Physical Description or Picture: The Hot Head looks like a regular human, except for the flaming top of his head. Oh, and his skin is RED. Oh god.
Behavior: He is neutral just like Zombie Pigmen, and sometimes follows you. But if you attack him, he will start firing fireballs (the Overworld's Ghast! OH NO!) with 1/8 the power of TNT when it hits the ground, and it will catch fire.
Rarity: VERY RARE, one per dungeon percentage: 36%. One spawning out in the open: 2%.
Drops: He would drop: 1-3 Gunpowder (50% chance of one, 40% chance of two, 10% chance of three)
0-2 Buckets (10% with lava)
Why should it be implemented in Minecraft?: The Hot-Head will be a challenge to players and will only spawn on Normal difficulty or higher. He will provide you with lava buckets or just plain buckets. And is another source of gunpowder.
I think some danger while crossing the sea or a lake would be a bi more realistic.
Name:Shark
Physical Description: ...A shark?
Behavior:Aggresive, doesn't move around the sea too much, more of a lurker, but when he spots you, he surfaces to attack.
Rarity: Appears only in fairly deep water.
Drops: Teeth (can be used for the heads of arrows, maybe?)
Why they should be implemented? Makes the seas something to be feared. Good reason to panic if you fall off your boat.
Name:Whale
Physical Description: A huge, blue mass.
Behaviour: Passive, but may ram a player on the sea by accident, pushing him far away.
Rarity: Normally stays in the deep parts of the sea, but occasionally surfaces.
Drops: Hard to kill, as he has high HP and only stays on the surface for a short while.
Why they should be implemented: Makes the sea seem a little more like the sea.
Name: Wanderer
Physical Description: Changes by the amount of light he is in. During the day, he will be human shaped, only his colour and face is like a ghast's. During the night, he turns into something that looks like a ghast on legs.
Behaviour: During the day, passive, like an animal. During the night, he starts moaning, and wandering around where ever he wishes to. Attacks any living creature.
Rarity: Quite rare in the overworld, during the day spawns anywhere there is grass and light, like an animal, but during the night transforms into the ghast with legs.
Drops: What the ghast drops.
Why they should be implemented: Would be cool to have something that transforms according to night and day.
What about a minecraft devil? He could live in a hidden castle in the nether. Many ghasts should surround the castle, so it would be hard to get to the devil. If the devil saw you, he would come up and attack. The devil should be extremely hard to defeat, and should be very strong. If defeated, the devil would turn into 3 golden apples, 5 TNT , 2 buckets of lava , 4 gold ingots , and a portal out of the nether. Maybe a new item could be created for the defeat of the Minecraft Devil.
Thats stupid.... Minecraft is randomly generated so it would be stupid to put a castle into the nether.
Not everything in Minecraft is ENTIRELY randomly generated. Ever noticed that trees don't look like a jumble of mismatched leaves and logs all over the ground? No. Trees normally look like trees, for the most part. Castles would be more complex but they could be made. Think about caves. Those aren't entirely randomly generated either, but they are still pretty cool.
Name: Dark Wyrm
Description: Looks like a cross between a maggot and a centipede.
Behavior: Spawns in the Nether. Hostile to the player, it lives in and around Lava and Soulsand. They can be found basking along the shoreline of lava lakes.
Rarity: Rare, spawns only in groups of 1-3.
Drops: 0-2 Wyrm Shell. These black wyrm carcasses can be crafted into a lava-resistant boat along with an iron ingot--
(With the coal being the shell, of course)
Special: When it has less than 3 hearts left, it will retreat to the nearest lava pool.
Why should it be implemented in Minecraft?
1. Adds a new mob to the nether
2. A legit way of creating a balanced lava boat
3. Only the second insect-like mob
4. Adds some new behavior to boring mobs.
Wow, I love so many of these ideas already!
I especially like the Dark Wyrm, being able to sail across the red sea in the Nether would be awesome! But of course, it would still be very dangerous, thanks to the ghasts! (I still don't really get why iron is part of the boats crafting recipe).
Anyways, here are some ideas of my own.
The Night Crawler
A humanoid dark monster that runs very fast on its hands and feet. It brings darkness wherever it goes.
The night crawler is extremely aggressive and dangerous, but it's main strength it the ability to decrease the light level of where ever it is by 8 (no less than 0), this also attracts other monsters towards it, and when fighting one you are practically blind, because it is nearly impossible to see.
Rarity: Uncommon, if you go looking for one you can find one pretty much every night, but it is not nearly as common as the other mobs we have now.
