Is it possible to plant the baby foliaath and if so how? I've been trying to their plant seeds like normal Minecraft seeds but it ain't working so I guess theirs another way?
Is it possible to plant the baby foliaath and if so how? I've been trying to their plant seeds like normal Minecraft seeds but it ain't working so I guess theirs another way?
You need to plant them on tall grass. (the plant, not the block)
Download: MOWZIE'S MOBS HAS TWO DEPENDENCIES AND WILL NOT RUN WITHOUT THEM Please install the latest 1.10.2 version of Minecraft Forge and the 1.10.2 version 1.7.2 of LLibrary to run Mowzie's Mobs.
(Yeah, I missed it the first time, too.)
Rollback Post to RevisionRollBack
Praise be Ro-naza, greatest among the thaumaturges!
After thinking about ideas for mobs for the End, I came up with this one idea that utilizes the power of planeswalking
Rift Vampires
Rift Vampires are abhorrent, alien creatures that dwell in outer space and are characterized by their ravenous appetite for blood. The creature uses its enormous talons to capture its prey, grappling and crushing the unfortunate and then draining the victim's blood through its tubular suckers. Although these creatures are corporeal and can be killed, they often reside in an alternate reality called the Rift, an alternate dimension to the material plane. After it has fed, a Rift Vampire will quickly depart, with an eerie, ghastly laughter following in its wake.
When the player encounters a Rift Vampire in the End, the creature will appear as mass of eerie partial effects that will peruse the player. That, and the sardonic, preternatural titter it makes, both herald the imminent arrival of a Rift Vampire, in which the player keep a lookout for when traversing the End. When in the Rift, the creature is not only invisible, but also completely immune to all forms of damage, whether it by environmental or from the player. However, the creature is also unable to attack the player when in the Rift, and will need to leave it before it begins its assault. When out of the Rift, a Rift Vampire could fire beams of electrical energy from it's talon's as it's main method of combat, but will sometimes try to grab the player to consume their blood, in which the player will need to hit them to make them let go.
Upon death, a Rift Vampire could have a chance to drop an item called the Planeswalker Shard, which will allow the the player to enter the Rift for twenty seconds, or when the player chooses to leave the Rift by toggling it.. In the Rift, they will be immune to all forms of damage and will pass through all mobs, but cannot inflict damage onto mobs, destroy blocks, or pick up items.
well when it roars it is less aware of anything else during that state and what also happens is that it chest glows red which where it's heart is and where it's storing energy and by use of terrain I mean by jumping from cliff side to cliff side and shooting projectiles from a far distance.
Sorry, but the idea seems disunified. I'm going to have to turn it down.
Yes, they are small creatures that use packed ice as armor, and combine themselves to deal with foes.
Some of them will divide themselves up for certain purposes, such as creating arms, to throw large structures, or use them as a club. As they get larger, it gets more and more humanoid, but also bulkier and bulkier, and eventually lock up from the packed ice becoming too cumbersome to allow movement.
The moving ice spikes part is a sign of their presence, as they will use it as bait, to attract curious minds. Even when they are small, they can burrow through snow and ice just to move structures, and will reassemble them, piece by piece.
This is cool stuff, but I don't think I can actually achieve some of these things in Minecraft. Worth holding on to.
I have a suggestion for the savanna, but you already have the barakoa is already a thing, so maybe it could be used for the desert instead. If so, maybe it could be more of a sphinx.
Since when most think of a savanna they think of lions, hyenas or cheetahs, it's supposed to be a savanna predator. It's called a corocot, which is a shortening of the Latin word corocottas, which means animal. The corocot itself is the size of a sheep and has the body of a lion, the tail of a cheetah, the head of an African wild dog and it's patterning, or alternatively the patterning of a hyena, it also has a mane running down from its head down to its tail. It also has glowing yellow eyes in the night, which gives a warning before it uses its signature attack.
Its main attack is where it dashes towards its prey with the speed of a cheetah, when it catches up to the prey, it will either bite or claw at them, sometimes killing them instantly, if not it will just use some other attacks to finish off the last of its health. It only uses this attack when hunting prey, like pigs, sheep, cattle, zombies, and the player. It will also use this when one comes to close to its den. When it kills prey, it will hold all of the items in its mouth, but only one will be visible hanging out of its mouth, the items can only be obtained by killing the corocot, this all applies if the player is killed. If the player is killed and it's items held by the corocot the mob will not despawn. While the corocot holds the preys items it will slowly walk back to the den, if any mob gets within fifteen blocks, it will be attacked as it is seen to be a scavenger. In truth, only two mobs will attack the corocot for the items, that is the zombie and the spider. It will then pick up the newly killed mobs drops, and the old drops will be deleted, unless the old drops are those of a player, in which case the items will not be switched if deleted.
The den of the corocot is usually under a tree, on a large rock, or in a cave near the surface, you can tell it is a corocot den by a unique patterning on the rocks/tree, which are three giant claw marks, instead it could be 'fur particles', which would be like smoke particles, but yellow, which are supposed to be shedded fur. In the den there may be a cub or two, which I currently have no ideas for. Perhaps they could be tamable as a hunting animal, which run after prey. Though that may not fit with the mod or minecraft.
It would also be hunted by barakoa, in response it would just run away, like it would anytime its about to die, however it runs away automatically.
It would have fourty health like an enderman, and deal extreme damage when it charges into prey, but still deal a lot on its normal attack. They drop a few random items from other mobs, along with its head, it's claws, and its fur coat, which I don't have any further ideas for.
Sorry for it it being so long. I hope you like it.
Sorry, but it's a pretty standard tooth-and-claw. It just doesn't stand out. I'm afraid I have to turn it down.
Mowzie, since there is a huge suggestion wave right now, can I post a small revision of the Golem idea I had, since it only had the battle part and not all the other stuff like the drops or the "How to engage the battle" part?
Well, if anyone can figure out why the ferrous wroughtnaut's drops (axe does not render on the player, and neither does the helmet, the icons are also black and purple) aren't rendering properly, plus the sol visage, let me know.
This is effectively my modlist on 1.10.2 at the moment:
I've been having trouble downloading this mod, I don't know how to fix it, I'll show the issue below:
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 1/27/17 4:40 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Mowzie's Mobs (mowziesmobs)
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/server/entity/wroughtnaut/EntityWroughtnaut
at com.bobmowzie.mowziesmobs.MowziesMobs.onPreInit(MowziesMobs.java:55)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:600)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:614)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:257)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:439)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.server.entity.wroughtnaut.EntityWroughtnaut
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 38 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/server/entity/MowzieEntity
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 40 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.server.entity.MowzieEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 154842688 bytes (147 MB) / 331546624 bytes (316 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2185 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2185.jar)
UCH Forge{12.18.3.2185} [Minecraft Forge] (forge-1.10.2-12.18.3.2185.jar)
UCH mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCE mowziesmobs{1.3.0} [Mowzie's Mobs] (mowziesmobs-1.3.0 (1).jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '3.3.11472 Compatibility Profile Context' Renderer: 'ATI Radeon HD 4200 '
Is it possible to plant the baby foliaath and if so how? I've been trying to their plant seeds like normal Minecraft seeds but it ain't working so I guess theirs another way?
The tooltip explains it. Just right click on the top of a standard grass block.
After thinking about ideas for mobs for the End, I came up with this one idea that utilizes the power of planeswalking
Rift Vampires
Rift Vampires are abhorrent, alien creatures that dwell in outer space and are characterized by their ravenous appetite for blood. The creature uses its enormous talons to capture its prey, grappling and crushing the unfortunate and then draining the victim's blood through its tubular suckers. Although these creatures are corporeal and can be killed, they often reside in an alternate reality called the Rift, an alternate dimension to the material plane. After it has fed, a Rift Vampire will quickly depart, with an eerie, ghastly laughter following in its wake.
When the player encounters a Rift Vampire in the End, the creature will appear as mass of eerie partial effects that will peruse the player. That, and the sardonic, preternatural titter it makes, both herald the imminent arrival of a Rift Vampire, in which the player keep a lookout for when traversing the End. When in the Rift, the creature is not only invisible, but also completely immune to all forms of damage, whether it by environmental or from the player. However, the creature is also unable to attack the player when in the Rift, and will need to leave it before it begins its assault. When out of the Rift, a Rift Vampire could fire beams of electrical energy from it's talon's as it's main method of combat, but will sometimes try to grab the player to consume their blood, in which the player will need to hit them to make them let go.
Upon death, a Rift Vampire could have a chance to drop an item called the Planeswalker Shard, which will allow the the player to enter the Rift for twenty seconds, or when the player chooses to leave the Rift by toggling it.. In the Rift, they will be immune to all forms of damage and will pass through all mobs, but cannot inflict damage onto mobs, destroy blocks, or pick up items.
It's not a bad idea. I'm not too keen on making End mobs, though.
You know how I asked you about a desert mob and you said people have suggested adding desert mobs. Well do you actually have any plans for one?
Yes.
I'd like to do my own take on the sandworm monster, and I have an idea for a snake charmer enemy that can transform into a flat painting on walls and travel along them.
hi um...not sure if your allowing creature ideas but I had one idea for a cave/jungle creatue,I know foliaath live in jungles already, but um....its just a idea
ummm here
QUAKER QUEZTLE
An aggressive ambush predator that will strike when prey is in reach. Quaker Queztle are stealthy hunters that ruthlessly ambush their targets. Whether in a thick fog that covers a Primal Forest or deep in underground lairs, these creatures will slither around, taking advantage of lack of visibility to attack unwary animals or hunters.
