An issue I see a lot is in custom maps being forced to use mods/custom textures to be good. I think that there should be a way for map makers to create their own mobs.
Quick youtube video explaining some of this feature:
How this works:
- Each map has a skins folder in it. The folder contains a list of folders (numbered 1-10). In every folder there is a data file and a skin for the given mob.
- There would be a command to open a GUI where you can select a mob (1-10) and change various stats on it. Like its life, damage, speed, etc.
- Another feature would be added into the mob editor where you can set the mobs AI. There would be default ones, like passive, aggressive, and companion. But there would also be a custom option. For example, it cannot cross certain blocks and follows/goes toward certain players or blocks.
It may also attack certain mobs.
- The entity AI can be modified any time in game by ops, or command blocks. There would be a list of values that would be in it, for example.
This would be added if you were making an rpg map and you wanted to have custom mob 7 follow the player, but stay 2 blocks away and have it attack any hostile mobs, excluding creepers and attack squids.
- There are a lot of custom skins on the internet so one could download one, put it in their map and edit the AI. Then have a part of the adv/cust surv map done.
- The effects of the AI would be in a list. So if you looked at it in the GUI it could say,
name: (no name)
doesn't attack player
- There could also be set ups you can use with redstone, for example.
There is a clock set up to a command block. The command block tests if custom mob 7 has a score of 10 in some kind of dummy score.
If it is true, then the AI 7 says something in chat, like: Jim: Hello.
Then, if that happened, the score would be reset to 0 from a command block connected to the one displaying the message. This would be a far more complex use, but useful for map makers who deal with similar things daily.
- Option in settings to download from servers. If set to false then they are just Steves.
- (Possibly) inventory's for the mobs
- This would be great for making NPC's better in maps, instead of using testificates, who are limited in what they can do.
Q: Why only 10 skins?
A: 10 skins is just a place holder. It may be 10 or 20. It just cannot be really high amounts because of servers.
Imagine joining a server and having to download 1000000 skins (this would be in the connection process)...
Q: Inappropriate skins?
A: Every map/server you play from the internet can have inappropriate content. You may also have it disabled... (default)
Please leave a comment telling me what you think of this.
I hope you consider this and thanks for reading!
I could get behind this, sounds like a great idea! The only thing I would change is that there should be another file the defines the shape of the mob, the way you have it set up is it only works for mobs shaped like players.
Also, just a friendly suggestion, you might want to reword or just take out the part where you mention "setups with redstone" and the example after that. You make it sound very complicated and it might turn away some people.
The only problem with this suggestion is that there's a lack of ambiguity in what you can create. You'll just be retexturing a pig and making it an enemy. People will know it's just a retextured pig. Bam, there goes the immersion in the map. I think if you can create new models and be able to add textures to the map that surmises that model, that would be alot better, but then that requires an extreme code overhaul.
A) Why not just use resource pack? Its really not that hard.
2) A command that opens a GUI just isn't vanilla.
Cee) Can't you do practically all of this with commands (or NBTEdit/related mods)?
Four) Customizable AI just sounds like a lot of lag.
Ezinhlanu) Everything here can be done with commands and resource packs, except custom AI, which only cause lag. So essentially, this is adds nothing (cause' theres no way in hell mojang would add something that lag inducing, or simplify something already incredibly simple).
1) Creating a resource pack that has the features above, is quite difficult. Adding in 10 new mobs with customized features takes programming knowledge. A lot of map makers do not know how to program, therefor use whats given to them. The main point is using custom skins, you cannot simply make a zombie with a new skin, multiple times.
2) The command would be exclusive to creative/op mode.
3) You can do things very similar, but it takes a lot of time and there is not as much flexibility. There are also not custom skins.
4) I am not sure of this, but i believe this would cause little to no lag :/ though I never really lag in minecraft
Conclusion) Some of this can be done with commands, but it is very complicated and is less flexible. Custom AI shouldn't make the game lag (1-10 custom AI in a single map). I personally cannot program very well. For me to make a mob in the game would be amazing, so adding a feature that can add a few basic NPC's, I think would help many map makers.