Drops: Night powder, right click to use, causes you to become invisible to all mobs for 1 minute
Why should it be implemented in Minecraft? The Night Crawler would fill my idea for an uncommon mob that is somewhat of a special find, but still not extremely rare. It would also create a very challenging combat situation, fighting an enemy you can barely see.
The Gem Hunter
A small, 1x1x1 spider creature, that had two glowing diamond eyes, and now is missing one and so is a one-eyed diamond-eyed creature.
Very aggressive, the gem hunter only spawns after the player mines a vein of diamonds, it spawns randomly the next night, and never despawns no matter how far away the player is. It has double the sensitivity of other mobs, and therefore can sense the player from farther away. It is very fast and has a strong melee attack, however, it only has 5 health, and so can be killed with one hit from a diamond sword.
They also can climb and swim.
Rarity: Only spawns after a vein of diamonds have been mined.
Drops:
Why should it be implemented in Minecraft? This adds a powerful mob to the game every time you find diamonds, which increases the games difficulty by a small amount after you have finally collect the most powerful resource. It's agility makes the Gem Hunter hard to hit, and so players may have to devise new and interesting ways of killing these powerful creatures.
Well, those are my two ideas now, please let me know what you think, and keep the ideas coming!
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Check out the Community Empowerment Project, post your mob ideas here:
Wow, I love so many of these ideas already!
I especially like the Dark Wyrm, being able to sail across the red sea in the Nether would be awesome! But of course, it would still be very dangerous, thanks to the ghasts! (I still don't really get why iron is part of the boats crafting recipe).
Nice ideas! I was thinking of the iron being sort of the hull or front part of the boat, or to keep everything together (after all, how well can a bunch of carcasses hold together?)
I'm starting to like the idea of mobs that drop materials.
Name: Ant
Look: small insect like
Rarity: Uncommon
Behavior: Not aggressive unless attacked but when in close proximity it will steal the items you have just mined (such as cobblestone blocks that are on the ground) and they will follow you if you get too close to them. Can be repelled by throwing it wood or some other object (maybe make it eat a sword to kill it instantly) and after a certain amount of time they will be "full" and leave.
Drops: Maybe it would drop all the items that it has eaten, but if it leaves you would lose the items.
Why: it would add a minor inconvenience for the player and would act as a form of garbage disposal and even a temporary inventory
Not everything in Minecraft is ENTIRELY randomly generated. Ever noticed that trees don't look like a jumble of mismatched leaves and logs all over the ground? No. Trees normally look like trees, for the most part. Castles would be more complex but they could be made. Think about caves. Those aren't entirely randomly generated either, but they are still pretty cool.
They ARE randomly generated. Notch designs them, and they placed randomly throughout the map based off of an algorithim. For example, dungeons are designed by notch, but randonly spawned throughout the map based on a percentage of what should spawn in each "block". His idea couldn't work if it has a specified location in the nether, because the nether reflects real distances in the over world too. It COULD work as a large dungeon, but it doesn't sound very well thought out....
Physical Description or Picture: Blends in with obsidian, but looks like a large humanoid.
Under what conditions does it spawn?: Darkness, far underground near lava.
(darkness or light, specific biome or general, nether or overworld)
Behavior: Barely does anything unless attacked, though he may get attacked alot if he's mistaken for a wall of obsidian. Crushes any source of light (Execpt for lava, of course).
Rarity: Slightly rare.
Drops: 2-5 obsidian if killed with diamond sword/pickaxe. 1-4 Obsidian if killed with anything else.
Why should it be implemented in Minecraft?
It would make mining for obsidian more exciting. Imagine setteing up an obsidian farm, noticing a wall of obsidian, hitting it with you pickaxe- CRASH! He's attacking your torches.
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<-- Help my dragon? If I say anything stupid, assume I'm tired.
Good ideas everyone! Although I'm not quite sure about the ant.
Anyways, while you keep the suggestion flowing, I'd like to know what you guys think about two different issues.
1. Should I create a master list of all the mob suggestions so far in the OP, so people can read others suggestions for when voting time comes?
2. Should I create a separate thread with a master list, where people can discuss the ideas posted here. This thread would then be for brainstorming ideas, and the other for discussing, so that people can get feedback and change ideas?
Well let me know what you guys think on these two issues, but don't stop coming with the mob ideas!
Rollback Post to RevisionRollBack
My BattleCraft Clan:
Check out the Community Empowerment Project, post your mob ideas here:
Good ideas everyone! Although I'm not quite sure about the ant.
