can push your way through. You've pointed me in the right direction, now I just need to see if I can override it with Just Another Spawner.
Is there any way to tell the Barakoa what mobs to target/hunt? I've noticed they attack vanilla mobs, but don't target mod mobs all the time.
Not a clue why Journeymap would miss them.
That makes sense, I suppose.
I've explicitly coded them to attack cows, chickens, pigs, and sheep. "Game" animals, so to speak. I could change this to any mob that is classified as a creature, but then they'd kill horses and such too. And probably any modded mobs. It would just rid the savanna of life.
Frankly, it doesn't add much to gameplay. In fact, it just makes finding food in the savanna harder.
Really? Weird...I could have sworn I saw them fighting vanilla zombies at some point. Maybe they shot a zombie when they were trying to shoot at me and maybe that started the fight. I think I can override the spawning only on vanilla grass issue, but I'll have to do some testing.
As far as journey map, what are your mobs classified as? Ambient, creature, monster, or something else? It's weird, because even when there isn't a sprite to show the mob, it uses a generic white arrow to show you that something is at least there and which way it's facing. In all the mob mods I've tried this is the only one that doesn't show on the map.
Regarding the armornaught or whatever it's called...you stated that it's spawn was based on ore generation? Well, that the room it spawns in is? Can you explain that a bit? I'm hoping I can add it to the ore generation settings in TFC too.
Yeah, they fight zombies too.
Good thinking, but they're all monsters. That is strange...
Not ore generation, just world generation in general. If Terra Firma Craft lets mods generate structures, it should still work. Unless... Does Terra Firma Craft change the heights of sea level and world limits?
Hey BobMowzie, I got an idea for something. What about some kind of in game book describing the mobs? I made a page that could possibly describe the foliaths, just to show you what I mean. The colors are faded on purpose, by the way.
EDIT:Forgot to put the picture in. Fail. Here it is now.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Here's an idea for a self damaging mob:
Undead-At-Arms: A large skeleton with three heads that has two stages, the first of them possessing and random chosen ability.
When encountering this skeleton, you will usually find it terrorizing villagers and villages in any way possible. Upon spotting you however, the skeleton will draw it's weapon, which are either of these three. A Magical Stave, A Musket, or A Bow. Upon attacking the skeleton, you will yield no damage to the thing. In retaliation, the skeleton will rapidly attack with melee strikes from it's weapon or shots based on how far you are. The unique trait of an Undead-At-Arms is it's random weapons with one common feature. The projectiles it fires bounces at least once if it hits a block. If this projectile fires back at the Undead-At-Arms, it will take a considerable amount of damage and then stay stunned for a few seconds as the three heads curse and argue with eachother. Once the Undead-At-Arms has taken enough self damage, it will split into a bunch of bones then reform into 3 smaller skeletons. One will have a stave, another a musket, then the last a bow and arrow. These skeletons can all only take damage from accidentally attacking eachother while fighting off the player.
It sounds like a neat concept (basically the same as a ghast, but only being able to die from the reflected projectile), but in practice it seems like it would be really annoying. You can't really fight it off since the projectiles aren't things you can "hit" and throw back at it. Meanwhile, there's a monster that's bombarding you with attacks, and the only way to kill it is to somehow get it to fire at you when you've got a block directly between you and it, so that the projectile can reflect off said block. The other problem I see is, if the 3 reassembled skeletons are only going to die from fighting each other, there will always be at least 1 left, leaving you with an indestructible enemy.
Currently only adding 3 mobs (counting the tribe as 1) this seems a little unnecessary. Also, if a book was made, I'd personally find it more interesting if it was more lore-ish, rather than a tutorial on how to fight the mob, and their mechanics. That kind of takes the fun out of it.
I pretty much said the same thing 2 posts back.
Someone has suggested this before, yeah. As neat as that is, writing a guidebook distances the mobs from the vanilla game. I want them to feel like a part of Minecraft, not something added in separately.
Reflecting projectiles can be a cool mechanic, but a skeleton wielding a musket, sword, or stave has little to do with this mechanic. There's also no justification as to how you can't damage it otherwise. I often find that (in a lot of game development) undead enemies are default designs when a better theme has yet to come to mind. But there's wasted design potential there.
Another good point.
That too, but that can be reworked easily.
You know how I think, heheh.
I guess so? Doesn't seem like we're getting much further with it.
Good point. At the very least, can I keep making fan art, and could you put it on the op?
EDIT:What of someone made a side mod that gives vanilla minecraft mobs pages in a book like that.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Of course you can keep making stuff! I can't put it on the OP, though... You wrote some stuff that I can't call official. Sorry.
Thats a neat idea!
Oh I can get rid of that. I'm assuming the talk about the "King" Or "Queen" Foliath? That was a jab/nod at the previous requests for something along those lines. Just tell me what you want me to put on the pictures, and i'll put them on
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
That's the big one, yeah. Still, though, I need to keep full control over my OP. Sorry.
Hey Mowzie. I have got a cool idea for a mob to add.
Why not add a large horse-rhinocerous-like beast that lives on the plains. They are very territorial and will attack you if you get too close. They have two ways of attacking you. They can either simply beat you with there horn and they also have the ability to create an earthquake beneath your feet. They do this by standing on their hind legs for one second(just like a minecraft horse) and then they hit the ground with their front legs so hard that the intense vibrations will cause an earthquake underneath where you are standing, causing you to fall to your death. The earthquake can be up to 30 blocks deep.
One thing I really like about your mod is the amazing and realistic animation, especiantly with the Foliath, and I will love to see how you would animate an actual earthquake in minecraft.
I'm afraid there are a few issues here. First, the plains biome is supposed to be rather safe compared to other biomes. This mob would do better in the Mesa biome. Next, I feel like designing the mob as simply a large rhinoceros is missing out on some design opportunities. The biggest issue is the earthquake mechanic. You propose that this mob can create a giant hole in the ground with an attack. The problem is that I won't make mobs that grief and I won't make one-hit-kill moves. It just wouldn't work.
I should mention too that an "actual earthquake" would just resemble the camera shaking for a while as everything takes damage.
Might I suggest adding this bit to your OP? Seems like a lot of suggestions come through with the same type of problem.
Mowzie's Mobs version 1.3 for Minecraft 1.10.2 is out!
Are ... you kidding me ? AWESOME !!
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn