I'm conflicted about the Tunnel Mite. It seems like a great idea, but it's also what I'd expect a Cave Spider to do. I like the Tunnel Mite because it's not just another arachnid, but I like the Cave Spider (with your mechanics) because OH GOD IT'S RAINING SPIDERS.
Your idea has merited the attention of the Professor. I am truly intrigued by this Mob, and would love to see them within Minecraft (Mainly to capture them for study, but that's just me)!
Kudos for the unique idea.
Hehe, you guys with personalities make me laugh every time, I swear...
Quote from Lord Puppington »
I'm conflicted about the Tunnel Mite. It seems like a great idea, but it's also what I'd expect a Cave Spider to do. I like the Tunnel Mite because it's not just another arachnid, but I like the Cave Spider (with your mechanics) because OH GOD IT'S RAINING SPIDERS.
As stated above, if he wants to change spiders to fit the new criteria, fine by me. He'd just have to make so many modifications, or just add a new mob. I mean, here's the change list:
He'd have to scale spiders down to 1x1x1, make them cave exclusive, make them really fast, make them adhere to darkness only, and give them tunneling abilities.
Some of these would hinder the spiders ability to be skeleton mounts as well.
But, y'know, however it gets in the game. I'd just like to see a darkness oriented cave ambush mob, which is what this suggestion is about.
Here is my list of rules I imagine they would naturally obey:
1)Pack up in groups of 3-4
2)Wait on ceilings, 'crouched' onto the ceiling so that you can't really see their legs, therefore harder to notice
3)Small single/double nests that have them crawl out from tiny holes
4)Make them stay out of water, be more insect-like. If land in water they quickly drown
5)Would do a sort of 75% visible cloak whenever they were dormant in a player's sight.
6)Depending on the area they spawn, affects their texture. Caves consisting of lots of sediment would give them a sediment-like color, and stone caves would give them a grayer color. They would most definitely stay out of range of lava.
7)Fit through tiny holes, and can dig through gravel/sand/dirt to get to you if you try blocking their nests, which will make a loud SCRITCH SCRITCH SCRITCH noise that attracts others of them to the area.
8)Sometimes seen with other mobs, where the other mobs will be a... DISTACTION.
9)With their amazing jumping ability, they can jump right out of a double-fenced (possibly triple) area, no problem.
Also, they can probably just crawl under the fences :U
10)Make loud click noises if hurt, which attracts others to come near. (Like bees)
11)Unharmed by falling damage <50 meters, but if fall >20 meters, they will pause after landing to regain balance
12)3 hearts
13)Super nests exist, which have DOZENS of them, and the loot is lots of.. um.. bug wax, I guess. lol, nevermind
I think these guys would be most interesting as small, semi-harmless creatures. It you turn around suddenly in a dim cave, you see a couple of them quickly scurry into the shadows. They only attack in darkness, and do little damage but maybe can grab whatever the player's holding and scurry off with it or pieces of armor. They should also burrow up to the surface at night, sneak under fences, and eat the player's crops if they aren't careful with lighting. Just little pests, you know?
Rollback Post to RevisionRollBack
Quote from dusty328 »
This man really is a genius. Never have i seen such a clear and well written forum post.
I like your spider design.
It feels like two hearts damage per initial drop seems high (on normal, normal spider deals 1 heart of damage per hit according to the wiki). On the other hand, you will likely see them early. So you'll only likely to run into one when fighting.
Maybe have each drop deal half a damage, but stays on top of the player, causing the player to jerked in random direction every 2 seconds (dealing half hearts of damage for each "jerk"). Player must look up to kill it.
I was thinking about L4D jockey when I see the spider and how it ambushes people from the top.
Here is my list of rules I imagine they would naturally obey:
1)Pack up in groups of 3-4
2)Wait on ceilings, 'crouched' onto the ceiling so that you can't really see their legs, therefore harder to notice
3)Small single/double nests that have them crawl out from tiny holes
4)Make them stay out of water, be more insect-like. If land in water they quickly drown
5)Would do a sort of 75% visible cloak whenever they were dormant in a player's sight.
6)Depending on the area they spawn, affects their texture. Caves consisting of lots of sediment would give them a sediment-like color, and stone caves would give them a grayer color. They would most definitely stay out of range of lava.
7)Fit through tiny holes, and can dig through gravel/sand/dirt to get to you if you try blocking their nests, which will make a loud SCRITCH SCRITCH SCRITCH noise that attracts others of them to the area.
8)Sometimes seen with other mobs, where the other mobs will be a... DISTACTION.
9)With their amazing jumping ability, they can jump right out of a double-fenced (possibly triple) area, no problem.
Also, they can probably just crawl under the fences :U
10)Make loud click noises if hurt, which attracts others to come near. (Like bees)
11)Unharmed by falling damage <50 meters, but if fall >20 meters, they will pause after landing to regain balance
12)3 hearts
13)Super nests exist, which have DOZENS of them, and the loot is lots of.. um.. bug wax, I guess. lol, nevermind
Wow thats a lot of stuff. Lets see... I don't want them to swarm despite their size. They're sorta like ninjas, they work solo and stick to the shadows. The nests idea has been mentioned, I like that one. Perhaps they should even be able to make new nests, so that your underground base might have one where you wouldn't notice it. Yes, they can fit through holes and burrow through dirt in bad situations. I like the idea that plugging the nest isn't enough to remove it, you might have to tunnel a little to get it out (keep in mind these wouldn't be buried too deep in the wall, maybe 4 or 5 blocks, and they cant burrow or nest in stone). They dont have jumping ability so much as they just have running / sticking to walls ability, jumping is sort of the spider's ability, I wouldn't want to homogenize it too much. Not sure if super nests should exist, since like I said, too many of these would get annoying due to their evasive behavior.
Quote from UberFubarius »
I like your spider design.
It feels like two hearts damage per initial drop seems high (on normal, normal spider deals 1 heart of damage per hit according to the wiki). On the other hand, you will likely see them early. So you'll only likely to run into one when fighting.
Maybe have each drop deal half a damage, but stays on top of the player, causing the player to jerked in random direction every 2 seconds (dealing half hearts of damage for each "jerk"). Player must look up to kill it.
I was thinking about L4D jockey when I see the spider and how it ambushes people from the top.
These are pretty situational mobs though. They have to run and hide a lot, and wait, just to get one shot at the player, which may or may not work, so I think they should have some decent damage. Not so much a fan of the jockey idea, since its just too much like the jockey from L4D2 and doesn't support the mob's behavior of ambush, then retreat.
Here is my list of rules I imagine they would naturally obey:
1)Usually work solo, may sometimes be 'seen' with a pair
2)Wait on ceilings, 'crouched' onto the ceiling so that you can't really see their legs, therefore harder to notice
3)Small single/double nests that have them crawl out from tiny holes
4)Make them stay out of water, be more insect-like. If land in water they quickly drown
5)Would do a sort of 75% visible cloak whenever they were dormant in a player's sight.
6)Depending on the area they spawn, affects their texture. Caves consisting of lots of sediment would give them a sediment-like color, and stone caves would give them a grayer color. They would most definitely stay out of range of lava.
7)Fit through tiny holes, and can dig through gravel/sand/dirt to get to you if you try blocking their nests, which will make a loud SCRITCH SCRITCH SCRITCH noise that attracts others of them to the area.
8)Crawl under fences
9)Make loud click noises if hurt, which attracts others to come near. (Like bees)
10)If they fall > 2 meters, they quickly grab onto a wall before hitting the floor
11)3 hearts
fixed
I still like the click swarming idea, despite them being a solo-basis creature.
(You kill one, another one (or two) come and attack you)
I like the idea of a mob that sticks to the player, jerking them around periodically, but the tunnel mite should be unique. Maybe have them attracted to light, but not go into it. That way they will congregate around the player, but don't attack unless they can get above. So you can be wandering about a cave, plunking down torches as you go, when you hit a huge room. As you stand there, ogling the massive space, you hear a screech has a small purple shape detaches from the ceiling and slams into you, before scuttling back to the shadows.
I like the idea of a mob that sticks to the player, jerking them around periodically, but the tunnel mite should be unique. Maybe have them attracted to light, but not go into it. That way they will congregate around the player, but don't attack unless they can get above. So you can be wandering about a cave, plunking down torches as you go, when you hit a huge room. As you stand there, ogling the massive space, you hear a screech has a small purple shape detaches from the ceiling and slams into you, before scuttling back to the shadows.
Having them attracted to light but not enter it sounds like it could be a good idea... that way, the farther down you go, and the more torches you place, the more likely you are to encounter one.
Quote from vxi »
FUUUUUUUCK YESSSSSSSSSSSSSSSS! I love this idea, IN EVERY WAY!!!
I don't usually talk like that...
Also, when you're moving slowly or looking down or something they should all creep up onto the ceiling and all around you where you cant see, and then when you turn around have them all jump all over you.
ALSO, when you're in the light I think that they shouldn't just try to find a dark spot, but I think when you're in any place even slightly illuminated and you look directly at them they should try to get outside of your view, and basically just as far away as they can, so you could be in a cave and see one and then see it scutter away super fast into your house, and then never see it again... until...
Oh and they should definitely be burnt by sunlight, not that they'd be out in the sun, but glass ceilings ftw, right?
I don't want it to inherit too many traits from Boos or the Weeping Angel mob, which are vision-based attackers. I'd rather leave this one to just run when you get too close to it and it's not prepared for an attack yet. Being burnt by sunlight seems logical though, since they obviously avoid light they're whole life, and the suns rays would just incinerate them...
I think this would be an epic mob to add to the game.
And I rather like how it looks similar to the spider.I think it should be able to move fast and jump really high so it can jump up to the roof from the ground or jump from one wall to the other to make it easier for it to avoid the player and to make it a tougher enemy to hit.
I already get scared by Minecraft and this would take my cowardice to a completely different level XD
I think these guys would be most interesting as small, semi-harmless creatures. If you turn around suddenly in a dim cave, you see a couple of them quickly scurry into the shadows. They only attack in darkness, and do little damage but maybe can grab whatever the player's holding and scurry off with it or pieces of armor. They should also burrow up to the surface at night, sneak under fences, and eat the player's crops if they aren't careful with lighting. Just little pests, but ones that can be dangerous if you're not careful.
Why was I ignored? I thought I had some good ideas.
Rollback Post to RevisionRollBack
Quote from dusty328 »
This man really is a genius. Never have i seen such a clear and well written forum post.
I think these guys would be most interesting as small, semi-harmless creatures. If you turn around suddenly in a dim cave, you see a couple of them quickly scurry into the shadows. They only attack in darkness, and do little damage but maybe can grab whatever the player's holding and scurry off with it or pieces of armor. They should also burrow up to the surface at night, sneak under fences, and eat the player's crops if they aren't careful with lighting. Just little pests, but ones that can be dangerous if you're not careful.
Why was I ignored? I thought I had some good ideas.
Didn't even see your post. Anyways, they already are pretty much semi-harmless, but I'm trying to avoid the swarm mechanic, even if they're small. They're more meant for quick burst damage, and having too many at once would make them overpowered. I also VERY heavily dislike the idea that they steal player items, since that would make them way too annoying. The player's inventory is the one and only safe place for things, and I'd like to keep it that way. Even chests can be destroyed.
The idea of them coming up to eat players crops is cool though, and burrowing under/jumping over fences is a cool mechanic. The inherent problem with this is that breaks the whole cave-exclusive rule, and since there's already mobs that destroy crops, I'd rather leave that mechanic to another creature.
Monsters already inadvertently appear to feast on the corpse of a downed player; when you die and before you have respawned, all monsters path towards your location and do a little dance on your grave. "Tunnel Mites," by default, would do this as well.
If you want to get any more specific than that, we'll have to wait until we actually leave a corpse instead of poofing our bodies into nothingness.
Didn't even see your post. Anyways, they already are pretty much semi-harmless, but I'm trying to avoid the swarm mechanic, even if they're small. They're more meant for quick burst damage, and having too many at once would make them overpowered. I also VERY heavily dislike the idea that they steal player items, since that would make them way too annoying. The player's inventory is the one and only safe place for things, and I'd like to keep it that way. Even chests can be destroyed.
The idea of them coming up to eat players crops is cool though, and burrowing under/jumping over fences is a cool mechanic. The inherent problem with this is that breaks the whole cave-exclusive rule, and since there's already mobs that destroy crops, I'd rather leave that mechanic to another creature.
What I meant with stealing items is that they would just grab maybe a few items from a large stack in the player's inventory, and then drop it when they die. They could be slower while carrying items. What's so bad about losign a few piles of redtone dust or some coal if you can get it back?
Edit: as for the crop-eating vs. underground, we could make it so they only attack underground farms.
It also occured to me that they could sneak into the player's base if you leave the door open, and nick a few (less-valuable) items from chests or furnaces.
Rollback Post to RevisionRollBack
Quote from dusty328 »
This man really is a genius. Never have i seen such a clear and well written forum post.
I am sorry to say this just sounds like a reworked Spider. Heck you even based it off of a spider that fell on you. If anything this could be the "baby" form of Spiders in Minecraft.
Now a mite would be something that would leap on you and start to suck health from you slowly a few 1/2 hearts before jumping off and trying again. That should be it's true attack.
I am sorry to say this just sounds like a reworked Spider. Heck you even based it off of a spider that fell on you. If anything this could be the "baby" form of Spiders in Minecraft.
Now a mite would be something that would leap on you and start to suck health from you slowly a few 1/2 hearts before jumping off and trying again. That should be it's true attack.
*sigh* I won't bother explaining again why this is behaviorally different in every way from the spider.
Hehe, you guys with personalities make me laugh every time, I swear...
As stated above, if he wants to change spiders to fit the new criteria, fine by me. He'd just have to make so many modifications, or just add a new mob. I mean, here's the change list:
He'd have to scale spiders down to 1x1x1, make them cave exclusive, make them really fast, make them adhere to darkness only, and give them tunneling abilities.
Some of these would hinder the spiders ability to be skeleton mounts as well.
But, y'know, however it gets in the game. I'd just like to see a darkness oriented cave ambush mob, which is what this suggestion is about.
1)Pack up in groups of 3-4
2)Wait on ceilings, 'crouched' onto the ceiling so that you can't really see their legs, therefore harder to notice
3)Small single/double nests that have them crawl out from tiny holes
4)Make them stay out of water, be more insect-like. If land in water they quickly drown
5)Would do a sort of 75% visible cloak whenever they were dormant in a player's sight.
6)Depending on the area they spawn, affects their texture. Caves consisting of lots of sediment would give them a sediment-like color, and stone caves would give them a grayer color. They would most definitely stay out of range of lava.
7)Fit through tiny holes, and can dig through gravel/sand/dirt to get to you if you try blocking their nests, which will make a loud SCRITCH SCRITCH SCRITCH noise that attracts others of them to the area.
8)Sometimes seen with other mobs, where the other mobs will be a... DISTACTION.
9)With their amazing jumping ability, they can jump right out of a double-fenced (possibly triple) area, no problem.
Also, they can probably just crawl under the fences :U
10)Make loud click noises if hurt, which attracts others to come near. (Like bees)
11)Unharmed by falling damage <50 meters, but if fall >20 meters, they will pause after landing to regain balance
12)3 hearts
13)Super nests exist, which have DOZENS of them, and the loot is lots of.. um.. bug wax, I guess. lol, nevermind
It feels like two hearts damage per initial drop seems high (on normal, normal spider deals 1 heart of damage per hit according to the wiki). On the other hand, you will likely see them early. So you'll only likely to run into one when fighting.