Anyways, while you keep the suggestion flowing, I'd like to know what you guys think about two different issues.
1. Should I create a master list of all the mob suggestions so far in the OP, so people can read others suggestions for when voting time comes?
2. Should I create a separate thread with a master list, where people can discuss the ideas posted here. This thread would then be for brainstorming ideas, and the other for discussing, so that people can get feedback and change ideas?
Well let me know what you guys think on these two issues, but don't stop coming with the mob ideas!
Under what conditions does it spawn?: It is an altitude-sensitive mob, only spawning outdoors at level 90 or above.
Behavior: The mountain ram is a daytime neutral mob. It should be territorial, meaning that if you get reasonably close to it the mountain ram will become hostile. Similarly, if you initiate an attack, it should fight back. What a mountain ram does is it charges you (it is capable of navigating block jumps mid-charge). If it hits you, it should knock you up about two blocks and backwards about three. While being hit with its horns should not do all that much damage, the big threat is that it could knock you off the mountain, causing huge fall damage.
Rarity: There should be at least one on every mountain that exceeds level 90 altitude, but not too many.
Drops: Ram Horn (craftable into a bugle of some sort that attracts daytime mobs within a reasonable area to you, making harvesting passive mobs easier; does not work underwater)
Why should it be implemented in Minecraft?: This presents a potentially hostile daytime mob that provides a unique gameplay experience without frustrating players by making the daytime dangerous. Since it is only found in very high altitudes, it is easily avoidable, and since it is not initially hostile it provides the player a chance to either evade or escape if they do not wish to engage the mob. As such, it is balanced as a daytime threat. However, this does not mean that it is harmless by any means: the ram's dangerous throwback ability can very well be potentially fatal to a player operating at such high altitudes, and its speedy and agile charge means that once engaged it can be hard to avoid on rough mountaintop terrain.
The inclusion of a daytime potentially hostile mob is significant for several reasons. First, it inhibits the progress of unequipped players, making it more risky for players in new worlds or without items to traverse high terrain, thus limiting their domain. Therefore, the ability to reach a mountaintop unimpeded becomes a much more important accomplishment with the player, establishing a meaningful milestone for each session. Furthermore, since being ontop of a mountain is also visually impressive and also rather utilitarian for scouting, players elicit a strong positive response to achieving high altitudes; this is compounded by the fact that they have flaunted a sizeable risk in doing so. The ram also does this in a way not possible with generic nighttime mobs, as it provides a permanent guard that also remains sentry during the time period in which a player is most likely to be travelling to a mountaintop. Second, it makes the daytime, above-ground world not so completely safe and, indeed, boring, as it once was. Although it does not harrass the player as it is neutral, it does present a threat which somebody cannot just immediately discount. This makes traversing terrain and resource-gathering above ground a lot more interesting! Third, the ram adds significantly to the biodiversity of Minecraft, not only because of its unique living strata (comparable to its inverse cousin, the slime), but also becausesit provides a behavior never-before-seen in Minecraft (the throwback and charging abilities). The ram, therefore, is not a "boring" mob, like the generic zombie or meaningless passive mobs like the chicken. It actively presents unique gameplay experiences in a way that is fun, interesting, balanced, logical, and setting-appropriate.
Finally, the item that the ram is directly-linked to, the bugle, provides fun new gameplay. First of all, since a bugle requires ram's horns, it insures that the ram's unique behavior and gameplay possibilities are experienced at least once by a player during every major session, certifying that the gameplay provided by the ram is accessed on a somewhat frequent basis. Second, the bugle allows the player to resource-gather from animals in a way that speeds up a tedious process, but still requires that the player has to rely on stumbling upon wandering herds of passive mobs. Third, having a bunch of passive mobs "mobbing" you is both an amusing experience and one that fits in with Minecraft's already-established indirect sense of humor, thus making it a gameplay possibility that is both fun and memorable to a player.
Essentially, the ram is a fun mob that provides new experiences to the player while not remaining overbearing. While not rare, the mob does however spawn only in out-of-the-way places (mountaintops), guaranteeing that the only people that run into it are either a) new to the game, thus making the ram a fun new discovery experience, :cool.gif: looking for it, thus making their discovery of a ram positive and desired, or c) anticipating it, thus not "blindsighted" by the arrival of the ram, as they should have properly prepared for its appearance. The ram contributes significantly to biodiversity, operates in unique ways not currently mirrored in Minecraft, comes with the inclusion of a cool new drop/item, provides a balanced dangerous daytime mob, and creates a sense of progression as players begin to be capable of defeating rams and ascending the visually-impressive mountains that dot the Minecraft landscape. All in all? A mob that Notch needs to add to the game ASAP.