Biology-
Quaker as they are normally called are snake like creatures covered in feathers that have long serpentine like bodies with small though fully functional forelimbs that aid it in moving around on uneven ground. Quaker also have a large beak-like mouth similar to that of a parrot where it houses 2 hollow tusk like fangs that can spit venom up to 5-9 blocks, along with a thick Boney tail, with which it will either rattle as a warning or slam against the ground hard enough to uproot blocks and send players or mobs flying
Attacks-
Quake- A devastating ground attack. This attack happens when the Quaker slams it's hard Boney tail into the ground Creating a small wave of blocks
Screech-A noise attack this attack will drain the durability of armor if the player is too close, stand too close and you may lose your armor D:
Snap-A bite attack. The Quaker will use its tough beak to snap at players. Not safe for players wearing weak armor for this attack may wear down or even break armor
Spit- A Quakers venom is as dangerous as its teeth, watch out or if when you get hit you will be blinded and/or poisoned
Types
Despite being a creature who tends to live out it days safely underground Quaker come in 2 types normally
Cave Quakers-Which are a deep purple/Black and red combo
Tropical Quakers-Which are a bright rich combo of greens yellows reds and Blue
Unlike its tropical cousin, Cave Quakers are more aggressive AND LARGER and will Agro more quickly than tropical Quakers and its Attacks Last longer for example-whereas a tropical Quakers spit attack lasts 30 seconds a Cave Quakers lasts about 1:30
hi um...not sure if your allowing creature ideas but I had one idea for a cave/jungle creatue,I know foliaath live in jungles already, but um....its just a idea
ummm here
QUAKER QUEZTLE
An aggressive ambush predator that will strike when prey is in reach. Quaker Queztle are stealthy hunters that ruthlessly ambush their targets. Whether in a thick fog that covers a Primal Forest or deep in underground lairs, these creatures will slither around, taking advantage of lack of visibility to attack unwary animals or hunters.
Biology-
Quaker as they are normally called are snake like creatures covered in feathers that have long serpentine like bodies with small though fully functional forelimbs that aid it in moving around on uneven ground. Quaker also have a large beak-like mouth similar to that of a parrot where it houses 2 hollow tusk like fangs that can spit venom up to 5-9 blocks, along with a thick Boney tail, with which it will either rattle as a warning or slam against the ground hard enough to uproot blocks and send players or mobs flying
Attacks-
Quake- A devastating ground attack. This attack happens when the Quaker slams it's hard Boney tail into the ground Creating a small wave of blocks
Screech-A noise attack this attack will drain the durability of armor if the player is too close, stand too close and you may lose your armor D:
Snap-A bite attack. The Quaker will use its tough beak to snap at players. Not safe for players wearing weak armor for this attack may wear down or even break armor
Spit- A Quakers venom is as dangerous as its teeth, watch out or if when you get hit you will be blinded and/or poisoned
Types
Despite being a creature who tends to live out it days safely underground Quaker come in 2 types normally
Cave Quakers-Which are a deep purple/Black and red combo
Tropical Quakers-Which are a bright rich combo of greens yellows reds and Blue
Unlike its tropical cousin, Cave Quakers are more aggressive AND LARGER and will Agro more quickly than tropical Quakers and its Attacks Last longer for example-whereas a tropical Quakers spit attack lasts 30 seconds a Cave Quakers lasts about 1:30
Yes, Mowzie will allow creature mobs, and though his mod won't add many, it will have some. He plans on adding large, scary insects in the swamps, and he might also add vicious amphibians to go with them, he also plans on adding an anglerfish-like deep sea monster, stalkers which are also creatures(even though they will still be bipudal and very human looking) he also plans on adding massive, sky serpents, a lava kraken in the nether, Crystal Skuttlers which will be little insect like crystal clusters in caves, he will like to add his own take on a sandworm and his next mob will be called the Frostmaw which is a large, polar bear like beast, so it's kind of a creature. So yes, you are allowed to suggest creature mobs. BUT, the creature does have to be very good, like all the other mobs in the mod, and in my opinion, your idea does actually sound pretty decent.
A highly aggressive mountain creature Onkmet will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves.
Biology-
Solitary and stoic, Onkmet are yeti like monsters who have some of the toughest fur of any known monster. Its fur helps prevents cold air from touching their skin and can also prevent snow and ice from touching their skin. Their fur, which comes in both white and ashy bluish grey, has even been seen to be able to stop arrows from piercing through their skin. Surprisingly agile, Onkmet are jumpers, and can leap 30 blocks in the air if they need to. This also makes them extremely dangerous as this jump can lead to a devastating ground attack, where it will throw its entire body weight into the ground, crushing the player or any animal that's unlucky enough to get into it's way.
What should also be noted is the two large horns, protruding over each one of Onkmet’s eye, while it is unknown what these are for. It is believed to use these Boney growths as defense.
Attacks
Ground slam- A ground/air attack a Onkmet will leap into the air and slam itself into the ground
Fist pound- a devastating body attack. Onkmet will fling itself toward the player and slam one or both of its fists into the ground close by. If the player is lucky enough to dodge this attack watch out if the fist bump doesn't kill ya the after effects will.
Charge- a body attack. Onkmet will charge at a player lowering its head in an effort to skewer the player. Getting hit by this attack will give the player a bleed effect, which means the player will take damage over a length of time.
Boulder toss- A environmental attack. Onkmet are strong and will hurl boulders or large clumps of snow. If hit with a snow attack you will get “frostbite” which is a combo of both miners fatigue and slowness. The effect lasting 2 minutes.
Types
Being a creature of the mountains, Onkmet come in 2 colors
Rocky Onkmet -Ashy grey or bluish grey
Normal Onkmet -White or snowy blue
Zezhuanth(I)
(Pic drawn by me)
These giant herbivores are peaceful towards players unless their young are threatened. Their long necks let them eat hard-to-reach leaves and nuts,
Biology
Zezhuanthi are large herbivores who enjoy spending most of their time munching on leaves nuts and tree bark as opposed to fighting. They are quite calm until provoked. If attacked by predators, they'll attempt to crush their foes or use their powerful necks to attack foes. If a member of their herd is attacked, one Zezhuanth may attack to protect that member. They have even been seen taking on some large predatory creatures though they prefer to run away
Despite its appearance, the tusk on Zezhuanth are nowhere near useless. Their main use is to dig into the dirt for seeds or to pull up leaf matter to tend to nests. Zezhuanth will also use them as a defense, but many decide against it since the teeth are too prone to breaking, and take a long time to grow back.
Attacks
Fullbody pound-A body attack Zezhuanth will rear up on their back legs and attempt to crush enemies under their weight.
Neck swing-A body attack Zezhuanth with swing their neck furiously if hit by it this attack will cause the player to be “thrown” back about 5 blocks
Charge-A full body attack and usually the first attack done a zezhuanth will charge full force
Special
If raised at a young age or tamed, Zezhuanth can used as mounts. Their massive size making smaller predators think twice about attacking the player. To tame them you must find a special Nut that Zezhaunth find irresistible. If you find enough. Just feed em until they decided whether or not they like you
Jennuternock
wolverine bear like creatures with thick armored backs and sharp teeth. Becareful you don't find yourself on the receiving end of those teeth
Biology
Noted for their turquoise colored fur and ursine body structure. Jennuternock have a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Jennuternock have elongated nails. Jennuternock have bulky legs connected to much larger feet and a short, wide tail. A stocky and muscular carnivore, more closely resembling a small bear, the Jennuternock, a solitary animal, has a reputation for ferocity and strength out of proportion to its size, with the documented ability to kill prey many times larger than itself, With short legs, broad and rounded head, small eyes and short rounded ears, Though its legs are short, its large, five-toed paws and plantigrade posture facilitate movement through deep snow. Jennuternock also sport thick, dark, oily fur which is highly hydrophobic, making it resistant to frost. The Jennuternock is found primarily in remote reaches of the boreal forests and subarctic and alpine tundra. Where it is known to feed on wild pigs chickens sheep cow and even wolves and young Zezhuanthi who stray to far from migrating herds.
Attacks
Bone crusher-A devastating Body attack that causes bleed
that's good to know cause I have like 3 more just in case quaker goes south XD
Hey Mowzie, I heard you once say that you don't have any plans for a mob on the mushroom biome. Well i've got an idea.
Perhaps add a large, strange beast on the mushroom biome and this is what it looks like. It is a large, light grey creature with a long, bulky, hairless body and a short, salamander like tail, six legs with each coming out of it's sides(like a reptile), and a huge, round, basking shark like mouth full of long, razor sharp teeth, as well as having two, tiny black eyes on the sides of it's head. It attacks you with a long tentacle with a small, curved blade on the end. It uses the blade to inject you with a fluid that causes fungi infections. When having fungi infections, the player will be covered in brown or purple dots(which is the fungi it's self) and the player will take random debuffs like poison, weakness, nausea, slowness and hunger. The blade it self also does a little bit of damage when it is injecting the fluids into you with is how it finishes you off, since it doesn't give wither.
When killed it will drop two things, it's fungi fluid and fluid injector. The fluid injector can be used to craft the injector dagger out of one of it's self and a stick. The knife does as much damage as a wooden sword when you hit with it, but you can also craft it with 1-8 fungi fluid and this will fill it up with fluid. Then when you hit mobs with it, it will give them fungi infections as well, yet it will eventually run out of fluid and you will have to re load it. Also, the morenfluid you craft with it, the longer you will be also to use it. With 1 droplet, it will have 10 uses, 2 it will have 20, 3 it will have 30, 4, 40, 5, 50, 6, 60, 7, 70 and 8, 80.
So what do you think of the idea of a fungi fluid beast in the mushroom biomes?
Another mob I have been thinking about, and this one I have actually been thinking about it for a long time, but it is a mob in nether fortresses and near them. I know I suggested the illusion mob, but you didn't like that because the mob is very annoying but I have got a better idea.
It is a mob that is made out of pure energy! It is a strange, flying thing made out of pure, red energy instead of matter. It's ability is to fire energy blasts at you, and when killed, it will drop energy bolts.
The sporeborn would be a creature that spawns in mushroom biomes and rarely in the roofed forest biome. They would look like a warg ( https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQwXjhNWj2emSm8QXvRB-AKDKpFgy9yHcHAmCMRwk_MuKwAGwNR here is a picture of one) but they would have small mushrooms growing all over them and have a larger one growing out of its head. Their eyes would be milky white implying that they are completely blind and their fur would be all ragged and patchy.
In terms of how theywould behave, they would walk slowly in a very staggering way (as in they would walk like a drunk person due to the mushroom taking over their mind) and they would also always have their nose to the ground making sniffing motions (unless if they are attacking someone). They will have around the same health as an enderman, and will only spawn at night near large mushrooms in the biomes said above.
In terms of their attacks, when they find someone they will make a quick sniffing motion in the air then howl, alerting any other sporeborn in the area. they would have a fairly long range in which they can sense you(maybe like 25-30 blocks away) and they would be able to pick up your scent without having any vision of you(because they use scent to find their prey). Their first attack will be just a regular bite, whch will have like a 25% chance of inflicting poison. For their second attack they will shake their body back in forth(like a dog shaking off water) and spread a cloud of spores around themselves which causes poison 2 on contact and slowly heals them while they are in the cloud. And for their third attack, when they are really low on health, they will run towards you at a speed slightly faster than your sprinting speed and explode in a large cloud of spores(that doesnt damage blocks). you can stop the exploding attack by killing it(which will still make its explode, but in a much smaller radius. or making them run in to a block such as a tree or a something that is 2 blocks high (which they wont dodge while trying to kamakaze).
Upon death they will drop 1-3 brown mushrooms and 0-2 red mushrooms and they will have a small chance to drop fungal spores which can be used to tame them.
To tame a sporeborn, you must first pull out some mushroom spores which will calm it down enough to stop attacking you, then you will feed it the mushroom spores which will tame it. When tamed they will be alot like wolves, but you can put a saddle on them to ride them, and you can put a chest on them which will make them carry a large saddle bags that can carry a double chest worth of items, which when they are killed, they will drop a 1 time use saddle bag item, which when used will drop all the items they had in their chest(just so you dont have to pick up a full double chest worth of items when they die). When not riding them they will behave alot like wolves, and they will use their bite and spore clouds to attack enemies that attack you or you attack. Also, if you ride a spore born, and you have other ones that have chests on them, they will follow the one you are riding, akin to the llama caravans in 1.11.
Also, once a day you can shear a tamed sporeborn to get their untamed death drops without killing them, though you will get less mushrooms but have a higher chance of getting spores.
Sporeborn are sterile and can not breed, but since they spawn like normal hostile mobs would, this shouldnt be a problem. But to counteract the fact that they spawn like normal hostile mobs, you can only have 3 tamed at one time so you cant amass an army of them and be super op. when trying to tame a fourth one, it will reject the spores and attack you.
Sorry if this is a little messy and unorganized, im not the best at stuff like this lol.
Wait, while you think my idea is currently impossible, IIRC, some of the bosses in Twilight Forest were made of multiple parts that were separate entities.
In addition, the werewolf from Mo' Creatures can change models quickly. In addition, it has a golem that assembles itself from stuff in its environment.
Been a while since I've been on this forum, you got the sun chief finished now? Nice
Rollback Post to RevisionRollBack
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
A highly aggressive mountain creature Onkmet will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves.
Biology-
Solitary and stoic, Onkmet are yeti like monsters who have some of the toughest fur of any known monster. Its fur helps prevents cold air from touching their skin and can also prevent snow and ice from touching their skin. Their fur, which comes in both white and ashy bluish grey, has even been seen to be able to stop arrows from piercing through their skin. Surprisingly agile, Onkmet are jumpers, and can leap 30 blocks in the air if they need to. This also makes them extremely dangerous as this jump can lead to a devastating ground attack, where it will throw its entire body weight into the ground, crushing the player or any animal that's unlucky enough to get into it's way.
What should also be noted is the two large horns, protruding over each one of Onkmet’s eye, while it is unknown what these are for. It is believed to use these Boney growths as defense.
Attacks
Ground slam- A ground/air attack a Onkmet will leap into the air and slam itself into the ground
Fist pound- a devastating body attack. Onkmet will fling itself toward the player and slam one or both of its fists into the ground close by. If the player is lucky enough to dodge this attack watch out if the fist bump doesn't kill ya the after effects will.
Charge- a body attack. Onkmet will charge at a player lowering its head in an effort to skewer the player. Getting hit by this attack will give the player a bleed effect, which means the player will take damage over a length of time.
Boulder toss- A environmental attack. Onkmet are strong and will hurl boulders or large clumps of snow. If hit with a snow attack you will get “frostbite” which is a combo of both miners fatigue and slowness. The effect lasting 2 minutes.
Types
Being a creature of the mountains, Onkmet come in 2 colors
Rocky Onkmet -Ashy grey or bluish grey
Normal Onkmet -White or snowy blue
Ooh an add-on to that, I noticed you mentioned the Onkmet's fur is designed to keep out just about everything from touching its skin. So what if a technique for damaging it was to use fire to burn its fur off so that you could deal extra damage to their bare skin. However maybe it wouldn't stay on fire for very long due to the cold climate and would maybe be sent into a flurry of rage when its fur is burnt off. This flurry of rage would ether consist of it moving to a snow pile (if one's around) and rapidly digging at it to release a large barrage of ice-and-snow balls at you dealing slowness and a tiny bit of knock back. however if there's no nearby snow piles they'll just charge at you and maybe rip wood off trees to throw them at you.
Thank you twpo, I'll try it out!
If you like threads about mobs, then my threads are mainly about that: http://www.minecraftforum.net/members/AGmantheAG/threads
Is it possible to plant the baby foliaath and if so how? I've been trying to their plant seeds like normal Minecraft seeds but it ain't working so I guess theirs another way?
You need to plant them on tall grass. (the plant, not the block)
Thank you! I had no idea I needed animation API and LLibrary, it didn't say it was required on my mod page.
If you like threads about mobs, then my threads are mainly about that: http://www.minecraftforum.net/members/AGmantheAG/threads
No problem. But I would point out:
(Yeah, I missed it the first time, too.)
Praise be Ro-naza, greatest among the thaumaturges!
After thinking about ideas for mobs for the End, I came up with this one idea that utilizes the power of planeswalking
Rift Vampires
Rift Vampires are abhorrent, alien creatures that dwell in outer space and are characterized by their ravenous appetite for blood. The creature uses its enormous talons to capture its prey, grappling and crushing the unfortunate and then draining the victim's blood through its tubular suckers. Although these creatures are corporeal and can be killed, they often reside in an alternate reality called the Rift, an alternate dimension to the material plane. After it has fed, a Rift Vampire will quickly depart, with an eerie, ghastly laughter following in its wake.
When the player encounters a Rift Vampire in the End, the creature will appear as mass of eerie partial effects that will peruse the player. That, and the sardonic, preternatural titter it makes, both herald the imminent arrival of a Rift Vampire, in which the player keep a lookout for when traversing the End. When in the Rift, the creature is not only invisible, but also completely immune to all forms of damage, whether it by environmental or from the player. However, the creature is also unable to attack the player when in the Rift, and will need to leave it before it begins its assault. When out of the Rift, a Rift Vampire could fire beams of electrical energy from it's talon's as it's main method of combat, but will sometimes try to grab the player to consume their blood, in which the player will need to hit them to make them let go.
Upon death, a Rift Vampire could have a chance to drop an item called the Planeswalker Shard, which will allow the the player to enter the Rift for twenty seconds, or when the player chooses to leave the Rift by toggling it.. In the Rift, they will be immune to all forms of damage and will pass through all mobs, but cannot inflict damage onto mobs, destroy blocks, or pick up items.
You know how I asked you about a desert mob and you said people have suggested adding desert mobs. Well do you actually have any plans for one?
For some reason the wroughtnaut items and baroko's helmet appear as a black and purple checkered square.
Sorry, but the idea seems disunified. I'm going to have to turn it down.
This is cool stuff, but I don't think I can actually achieve some of these things in Minecraft. Worth holding on to.
Sorry, but it's a pretty standard tooth-and-claw. It just doesn't stand out. I'm afraid I have to turn it down.
Sure! Let's hear it.
The latest LLibrary changes how those are rendered. I have to make a quick fix.
You are missing LLibrary.
EDIT: Ah, I see you found it.
The tooltip explains it. Just right click on the top of a standard grass block.
No, regular grass blocks.
It's not a bad idea. I'm not too keen on making End mobs, though.
Yes.
I'd like to do my own take on the sandworm monster, and I have an idea for a snake charmer enemy that can transform into a flat painting on walls and travel along them.
See above.^
hi um...not sure if your allowing creature ideas but I had one idea for a cave/jungle creatue,I know foliaath live in jungles already, but um....its just a idea
ummm here
QUAKER QUEZTLE
An aggressive ambush predator that will strike when prey is in reach. Quaker Queztle are stealthy hunters that ruthlessly ambush their targets. Whether in a thick fog that covers a Primal Forest or deep in underground lairs, these creatures will slither around, taking advantage of lack of visibility to attack unwary animals or hunters.