Maybe have each drop deal half a damage, but stays on top of the player, causing the player to jerked in random direction every 2 seconds (dealing half hearts of damage for each "jerk"). Player must look up to kill it.
I was thinking about L4D jockey when I see the spider and how it ambushes people from the top.
Wow thats a lot of stuff. Lets see... I don't want them to swarm despite their size. They're sorta like ninjas, they work solo and stick to the shadows. The nests idea has been mentioned, I like that one. Perhaps they should even be able to make new nests, so that your underground base might have one where you wouldn't notice it. Yes, they can fit through holes and burrow through dirt in bad situations. I like the idea that plugging the nest isn't enough to remove it, you might have to tunnel a little to get it out (keep in mind these wouldn't be buried too deep in the wall, maybe 4 or 5 blocks, and they cant burrow or nest in stone). They dont have jumping ability so much as they just have running / sticking to walls ability, jumping is sort of the spider's ability, I wouldn't want to homogenize it too much. Not sure if super nests should exist, since like I said, too many of these would get annoying due to their evasive behavior.
These are pretty situational mobs though. They have to run and hide a lot, and wait, just to get one shot at the player, which may or may not work, so I think they should have some decent damage. Not so much a fan of the jockey idea, since its just too much like the jockey from L4D2 and doesn't support the mob's behavior of ambush, then retreat.
fixed
I still like the click swarming idea, despite them being a solo-basis creature.
(You kill one, another one (or two) come and attack you)
The caveman's secret weapon
Having them attracted to light but not enter it sounds like it could be a good idea... that way, the farther down you go, and the more torches you place, the more likely you are to encounter one.
I don't want it to inherit too many traits from Boos or the Weeping Angel mob, which are vision-based attackers. I'd rather leave this one to just run when you get too close to it and it's not prepared for an attack yet. Being burnt by sunlight seems logical though, since they obviously avoid light they're whole life, and the suns rays would just incinerate them...
And I rather like how it looks similar to the spider.I think it should be able to move fast and jump really high so it can jump up to the roof from the ground or jump from one wall to the other to make it easier for it to avoid the player and to make it a tougher enemy to hit.
I already get scared by Minecraft and this would take my cowardice to a completely different level XD
This MUST be added to the game!
Magic Chest Mod - Wood On Steroids.
"Will you be eating that cake?...
Say what you want, but I will be taking the cake."
Why was I ignored? I thought I had some good ideas.
Didn't even see your post. Anyways, they already are pretty much semi-harmless, but I'm trying to avoid the swarm mechanic, even if they're small. They're more meant for quick burst damage, and having too many at once would make them overpowered. I also VERY heavily dislike the idea that they steal player items, since that would make them way too annoying. The player's inventory is the one and only safe place for things, and I'd like to keep it that way. Even chests can be destroyed.
The idea of them coming up to eat players crops is cool though, and burrowing under/jumping over fences is a cool mechanic. The inherent problem with this is that breaks the whole cave-exclusive rule, and since there's already mobs that destroy crops, I'd rather leave that mechanic to another creature.
If you want to get any more specific than that, we'll have to wait until we actually leave a corpse instead of poofing our bodies into nothingness.
What I meant with stealing items is that they would just grab maybe a few items from a large stack in the player's inventory, and then drop it when they die. They could be slower while carrying items. What's so bad about losign a few piles of redtone dust or some coal if you can get it back?
Edit: as for the crop-eating vs. underground, we could make it so they only attack underground farms.
It also occured to me that they could sneak into the player's base if you leave the door open, and nick a few (less-valuable) items from chests or furnaces.
''Their coming out of the walls! They're coming outta the damn walls!''
Now a mite would be something that would leap on you and start to suck health from you slowly a few 1/2 hearts before jumping off and trying again. That should be it's true attack.
*sigh* I won't bother explaining again why this is behaviorally different in every way from the spider.