Just edited the OP, please everyone read the new stuff and vote on it.
Anyways, I myself have two more mob ideas.
Elephantine (better names welcomed!)
A giant elephant like monster, think those Oliphaunts from Lord of the Rings. Elephentines are basically giant creatures that are approxiamately 6 tall, 4 wide, and 8 long. They are huge behemoth with giant tusks.
Elephantines spawn only where there is enough room on grass where peaceful mobs normally spawn. They are most commonly found in open fields.
Behavior: Elephantines are neutral creatures, if you do nothing, they will just meander, if you attack one, it will instantly charge at you, until you die or it dies. Elephantines use their tusks to destroy any blocks (dirt, leaves, wood, cactus, sand, gravel) in their way if they are chasing you. Elephantines are extremely hard to kill, the one way to remain invisible to them is to jump on their back and attack from their. Elephantines are not harmed by lava unless completely submerged.
Rarity: Elephantines are very rare, you will see on about every 20 minecraft days if you do not go adventuring at all. The more you explore, the more you will encounter, but generally they are about as rare as gold.
Drops: Elephantines always drop 1 ivory tusk, which is like gold, and is only used for bragging rights. Elephantines also drop 8-12 pieces of leather.
Why should it be implemented in Minecraft?
Elephantines add a semi-rare mob to the game, which adds something that is interesting to find and not overly common. They also provide interesting combats to participate in that you can get into during the day. They would be viewed as a good find if you could find one, it would also be fun to plan the killing of one, and would create an interesting mini-goal in minecraft.
Charger
A yeti-like monster.
Charger's spawn only in snow biomes, they spawn in both the day and the night.
Behavior: Charger's charge you if they see you, and would continue to attack you like normal hostile mobs.
Rarity: Charger's are uncommon, but not rare, there is usually about one in every snow biome you encounter.
Drops: 4 snowballs
Why should it be implemented in Minecraft?
They would make snow biomes more interesting and dangerous, and provide some variation between biomes. If this was implemented with my temperature idea, which I will post later, it would definitely create some interesting variations in Minecraft.
Snow Creeper (I know I said I had two suggestions, but this one is short)
Snow Creepers spawn whenever a creeper would normally spawn in a snow biome. They are pure white except for their face. They would add a creeper that blends in with the snow in snow biomes.
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My BattleCraft Clan:
Check out the Community Empowerment Project, post your mob ideas here:
While I like some of these ideas, I would also say that they may be getting a bit complicated... not that that's a bad thing.
Name: small/young spider
Description: small spiders (maybe a different color like red or green)
Behavior: Neutral but behave like zombie pigmen: when you attack one they all mob you. Or would be aggressive if accompanied by a normal sized, hostile spider (night/darkness spawned) In this way you could render the mob neutral if you kill the larger spider. Could even possibly have small poison spiders (green?) that deal damage like fire (over time)
Drops: we could make the larger spiders drop eggs now which could be used for other types of crafting or could be hatched in the furnace (or something) to make smaller spiders
Small spider drops string and has a small chance of dropping eggs or maybe poison sacks.
Eggs: eggs could be used like the ant lion pods from half life 2: they would act like normal eggs (when thrown) they would make the spiders hostile towards all mobs in that area or just make them move to the spot of the egg.
Poison sacks: could be crafted into antidote for poison that also heals some health (1-2 hearts?) and/or could be made into poison arrows (when/if different arrows are added)
Spawns: low chance of spawning on its own at night (1%) but has higher chances of spawning in groups of 3-5 (40%) but has a highest percent of spawning with a normal spider (59%) maybe lessen the spawns for spiders so that they have a higher chance of spawning in groups with the small spiders instead of groups with normal ones. 25% chance of having a smaller spider spawning as a poison one.
Why?: It would add another minor inconvenience for the player and a smaller, partially controllable mob type
Has anyone read the new OP, I will post it here for those who haven't:
We are now deciding what we are going to do about discussing these excellent mob ideas!
We have several options, we could create a new discussion thread. This new thread would have a master list of all ideas, and would only be for discussing ideas. All ideas posted in this current thread would be added to the discussion thread as soon as possible. The other option is to create a master list in this thread, and have people do all of the discussion here. These ideas have nothing to do with phase 2 of my plan. Phase 2 specifically focuses on the top three mob ideas. Right now I want to focus on hearing some opinions about all these suggestions, so that when we get to voting on the top three we will have heard other people's opinions first.
So, I would like to ask everyone to vote on this issue when they post a new mob idea. Please post your votes in blue, so I can keep track of them.
1. Create new discussion thread
2. Create master list in this thread
3. Do not create any additional thing
Note: We will be voting on these mob ideas after a bunch have been suggested, but I think it makes sense to have a chance to discuss them beforehand.
I need opinions!
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My BattleCraft Clan:
Check out the Community Empowerment Project, post your mob ideas here:
Physical Description or Picture: The Hot Head looks like a regular human, except for the flaming top of his head. Oh, and his skin is RED. Oh god.
Behavior: He is neutral just like Zombie Pigmen, and sometimes follows you. But if you attack him, he will start firing fireballs (the Overworld's Ghast! OH NO!) with 1/8 the power of TNT when it hits the ground, and it will catch fire.
Rarity: VERY RARE, one per dungeon percentage: 36%. One spawning out in the open: 2%.
Drops: He would drop: 1-3 Gunpowder (50% chance of one, 40% chance of two, 10% chance of three)
0-2 Buckets (10% with lava)
Why should it be implemented in Minecraft?: The Hot-Head will be a challenge to players and will only spawn on Normal difficulty or higher. He will provide you with lava buckets or just plain buckets. And is another source of gunpowder.
just because you're correct doesnt mean you're right
Physical Description or Picture: A giant glowing squid.
Behavior: Aggressive, stays in deep water, can attack boats. Turns any squid around it hostile to the player.
Rarity: High, only spawns in large ocean Biomes
Drops: Inksacks
Why should it be implemented in Minecraft? : Makes oceans considerably more dangerous, as opposed to the total safety they grant now.
Name:Shark
Physical Description: ...A shark?
Behavior:Aggresive, doesn't move around the sea too much, more of a lurker, but when he spots you, he surfaces to attack.
Rarity: Appears only in fairly deep water.
Drops: Teeth (can be used for the heads of arrows, maybe?)
Why they should be implemented? Makes the seas something to be feared. Good reason to panic if you fall off your boat.
Name:Whale
Physical Description: A huge, blue mass.
Behaviour: Passive, but may ram a player on the sea by accident, pushing him far away.
Rarity: Normally stays in the deep parts of the sea, but occasionally surfaces.
Drops: Hard to kill, as he has high HP and only stays on the surface for a short while.
Why they should be implemented: Makes the sea seem a little more like the sea.
Name: Wanderer
Physical Description: Changes by the amount of light he is in. During the day, he will be human shaped, only his colour and face is like a ghast's. During the night, he turns into something that looks like a ghast on legs.
Behaviour: During the day, passive, like an animal. During the night, he starts moaning, and wandering around where ever he wishes to. Attacks any living creature.
Rarity: Quite rare in the overworld, during the day spawns anywhere there is grass and light, like an animal, but during the night transforms into the ghast with legs.
Drops: What the ghast drops.
Why they should be implemented: Would be cool to have something that transforms according to night and day.
Not everything in Minecraft is ENTIRELY randomly generated. Ever noticed that trees don't look like a jumble of mismatched leaves and logs all over the ground? No. Trees normally look like trees, for the most part. Castles would be more complex but they could be made. Think about caves. Those aren't entirely randomly generated either, but they are still pretty cool.
Description: Looks like a cross between a maggot and a centipede.
Behavior: Spawns in the Nether. Hostile to the player, it lives in and around Lava and Soulsand. They can be found basking along the shoreline of lava lakes.
Rarity: Rare, spawns only in groups of 1-3.
Drops: 0-2 Wyrm Shell. These black wyrm carcasses can be crafted into a lava-resistant boat along with an iron ingot--
(With the coal being the shell, of course)
Special: When it has less than 3 hearts left, it will retreat to the nearest lava pool.
Why should it be implemented in Minecraft?
1. Adds a new mob to the nether
2. A legit way of creating a balanced lava boat
3. Only the second insect-like mob
4. Adds some new behavior to boring mobs.
I especially like the Dark Wyrm, being able to sail across the red sea in the Nether would be awesome! But of course, it would still be very dangerous, thanks to the ghasts! (I still don't really get why iron is part of the boats crafting recipe).
Anyways, here are some ideas of my own.
The Night Crawler
A humanoid dark monster that runs very fast on its hands and feet. It brings darkness wherever it goes.
The night crawler is extremely aggressive and dangerous, but it's main strength it the ability to decrease the light level of where ever it is by 8 (no less than 0), this also attracts other monsters towards it, and when fighting one you are practically blind, because it is nearly impossible to see.