Biology-
Quaker as they are normally called are snake like creatures covered in feathers that have long serpentine like bodies with small though fully functional forelimbs that aid it in moving around on uneven ground. Quaker also have a large beak-like mouth similar to that of a parrot where it houses 2 hollow tusk like fangs that can spit venom up to 5-9 blocks, along with a thick Boney tail, with which it will either rattle as a warning or slam against the ground hard enough to uproot blocks and send players or mobs flying
Attacks-
Types
Despite being a creature who tends to live out it days safely underground Quaker come in 2 types normally
Unlike its tropical cousin, Cave Quakers are more aggressive AND LARGER and will Agro more quickly than tropical Quakers and its Attacks Last longer for example-whereas a tropical Quakers spit attack lasts 30 seconds a Cave Quakers lasts about 1:30
Yes, Mowzie will allow creature mobs, and though his mod won't add many, it will have some. He plans on adding large, scary insects in the swamps, and he might also add vicious amphibians to go with them, he also plans on adding an anglerfish-like deep sea monster, stalkers which are also creatures(even though they will still be bipudal and very human looking) he also plans on adding massive, sky serpents, a lava kraken in the nether, Crystal Skuttlers which will be little insect like crystal clusters in caves, he will like to add his own take on a sandworm and his next mob will be called the Frostmaw which is a large, polar bear like beast, so it's kind of a creature. So yes, you are allowed to suggest creature mobs. BUT, the creature does have to be very good, like all the other mobs in the mod, and in my opinion, your idea does actually sound pretty decent.
Onkmet lup'ra
A highly aggressive mountain creature Onkmet will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves.
Biology-
Solitary and stoic, Onkmet are yeti like monsters who have some of the toughest fur of any known monster. Its fur helps prevents cold air from touching their skin and can also prevent snow and ice from touching their skin. Their fur, which comes in both white and ashy bluish grey, has even been seen to be able to stop arrows from piercing through their skin. Surprisingly agile, Onkmet are jumpers, and can leap 30 blocks in the air if they need to. This also makes them extremely dangerous as this jump can lead to a devastating ground attack, where it will throw its entire body weight into the ground, crushing the player or any animal that's unlucky enough to get into it's way.
What should also be noted is the two large horns, protruding over each one of Onkmet’s eye, while it is unknown what these are for. It is believed to use these Boney growths as defense.
Attacks
Types
Being a creature of the mountains, Onkmet come in 2 colors
Zezhuanth(I)
(Pic drawn by me)
These giant herbivores are peaceful towards players unless their young are threatened. Their long necks let them eat hard-to-reach leaves and nuts,
Biology
Zezhuanthi are large herbivores who enjoy spending most of their time munching on leaves nuts and tree bark as opposed to fighting. They are quite calm until provoked. If attacked by predators, they'll attempt to crush their foes or use their powerful necks to attack foes. If a member of their herd is attacked, one Zezhuanth may attack to protect that member. They have even been seen taking on some large predatory creatures though they prefer to run away
Despite its appearance, the tusk on Zezhuanth are nowhere near useless. Their main use is to dig into the dirt for seeds or to pull up leaf matter to tend to nests. Zezhuanth will also use them as a defense, but many decide against it since the teeth are too prone to breaking, and take a long time to grow back.
Attacks
Special
If raised at a young age or tamed, Zezhuanth can used as mounts. Their massive size making smaller predators think twice about attacking the player. To tame them you must find a special Nut that Zezhaunth find irresistible. If you find enough. Just feed em until they decided whether or not they like you
Jennuternock
wolverine bear like creatures with thick armored backs and sharp teeth. Becareful you don't find yourself on the receiving end of those teeth
Biology
Noted for their turquoise colored fur and ursine body structure. Jennuternock have a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Jennuternock have elongated nails. Jennuternock have bulky legs connected to much larger feet and a short, wide tail. A stocky and muscular carnivore, more closely resembling a small bear, the Jennuternock, a solitary animal, has a reputation for ferocity and strength out of proportion to its size, with the documented ability to kill prey many times larger than itself, With short legs, broad and rounded head, small eyes and short rounded ears, Though its legs are short, its large, five-toed paws and plantigrade posture facilitate movement through deep snow. Jennuternock also sport thick, dark, oily fur which is highly hydrophobic, making it resistant to frost. The Jennuternock is found primarily in remote reaches of the boreal forests and subarctic and alpine tundra. Where it is known to feed on wild pigs chickens sheep cow and even wolves and young Zezhuanthi who stray to far from migrating herds.
Attacks
that's good to know cause I have like 3 more just in case quaker goes south XD
Hey Mowzie, I heard you once say that you don't have any plans for a mob on the mushroom biome. Well i've got an idea.
Perhaps add a large, strange beast on the mushroom biome and this is what it looks like. It is a large, light grey creature with a long, bulky, hairless body and a short, salamander like tail, six legs with each coming out of it's sides(like a reptile), and a huge, round, basking shark like mouth full of long, razor sharp teeth, as well as having two, tiny black eyes on the sides of it's head. It attacks you with a long tentacle with a small, curved blade on the end. It uses the blade to inject you with a fluid that causes fungi infections. When having fungi infections, the player will be covered in brown or purple dots(which is the fungi it's self) and the player will take random debuffs like poison, weakness, nausea, slowness and hunger. The blade it self also does a little bit of damage when it is injecting the fluids into you with is how it finishes you off, since it doesn't give wither.
