Nice idea. Maybe in this light, hostile mobs still can spawn? Support
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Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
OP: Multicoloured wood stuff!!!! More wood kinds! Community: Would love this! Support! Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts! 2 days later: Me: What the... where's the thread.... oh page 10
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
As for mobs, I would like to offer a few possibilities.
Fluorescent Snail: A single-block sized snail. It's a slow, passive mobs that can climb vertical surfaces (like spiders). Fluorescent Snail will leave behind a fluorescent slime trail as it moves (similar to snow golem leaving a trail as it moves). The slime trail evaporates naturally on a block tick (so it shouldn't impose significant processing overhead. If it gets picked to be ticked, it evaporates). Harvesting the slime trail with shovel (you're using it to scrape off the slime) has a 25% chance of giving you a slime ball. Snail drops Slime Ball when killed.
Glow Worm: Based on the real life glow worm (http://en.wikipedia.org/wiki/Arachnocampa), also similar to barnacles from Half Life 2. It's an immobile hostile mob that inflict melee damage. The Glow Worm spawns under dark cave ceiling and emits a very faint glow. It dangles a barely visible strand toward the ground (with an equally small hit box). Any mob/entity/player that touches it will be attached to it (like being attached to a lead), at which point, the Glow Worm will "reel" the victim in (rate of about 0.5 meters / second) until the victim is in contact with the worm, at which point the victim will start to take damage over time. The strand can be severed by just attacking or by killing the glow worm. On kill, the glow worm will drop 1 silk.
Basically, the hostile mob is immobile and difficult to spot. Giving the illusion that it's safe right until player wonder "Hey! Why am I floating u... OMG!"
I really like the idea, but I'm going to be the devil's advocate and say if caves are lite up by plants and such, hostile mobs can't spawn, making cave exploring ridiculously easy in the beginning.
I doubt it'll affect underground spawning much. I was gonna suggest the light levels will be low to fit the mood of caverns, like redstone circuits. Say 7-10. This is still low enough for mobs to spawn. Also the feature is not everywhere, but will just rarely occur.
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