Rarity: Uncommon, if you go looking for one you can find one pretty much every night, but it is not nearly as common as the other mobs we have now.
Drops: Night powder, right click to use, causes you to become invisible to all mobs for 1 minute
Why should it be implemented in Minecraft? The Night Crawler would fill my idea for an uncommon mob that is somewhat of a special find, but still not extremely rare. It would also create a very challenging combat situation, fighting an enemy you can barely see.
The Gem Hunter
A small, 1x1x1 spider creature, that had two glowing diamond eyes, and now is missing one and so is a one-eyed diamond-eyed creature.
Very aggressive, the gem hunter only spawns after the player mines a vein of diamonds, it spawns randomly the next night, and never despawns no matter how far away the player is. It has double the sensitivity of other mobs, and therefore can sense the player from farther away. It is very fast and has a strong melee attack, however, it only has 5 health, and so can be killed with one hit from a diamond sword.
They also can climb and swim.
Rarity: Only spawns after a vein of diamonds have been mined.
Drops:
Why should it be implemented in Minecraft? This adds a powerful mob to the game every time you find diamonds, which increases the games difficulty by a small amount after you have finally collect the most powerful resource. It's agility makes the Gem Hunter hard to hit, and so players may have to devise new and interesting ways of killing these powerful creatures.
Well, those are my two ideas now, please let me know what you think, and keep the ideas coming!
Check out the Community Empowerment Project, post your mob ideas here:
Nice ideas! I was thinking of the iron being sort of the hull or front part of the boat, or to keep everything together (after all, how well can a bunch of carcasses hold together?)
Burrows through rocks, towards the player. takes up a 3x3x10 or 2x2x10 space, with a bendable join in the middle.
Rarity: Spawns only in caves, inside lava.They are immune to fire damage.
Tries to eat you.
Drops either some purple(or normal) leather or some of it's teeth.
Name: Ant
Look: small insect like
Rarity: Uncommon
Behavior: Not aggressive unless attacked but when in close proximity it will steal the items you have just mined (such as cobblestone blocks that are on the ground) and they will follow you if you get too close to them. Can be repelled by throwing it wood or some other object (maybe make it eat a sword to kill it instantly) and after a certain amount of time they will be "full" and leave.
Drops: Maybe it would drop all the items that it has eaten, but if it leaves you would lose the items.
Why: it would add a minor inconvenience for the player and would act as a form of garbage disposal and even a temporary inventory
They ARE randomly generated. Notch designs them, and they placed randomly throughout the map based off of an algorithim. For example, dungeons are designed by notch, but randonly spawned throughout the map based on a percentage of what should spawn in each "block". His idea couldn't work if it has a specified location in the nether, because the nether reflects real distances in the over world too. It COULD work as a large dungeon, but it doesn't sound very well thought out....
http://www.minecraftforum.net/topic/280232-mudskippers-poll/page__gopid__7293634#entry7293634
Physical Description or Picture: Blends in with obsidian, but looks like a large humanoid.
Under what conditions does it spawn?: Darkness, far underground near lava.
(darkness or light, specific biome or general, nether or overworld)
Behavior: Barely does anything unless attacked, though he may get attacked alot if he's mistaken for a wall of obsidian. Crushes any source of light (Execpt for lava, of course).
Rarity: Slightly rare.
Drops: 2-5 obsidian if killed with diamond sword/pickaxe. 1-4 Obsidian if killed with anything else.
Why should it be implemented in Minecraft?
It would make mining for obsidian more exciting. Imagine setteing up an obsidian farm, noticing a wall of obsidian, hitting it with you pickaxe- CRASH! He's attacking your torches.
If I say anything stupid, assume I'm tired.
Anyways, while you keep the suggestion flowing, I'd like to know what you guys think about two different issues.
1. Should I create a master list of all the mob suggestions so far in the OP, so people can read others suggestions for when voting time comes?
2. Should I create a separate thread with a master list, where people can discuss the ideas posted here. This thread would then be for brainstorming ideas, and the other for discussing, so that people can get feedback and change ideas?
Well let me know what you guys think on these two issues, but don't stop coming with the mob ideas!
Check out the Community Empowerment Project, post your mob ideas here:
I think # 1.
http://www.minecraftforum.net/topic/280232-mudskippers-poll/page__gopid__7293634#entry7293634
Picture: this
Under what conditions does it spawn?: It is an altitude-sensitive mob, only spawning outdoors at level 90 or above.