When killed it will drop two things, it's fungi fluid and fluid injector. The fluid injector can be used to craft the injector dagger out of one of it's self and a stick. The knife does as much damage as a wooden sword when you hit with it, but you can also craft it with 1-8 fungi fluid and this will fill it up with fluid. Then when you hit mobs with it, it will give them fungi infections as well, yet it will eventually run out of fluid and you will have to re load it. Also, the morenfluid you craft with it, the longer you will be also to use it. With 1 droplet, it will have 10 uses, 2 it will have 20, 3 it will have 30, 4, 40, 5, 50, 6, 60, 7, 70 and 8, 80.
So what do you think of the idea of a fungi fluid beast in the mushroom biomes?
Another mob I have been thinking about, and this one I have actually been thinking about it for a long time, but it is a mob in nether fortresses and near them. I know I suggested the illusion mob, but you didn't like that because the mob is very annoying but I have got a better idea.
It is a mob that is made out of pure energy! It is a strange, flying thing made out of pure, red energy instead of matter. It's ability is to fire energy blasts at you, and when killed, it will drop energy bolts.
I have an idea for a mob
The SPOREBORN
The sporeborn would be a creature that spawns in mushroom biomes and rarely in the roofed forest biome. They would look like a warg ( https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQwXjhNWj2emSm8QXvRB-AKDKpFgy9yHcHAmCMRwk_MuKwAGwNR here is a picture of one) but they would have small mushrooms growing all over them and have a larger one growing out of its head. Their eyes would be milky white implying that they are completely blind and their fur would be all ragged and patchy.
In terms of how theywould behave, they would walk slowly in a very staggering way (as in they would walk like a drunk person due to the mushroom taking over their mind) and they would also always have their nose to the ground making sniffing motions (unless if they are attacking someone). They will have around the same health as an enderman, and will only spawn at night near large mushrooms in the biomes said above.
In terms of their attacks, when they find someone they will make a quick sniffing motion in the air then howl, alerting any other sporeborn in the area. they would have a fairly long range in which they can sense you(maybe like 25-30 blocks away) and they would be able to pick up your scent without having any vision of you(because they use scent to find their prey). Their first attack will be just a regular bite, whch will have like a 25% chance of inflicting poison. For their second attack they will shake their body back in forth(like a dog shaking off water) and spread a cloud of spores around themselves which causes poison 2 on contact and slowly heals them while they are in the cloud. And for their third attack, when they are really low on health, they will run towards you at a speed slightly faster than your sprinting speed and explode in a large cloud of spores(that doesnt damage blocks). you can stop the exploding attack by killing it(which will still make its explode, but in a much smaller radius. or making them run in to a block such as a tree or a something that is 2 blocks high (which they wont dodge while trying to kamakaze).
Upon death they will drop 1-3 brown mushrooms and 0-2 red mushrooms and they will have a small chance to drop fungal spores which can be used to tame them.
To tame a sporeborn, you must first pull out some mushroom spores which will calm it down enough to stop attacking you, then you will feed it the mushroom spores which will tame it. When tamed they will be alot like wolves, but you can put a saddle on them to ride them, and you can put a chest on them which will make them carry a large saddle bags that can carry a double chest worth of items, which when they are killed, they will drop a 1 time use saddle bag item, which when used will drop all the items they had in their chest(just so you dont have to pick up a full double chest worth of items when they die). When not riding them they will behave alot like wolves, and they will use their bite and spore clouds to attack enemies that attack you or you attack. Also, if you ride a spore born, and you have other ones that have chests on them, they will follow the one you are riding, akin to the llama caravans in 1.11.
Also, once a day you can shear a tamed sporeborn to get their untamed death drops without killing them, though you will get less mushrooms but have a higher chance of getting spores.
Sporeborn are sterile and can not breed, but since they spawn like normal hostile mobs would, this shouldnt be a problem. But to counteract the fact that they spawn like normal hostile mobs, you can only have 3 tamed at one time so you cant amass an army of them and be super op. when trying to tame a fourth one, it will reject the spores and attack you.
Sorry if this is a little messy and unorganized, im not the best at stuff like this lol.
Wait, while you think my idea is currently impossible, IIRC, some of the bosses in Twilight Forest were made of multiple parts that were separate entities.
In addition, the werewolf from Mo' Creatures can change models quickly. In addition, it has a golem that assembles itself from stuff in its environment.
do you have twitter?
Been a while since I've been on this forum, you got the sun chief finished now? Nice
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Do you have LLibrary downloaded?
Ooh an add-on to that, I noticed you mentioned the Onkmet's fur is designed to keep out just about everything from touching its skin. So what if a technique for damaging it was to use fire to burn its fur off so that you could deal extra damage to their bare skin. However maybe it wouldn't stay on fire for very long due to the cold climate and would maybe be sent into a flurry of rage when its fur is burnt off. This flurry of rage would ether consist of it moving to a snow pile (if one's around) and rapidly digging at it to release a large barrage of ice-and-snow balls at you dealing slowness and a tiny bit of knock back. however if there's no nearby snow piles they'll just charge at you and maybe rip wood off trees to throw them at you.