Behavior: The mountain ram is a daytime neutral mob. It should be territorial, meaning that if you get reasonably close to it the mountain ram will become hostile. Similarly, if you initiate an attack, it should fight back. What a mountain ram does is it charges you (it is capable of navigating block jumps mid-charge). If it hits you, it should knock you up about two blocks and backwards about three. While being hit with its horns should not do all that much damage, the big threat is that it could knock you off the mountain, causing huge fall damage.
Rarity: There should be at least one on every mountain that exceeds level 90 altitude, but not too many.
Drops: Ram Horn (craftable into a bugle of some sort that attracts daytime mobs within a reasonable area to you, making harvesting passive mobs easier; does not work underwater)
Why should it be implemented in Minecraft?: This presents a potentially hostile daytime mob that provides a unique gameplay experience without frustrating players by making the daytime dangerous. Since it is only found in very high altitudes, it is easily avoidable, and since it is not initially hostile it provides the player a chance to either evade or escape if they do not wish to engage the mob. As such, it is balanced as a daytime threat. However, this does not mean that it is harmless by any means: the ram's dangerous throwback ability can very well be potentially fatal to a player operating at such high altitudes, and its speedy and agile charge means that once engaged it can be hard to avoid on rough mountaintop terrain.
The inclusion of a daytime potentially hostile mob is significant for several reasons. First, it inhibits the progress of unequipped players, making it more risky for players in new worlds or without items to traverse high terrain, thus limiting their domain. Therefore, the ability to reach a mountaintop unimpeded becomes a much more important accomplishment with the player, establishing a meaningful milestone for each session. Furthermore, since being ontop of a mountain is also visually impressive and also rather utilitarian for scouting, players elicit a strong positive response to achieving high altitudes; this is compounded by the fact that they have flaunted a sizeable risk in doing so. The ram also does this in a way not possible with generic nighttime mobs, as it provides a permanent guard that also remains sentry during the time period in which a player is most likely to be travelling to a mountaintop. Second, it makes the daytime, above-ground world not so completely safe and, indeed, boring, as it once was. Although it does not harrass the player as it is neutral, it does present a threat which somebody cannot just immediately discount. This makes traversing terrain and resource-gathering above ground a lot more interesting! Third, the ram adds significantly to the biodiversity of Minecraft, not only because of its unique living strata (comparable to its inverse cousin, the slime), but also becausesit provides a behavior never-before-seen in Minecraft (the throwback and charging abilities). The ram, therefore, is not a "boring" mob, like the generic zombie or meaningless passive mobs like the chicken. It actively presents unique gameplay experiences in a way that is fun, interesting, balanced, logical, and setting-appropriate.
Finally, the item that the ram is directly-linked to, the bugle, provides fun new gameplay. First of all, since a bugle requires ram's horns, it insures that the ram's unique behavior and gameplay possibilities are experienced at least once by a player during every major session, certifying that the gameplay provided by the ram is accessed on a somewhat frequent basis. Second, the bugle allows the player to resource-gather from animals in a way that speeds up a tedious process, but still requires that the player has to rely on stumbling upon wandering herds of passive mobs. Third, having a bunch of passive mobs "mobbing" you is both an amusing experience and one that fits in with Minecraft's already-established indirect sense of humor, thus making it a gameplay possibility that is both fun and memorable to a player.
Essentially, the ram is a fun mob that provides new experiences to the player while not remaining overbearing. While not rare, the mob does however spawn only in out-of-the-way places (mountaintops), guaranteeing that the only people that run into it are either a) new to the game, thus making the ram a fun new discovery experience, :cool.gif: looking for it, thus making their discovery of a ram positive and desired, or c) anticipating it, thus not "blindsighted" by the arrival of the ram, as they should have properly prepared for its appearance. The ram contributes significantly to biodiversity, operates in unique ways not currently mirrored in Minecraft, comes with the inclusion of a cool new drop/item, provides a balanced dangerous daytime mob, and creates a sense of progression as players begin to be capable of defeating rams and ascending the visually-impressive mountains that dot the Minecraft landscape. All in all? A mob that Notch needs to add to the game ASAP.
A mob that can be tamed, and ridden and taught a wide variety of skills.
Size: 2 tall, 1 wide, 3 long
Color: orange with black spots
spawns day and night, but is more common during the night,and spawns in the swamp biome.
during the day it would be neutral, unless provoked
at night it would attack if within 6 blocks
Drops: 3 leather or 2 pork
it should be included because we need a mount that we can control, and because they are awsome.
a more complete description is in the link in my signature.
PM me any suggestions.
Anyways, I myself have two more mob ideas.
Elephantine (better names welcomed!)
A giant elephant like monster, think those Oliphaunts from Lord of the Rings. Elephentines are basically giant creatures that are approxiamately 6 tall, 4 wide, and 8 long. They are huge behemoth with giant tusks.
Elephantines spawn only where there is enough room on grass where peaceful mobs normally spawn. They are most commonly found in open fields.
Behavior: Elephantines are neutral creatures, if you do nothing, they will just meander, if you attack one, it will instantly charge at you, until you die or it dies. Elephantines use their tusks to destroy any blocks (dirt, leaves, wood, cactus, sand, gravel) in their way if they are chasing you. Elephantines are extremely hard to kill, the one way to remain invisible to them is to jump on their back and attack from their. Elephantines are not harmed by lava unless completely submerged.
Rarity: Elephantines are very rare, you will see on about every 20 minecraft days if you do not go adventuring at all. The more you explore, the more you will encounter, but generally they are about as rare as gold.
Drops: Elephantines always drop 1 ivory tusk, which is like gold, and is only used for bragging rights. Elephantines also drop 8-12 pieces of leather.
Why should it be implemented in Minecraft?
Elephantines add a semi-rare mob to the game, which adds something that is interesting to find and not overly common. They also provide interesting combats to participate in that you can get into during the day. They would be viewed as a good find if you could find one, it would also be fun to plan the killing of one, and would create an interesting mini-goal in minecraft.
Charger
A yeti-like monster.
Charger's spawn only in snow biomes, they spawn in both the day and the night.
Behavior: Charger's charge you if they see you, and would continue to attack you like normal hostile mobs.
Rarity: Charger's are uncommon, but not rare, there is usually about one in every snow biome you encounter.
Drops: 4 snowballs
Why should it be implemented in Minecraft?
They would make snow biomes more interesting and dangerous, and provide some variation between biomes. If this was implemented with my temperature idea, which I will post later, it would definitely create some interesting variations in Minecraft.
Snow Creeper (I know I said I had two suggestions, but this one is short)
Snow Creepers spawn whenever a creeper would normally spawn in a snow biome. They are pure white except for their face. They would add a creeper that blends in with the snow in snow biomes.
Check out the Community Empowerment Project, post your mob ideas here:
Name: small/young spider
Description: small spiders (maybe a different color like red or green)
Behavior: Neutral but behave like zombie pigmen: when you attack one they all mob you. Or would be aggressive if accompanied by a normal sized, hostile spider (night/darkness spawned) In this way you could render the mob neutral if you kill the larger spider. Could even possibly have small poison spiders (green?) that deal damage like fire (over time)
Drops: we could make the larger spiders drop eggs now which could be used for other types of crafting or could be hatched in the furnace (or something) to make smaller spiders
Small spider drops string and has a small chance of dropping eggs or maybe poison sacks.
Eggs: eggs could be used like the ant lion pods from half life 2: they would act like normal eggs (when thrown) they would make the spiders hostile towards all mobs in that area or just make them move to the spot of the egg.
Poison sacks: could be crafted into antidote for poison that also heals some health (1-2 hearts?) and/or could be made into poison arrows (when/if different arrows are added)
Spawns: low chance of spawning on its own at night (1%) but has higher chances of spawning in groups of 3-5 (40%) but has a highest percent of spawning with a normal spider (59%) maybe lessen the spawns for spiders so that they have a higher chance of spawning in groups with the small spiders instead of groups with normal ones. 25% chance of having a smaller spider spawning as a poison one.
Why?: It would add another minor inconvenience for the player and a smaller, partially controllable mob type
We are now deciding what we are going to do about discussing these excellent mob ideas!
We have several options, we could create a new discussion thread. This new thread would have a master list of all ideas, and would only be for discussing ideas. All ideas posted in this current thread would be added to the discussion thread as soon as possible. The other option is to create a master list in this thread, and have people do all of the discussion here. These ideas have nothing to do with phase 2 of my plan. Phase 2 specifically focuses on the top three mob ideas. Right now I want to focus on hearing some opinions about all these suggestions, so that when we get to voting on the top three we will have heard other people's opinions first.
So, I would like to ask everyone to vote on this issue when they post a new mob idea. Please post your votes in blue, so I can keep track of them.
1. Create new discussion thread
2. Create master list in this thread
3. Do not create any additional thing
Note: We will be voting on these mob ideas after a bunch have been suggested, but I think it makes sense to have a chance to discuss them beforehand.
I need opinions!
Check out the Community Empowerment Project, post your mob ideas here: