As usual, this idea was created when a few noticeable golem threads didn't receive much of a reputation. So I decided to give a shot and introduce this new golem, complete with a unique ability and look. Before I go on, I'd like to thank Broccoli_Monkey, as half of this suggestion would not have been complete without him. This suggestion belongs to both of us.
This Obsidian Golem will share some attributes to an Enderman, tall and thin. The only difference it shares, is that it has an Obsidian texture, and sports crystals out of it's body, these crystals bare a crucial part in the golem, and will be explained further after describing the Golem's general stats:
40 heart points (20 hearts)
15 armour points
Attack damage based on type of Potion
Special buff given to specific Golem with a specific Potion
25 slots in it's Inventory
Concept Art:
1st style:
2nd style (with player size comparison):
Created by greenmajesti:
Summon:
As mentioned, this golem focuses on alchemy. It uses the brand new Lingering Potions, which are dropped from the Ender Dragon, or common Splash Potions in order to activate itself. This is when the Golem's crystals come into play.
At first, when summoning the Obsidian Golem, it starts off with it's original form (shown in the Concept Art). It starts off with grey, dull crystals, meaning it has no power, and won't attack any mobs or help the player. In order to activate this golem, you need to splash it with a Lingering Potion or Splash Potion of choice, once doing so, if it is a Positive or Negative potion, it will bare blue or red crystals, and cannot accept any other potion. For example, if you splash this golem with a Healing Lingering Potion, it's crystals will turn blue, and will ONLY accept Healing Lingering Potions, in it's inventory, and no others.
However, once the Obsidian Golem uses up it's potion of choice, only then you can replace the Golem's inventory with a new potion, but with the same results. It cannot accept any other potion but the one that you are offering. For example, after the Obsidian Golem uses up all of it's Healing Potions, only then you may replace those Healing potions with a new kind of potion, such as a Splash Potion of Weakness Potions. This results in the Golem changing from it's Supportive state, to it's Offensive state, and once you place in the minimum amount, you cannot place any other potions other than Splash Potions of Weakness or access the inventory until it runs out of the potions, and then you can repeat the process. This allows the Golem to use a more variety of potions, but still remain balanced.
Once you splash this golem with your potion of choice, you can then right-click the golem, which opens up it's inventory that has 25 slots. For each potion placed in, it can be used 3-5 times by this golem, and will do slightly more of the effect it does onto players or mobs. In order to prevent this mob from using an unlimited source of potions, once you place in a minimum of 5 Potions, which then allows it to attack mobs in it's radius or support the player, you cannot right-click the golem again to open it's inventory. Not until it uses up all the potions in it's inventory, only then you can right-click it again to refill it's inventory.
This golem reacts differently depending on it's 2 forms, which is its Supportive and Offensive forms. In it's Offensive state, it will attack mobs when it's within it's radius, using the potions given by the player. This Golem also shares a mechanic of the Tamed Wolf, as it can attack Players as well, if the Player, the one who created the golem, attacks an opponent or the opponent attacks the player, the Golem will target that opponent and use it's potions.
In it's Supportive state, it will follow the player, giving it positive potions when the player needs them the most. And since some of the positive potions do harm to particular hostile mobs, it will be a good bonus to have around. In this state, it's AI would also be "smarter" (If I had an adjective to describe the high intellect of a digital being created from code, then "smarter" might be it) meaning this Golem will use it's potions depending on the situation and the potion it has. For example, if you were to go swim in a lake or ocean, the Golem will splash you with a Water Breathing potion. Or if you were to go Mining with it, it will splash you with a Potion of Night Vision. Or if Night were to come around or if there is a certain number of mobs around, this golem will splash you with a Strength Potion.
This golem can be especially useful for mapmakers, as it has some interesting NBT tags. Basically, Obsidian Golems will be able to be customized using three different Data Tags:
-"Color", to be able to change the colors of the crystals on the Golem (this same tag is also used to determine the color of sheep)
-"Effect", which determines the type of potion the Golem will throw.
-"Amount", which determines the amount of potions the spawned Golem will throw before returning to it's 'empty' state.
Color:
the Color Data tag works as follows:
{Color:[0-15]}.
Each number between zero and 15 represents one of the 16 dye colors in Minecraft, in the same order as they do on sheep. When this tag is not used, the color will default to white (Color 0)
Effect:
{Effect:[1-25]}.
The numbers 1-25 are all the ID's of Minecraft's potion effects, and determine what type of potion the Golem will throw at you or your opponent. When this tag is not used, the potion used will default to Speed (ID: 1)
Amount:
{Amount:[0-100,X]}.
The amount tag determines the amount of potions the Golem has in it's inventory. When set to 0, the Golem will be in it's 'empty' state. The maximum of 100 in this instance is just an example, I don't know the exact limit Minecraft sets to tags like this, so I chose a limit of 100 myself.
When, instead of a number, you give an Amount of "X" the Golem's inventory will never have to be refilled, meaning that you can have it throw an infinite amount of a specific potion. When this tag is not used, the amount will be defaulted to 0 ('empty')
So, to give an example, Imagine you want to summon a Golem with red crystals, that throws Harming potions at opponents, and has 25 potions in it's inventory when summoned, you'd input this command:
A new golem, with a unique ability and stylish look. Created using Obsidian and your generic Pumpkin to follow the tradition of making Golems. Unlike the Iron or Snow Golem, it uses an AOE effect, with an alchemy theme to it. The Obsidian Golem uses Lingering Potions given from the player in order to activate one of it's two alternative forms. It uses its potions effectively in battle or in a situation when the player needs them the most, like mining with no torches, or battling a horde of creepers. Use a positive potion to turn it to its Supportive state, or use a negative one to turn it into its Offensive state. But don't be alarmed, you can always change the Golem's form once it has used up all the potions in its slot. Not only is it a very loyal companion, but it comes with 3 NBT tags that customizes this golem in colour, potion type, and amount, very useful for mapmakers!
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Ok, I would just like to say that I FULLY SUPPORT this idea.
And regardless of this, I would like to ask a question, because it would seem to me that this Golem could be regarded as a companion in it's Supportive state, and that would be a good extra to have especially in Single Player. My question is this. Is there any limits to where this Golem can follow the player?
I like it. Though it most certainly needs a better name. Perhaps the name "Crystal Guardian" could suit.
Golems in Minecraft seem to follow a particular name. Such as the Snow Golem baring "Snow" since it requires Snow blocks to be created. And the Iron Golem baring "Iron" since it requires Iron blocks to create. So it's only fitting to call it an Obsidian Golem than a "Crystal Guardian" or "Ender Golem". I have also discussed this was Broccoli, and we are sticking with the name.
I could also try making one of these with command blocks and models if you want.
Hey I need some more stuff for my mod I could add this in? my mods Alchimia btw its alchemy
Sorry, but every kind of mob/creature I create/draw belongs to me, especially artworks of it. So I'm afraid I cannot allow you to use this mob, unless credit is given.
Good idea endy but...whats stopping players from making a eternal health station?
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Cool. Not only is it a neat utility mob, but it is also a cool custom mob. I can see it having a bunch of uses in adventure maps, and with automated potion brewers and dispensers, you can use these for quite a while!
When you open the golem inventory you should see the following tabs:
-Heal
-Harm
-Buff
-Debuff
Under each tab you could specify the entities it will interact with:
-Owner
-Players (other than the golem's owner- make a pvp bodyguard)
-Animals
-Villagers
-Golems
-Neutral Mobs
-Hostile Mobs (the golem would be smart enough to throw healing potions at undead when set to harm undead and vice-versa)
Also you should be able to "lock" the golem with NBT data to prevent players from tampering with it. This would make it a great support enemy in CTM maps or PVP.
Edit; the obsidian golem should be able to use regular splash potions, not just lingering.
I love the mob, but I'm not big on the idea of it needing to be tied to either offensive or support. I would prefer if it could take any Lingering or Splash potions, and then the crystals would grow red or blue depending on if an offensive or support potion is used (or possibly, make the crystals a singular base color like white and then have them glow the color of whatever potion it is using). I feel that would make it more versatile and allow you to prepare for individual situations in advance. If you plan on using it against undead mobs you wouldn't bother to give it anything other than Healing potions, and if you were going after players you would balance it with other potions.
Also, it might be neat to give it a bit more use by giving it smarter AI, like if you give it a Night Vision potion it will use it on you when night comes (if you aren't by other light sources), or if you jump into water it will use a Waterbreathing potion on you. Same with Fire Resistance if you go into the Nether, or get caught on fire. I could see this guy being extremely useful in a mine, keeping mobs off your back and tossing a Fire Resistance potion on you when you slip into Lava.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
When you open the golem inventory you should see the following tabs:
-Heal
-Harm
-Buff
-Debuff
Under each tab you could specify the entities it will interact with:
-Owner
-Players (other than the golem's owner- make a pvp bodyguard)
-Animals
-Villagers
-Golems
-Neutral Mobs
-Hostile Mobs (the golem would be smart enough to throw healing potions at undead when set to harm undead and vice-versa)
I'm not sure if we should make things overly complicated for a simple utility mob. To me, it seems quite complicated already with creating the golem, gathering lingering potions, activating the golem with a lingering potion, and stocking it with a number of potions.
Also you should be able to "lock" the golem with NBT data to prevent players from tampering with it. This would make it a great support enemy in CTM maps or PVP.
I was going for something like that. Perhaps it could be registered with Nametags instead. I'll discuss this with Broccoli and we'll come up with something.
Edit; the obsidian golem should be able to use regular splash potions, not just lingering.
We used Lingering potions because it gives this new potion type a use, and because of the golem capable of sort of "duplicating" the potions uses a couple of times and increasing the effects it does, it seems more balanced to use Lingering potions instead.
I love the mob, but I'm not big on the idea of it needing to be tied to either offensive or support. I would prefer if it could take any Lingering or Splash potions, and then the crystals would grow red or blue depending on if an offensive or support potion is used (or possibly, make the crystals a singular base color like white and then have them glow the color of whatever potion it is using). I feel that would make it more versatile and allow you to prepare for individual situations in advance. If you plan on using it against undead mobs you wouldn't bother to give it anything other than Healing potions, and if you were going after players you would balance it with other potions.
I would consider this is tied into the golem's mechanic of accepting potions. And as I stated in grey italics, we are also unsure whether or not we should go with what was presented. I'll discuss this with Broccoli as well.
Also, it might be neat to give it a bit more use by giving it smarter AI, like if you give it a Night Vision potion it will use it on you when night comes (if you aren't by other light sources), or if you jump into water it will use a Waterbreathing potion on you. Same with Fire Resistance if you go into the Nether, or get caught on fire. I could see this guy being extremely useful in a mine, keeping mobs off your back and tossing a Fire Resistance potion on you when you slip into Lava.
I technically wanted to go with something like that, but I didn't seem to state that anywhere in the OP, thanks for reminding me.
Also, I'd like to take the discussion toward the golem accepting potions, as I stated in grey italics, do you think it's fine with how it is, or should it be changed and how so?
You and Broccoli really nailed the idea. Both of you. Feel good, right now. That's not a suggestion, that's a command. I command you guys to feel good.
I understand what you guys were going for with the design (tall and thin), but it still looks like something you might see in a strange anime. There's parts about it that don't look very Minecraftish, you still did a good job on it. The mechanics however are very clever and original. I normally hate adding more golems to the game, but this one breaks that hate for me.
So... support.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The only thing I think you should change is the amount of health. An iron golem has 100 health, while the obsidian golem has only 40. Correct me if I'm wrong, but I think obsidian would be harder to destroy than iron.
I forgot to mention in my first post, that the Iron Golem is pretty powerful enough. It's just a tank that bashes and tosses every hostile mob around, so adding another powerful golem? Ehhh... That dampens my support.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Iron Golems are designed as tanks that deal a lot of damage and soak up a lot of damage. This Golem can't do that. They fulfill a supprotive role. They rely on the player to fuel them with potions. And even then, they'll only be able to directly kill enemies when you give them Harming potions.
And to add, their sole purpose is not to only bash and kill every mob they see, as they're alternative forms determine the kind of AI they will have. So they will either be using potions to an extent against mobs, or use potions onto Players when they need them the most.
I forgot to mention this, but the original reason why I suggested this mob was to add more diversity into the roles Golems, the Obsidian Golem more specifically. The Iron Golem fulfills a Melee role, the Snow Golem fulfills a Projectile role, and the Obsidian Golem fulfills an AOE role, and then again, that's dependent on it's forms.
And to add, their sole purpose is not to only bash and kill every mob they see, as they're alternative forms determine the kind of AI they will have. So they will either be using potions to an extent against mobs, or use potions onto Players when they need them the most.
I forgot to mention this, but the original reason why I suggested this mob was to add more diversity into the roles Golems, the Obsidian Golem more specifically. The Iron Golem fulfills a Melee role, the Snow Golem fulfills a Projectile role, and the Obsidian Golem fulfills an AOE role, and then again, that's dependent on it's forms.
Seems reasonable to me Support.
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
And to add, their sole purpose is not to only bash and kill every mob they see, as they're alternative forms determine the kind of AI they will have. So they will either be using potions to an extent against mobs, or use potions onto Players when they need them the most.
That's another thing I wanted to get into, as handy as it is for these golems to use potions when needed, there's times where they can use one in a weird situation. For example, the golem wants to throw a Splash Potion of Harming at something, but it just so happens that a Skeleton and Zombie are nearby and are healed by said potion.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
As usual, this idea was created when a few noticeable golem threads didn't receive much of a reputation. So I decided to give a shot and introduce this new golem, complete with a unique ability and look. Before I go on, I'd like to thank Broccoli_Monkey, as half of this suggestion would not have been complete without him. This suggestion belongs to both of us.
This Obsidian Golem will share some attributes to an Enderman, tall and thin. The only difference it shares, is that it has an Obsidian texture, and sports crystals out of it's body, these crystals bare a crucial part in the golem, and will be explained further after describing the Golem's general stats:
Concept Art:
1st style:
2nd style (with player size comparison):
Created by greenmajesti:
Summon:
As mentioned, this golem focuses on alchemy. It uses the brand new Lingering Potions, which are dropped from the Ender Dragon, or common Splash Potions in order to activate itself. This is when the Golem's crystals come into play.
At first, when summoning the Obsidian Golem, it starts off with it's original form (shown in the Concept Art). It starts off with grey, dull crystals, meaning it has no power, and won't attack any mobs or help the player. In order to activate this golem, you need to splash it with a Lingering Potion or Splash Potion of choice, once doing so, if it is a Positive or Negative potion, it will bare blue or red crystals, and cannot accept any other potion. For example, if you splash this golem with a Healing Lingering Potion, it's crystals will turn blue, and will ONLY accept Healing Lingering Potions, in it's inventory, and no others.
However, once the Obsidian Golem uses up it's potion of choice, only then you can replace the Golem's inventory with a new potion, but with the same results. It cannot accept any other potion but the one that you are offering. For example, after the Obsidian Golem uses up all of it's Healing Potions, only then you may replace those Healing potions with a new kind of potion, such as a Splash Potion of Weakness Potions. This results in the Golem changing from it's Supportive state, to it's Offensive state, and once you place in the minimum amount, you cannot place any other potions other than Splash Potions of Weakness or access the inventory until it runs out of the potions, and then you can repeat the process. This allows the Golem to use a more variety of potions, but still remain balanced.
Once you splash this golem with your potion of choice, you can then right-click the golem, which opens up it's inventory that has 25 slots. For each potion placed in, it can be used 3-5 times by this golem, and will do slightly more of the effect it does onto players or mobs. In order to prevent this mob from using an unlimited source of potions, once you place in a minimum of 5 Potions, which then allows it to attack mobs in it's radius or support the player, you cannot right-click the golem again to open it's inventory. Not until it uses up all the potions in it's inventory, only then you can right-click it again to refill it's inventory.
This golem reacts differently depending on it's 2 forms, which is its Supportive and Offensive forms. In it's Offensive state, it will attack mobs when it's within it's radius, using the potions given by the player. This Golem also shares a mechanic of the Tamed Wolf, as it can attack Players as well, if the Player, the one who created the golem, attacks an opponent or the opponent attacks the player, the Golem will target that opponent and use it's potions.
In it's Supportive state, it will follow the player, giving it positive potions when the player needs them the most. And since some of the positive potions do harm to particular hostile mobs, it will be a good bonus to have around. In this state, it's AI would also be "smarter" (If I had an adjective to describe the high intellect of a digital being created from code, then "smarter" might be it) meaning this Golem will use it's potions depending on the situation and the potion it has. For example, if you were to go swim in a lake or ocean, the Golem will splash you with a Water Breathing potion. Or if you were to go Mining with it, it will splash you with a Potion of Night Vision. Or if Night were to come around or if there is a certain number of mobs around, this golem will splash you with a Strength Potion.
This golem can be especially useful for mapmakers, as it has some interesting NBT tags. Basically, Obsidian Golems will be able to be customized using three different Data Tags:
-"Color", to be able to change the colors of the crystals on the Golem (this same tag is also used to determine the color of sheep)
-"Effect", which determines the type of potion the Golem will throw.
-"Amount", which determines the amount of potions the spawned Golem will throw before returning to it's 'empty' state.
Color:
the Color Data tag works as follows:
{Color:[0-15]}.
Each number between zero and 15 represents one of the 16 dye colors in Minecraft, in the same order as they do on sheep. When this tag is not used, the color will default to white (Color 0)
Effect:
{Effect:[1-25]}.
The numbers 1-25 are all the ID's of Minecraft's potion effects, and determine what type of potion the Golem will throw at you or your opponent. When this tag is not used, the potion used will default to Speed (ID: 1)
Amount:
{Amount:[0-100,X]}.
The amount tag determines the amount of potions the Golem has in it's inventory. When set to 0, the Golem will be in it's 'empty' state. The maximum of 100 in this instance is just an example, I don't know the exact limit Minecraft sets to tags like this, so I chose a limit of 100 myself.
When, instead of a number, you give an Amount of "X" the Golem's inventory will never have to be refilled, meaning that you can have it throw an infinite amount of a specific potion. When this tag is not used, the amount will be defaulted to 0 ('empty')
So, to give an example, Imagine you want to summon a Golem with red crystals, that throws Harming potions at opponents, and has 25 potions in it's inventory when summoned, you'd input this command:
/summon EnderGolem ~ ~ ~ {Color:14, Effect: 7, Amount: 25}
TL;DR
A new golem, with a unique ability and stylish look. Created using Obsidian and your generic Pumpkin to follow the tradition of making Golems. Unlike the Iron or Snow Golem, it uses an AOE effect, with an alchemy theme to it. The Obsidian Golem uses Lingering Potions given from the player in order to activate one of it's two alternative forms. It uses its potions effectively in battle or in a situation when the player needs them the most, like mining with no torches, or battling a horde of creepers. Use a positive potion to turn it to its Supportive state, or use a negative one to turn it into its Offensive state. But don't be alarmed, you can always change the Golem's form once it has used up all the potions in its slot. Not only is it a very loyal companion, but it comes with 3 NBT tags that customizes this golem in colour, potion type, and amount, very useful for mapmakers!
It's been a while since I've seen a suggestion this good.
Support!
Ok, I would just like to say that I FULLY SUPPORT this idea.
And regardless of this, I would like to ask a question, because it would seem to me that this Golem could be regarded as a companion in it's Supportive state, and that would be a good extra to have especially in Single Player. My question is this. Is there any limits to where this Golem can follow the player?
SUPPORT
Gives lingering potions a real use, and it ISN'T a "diamond golems pl0x" suggestion. The game needs more golems, and this is how it should be done.
I like it. Though it most certainly needs a better name. Perhaps the name "Crystal Guardian" could suit.
I could also try making one of these with command blocks and models if you want.
Figured it was time for a change.
Perfect for people who want more in this game. I hope mojang adds this in the 1.9 update!
If your a mod maker PLZ consider these mod ideas here! LINK
Golems in Minecraft seem to follow a particular name. Such as the Snow Golem baring "Snow" since it requires Snow blocks to be created. And the Iron Golem baring "Iron" since it requires Iron blocks to create. So it's only fitting to call it an Obsidian Golem than a "Crystal Guardian" or "Ender Golem". I have also discussed this was Broccoli, and we are sticking with the name.
You could, I guess.
Sorry, but every kind of mob/creature I create/draw belongs to me, especially artworks of it. So I'm afraid I cannot allow you to use this mob, unless credit is given.
FINALLY!! A good golem suggestion which is not "dimond golemz can inztakill every1z".
It gives potions a good use and has an original design and concept.
Support
Good idea endy but...whats stopping players from making a eternal health station?
And once i did beat up the dragon i could make an infinite health station maybe giving in a cooldown?
anyway nice idea.
Cool. Not only is it a neat utility mob, but it is also a cool custom mob. I can see it having a bunch of uses in adventure maps, and with automated potion brewers and dispensers, you can use these for quite a while!
Support!
When you open the golem inventory you should see the following tabs:
-Heal
-Harm
-Buff
-Debuff
Under each tab you could specify the entities it will interact with:
-Owner
-Players (other than the golem's owner- make a pvp bodyguard)
-Animals
-Villagers
-Golems
-Neutral Mobs
-Hostile Mobs (the golem would be smart enough to throw healing potions at undead when set to harm undead and vice-versa)
Also you should be able to "lock" the golem with NBT data to prevent players from tampering with it. This would make it a great support enemy in CTM maps or PVP.
Edit; the obsidian golem should be able to use regular splash potions, not just lingering.
I love the mob, but I'm not big on the idea of it needing to be tied to either offensive or support. I would prefer if it could take any Lingering or Splash potions, and then the crystals would grow red or blue depending on if an offensive or support potion is used (or possibly, make the crystals a singular base color like white and then have them glow the color of whatever potion it is using). I feel that would make it more versatile and allow you to prepare for individual situations in advance. If you plan on using it against undead mobs you wouldn't bother to give it anything other than Healing potions, and if you were going after players you would balance it with other potions.
Also, it might be neat to give it a bit more use by giving it smarter AI, like if you give it a Night Vision potion it will use it on you when night comes (if you aren't by other light sources), or if you jump into water it will use a Waterbreathing potion on you. Same with Fire Resistance if you go into the Nether, or get caught on fire. I could see this guy being extremely useful in a mine, keeping mobs off your back and tossing a Fire Resistance potion on you when you slip into Lava.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I'm not sure if we should make things overly complicated for a simple utility mob. To me, it seems quite complicated already with creating the golem, gathering lingering potions, activating the golem with a lingering potion, and stocking it with a number of potions.
I was going for something like that. Perhaps it could be registered with Nametags instead. I'll discuss this with Broccoli and we'll come up with something.
We used Lingering potions because it gives this new potion type a use, and because of the golem capable of sort of "duplicating" the potions uses a couple of times and increasing the effects it does, it seems more balanced to use Lingering potions instead.
I would consider this is tied into the golem's mechanic of accepting potions. And as I stated in grey italics, we are also unsure whether or not we should go with what was presented. I'll discuss this with Broccoli as well.
I technically wanted to go with something like that, but I didn't seem to state that anywhere in the OP, thanks for reminding me.
Also, I'd like to take the discussion toward the golem accepting potions, as I stated in grey italics, do you think it's fine with how it is, or should it be changed and how so?
You and Broccoli really nailed the idea. Both of you. Feel good, right now. That's not a suggestion, that's a command. I command you guys to feel good.
I understand what you guys were going for with the design (tall and thin), but it still looks like something you might see in a strange anime. There's parts about it that don't look very Minecraftish, you still did a good job on it. The mechanics however are very clever and original. I normally hate adding more golems to the game, but this one breaks that hate for me.
So... support.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Full support
The only thing I think you should change is the amount of health. An iron golem has 100 health, while the obsidian golem has only 40. Correct me if I'm wrong, but I think obsidian would be harder to destroy than iron.
Bone app the teeth.
I forgot to mention in my first post, that the Iron Golem is pretty powerful enough. It's just a tank that bashes and tosses every hostile mob around, so adding another powerful golem? Ehhh... That dampens my support.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
And to add, their sole purpose is not to only bash and kill every mob they see, as they're alternative forms determine the kind of AI they will have. So they will either be using potions to an extent against mobs, or use potions onto Players when they need them the most.
I forgot to mention this, but the original reason why I suggested this mob was to add more diversity into the roles Golems, the Obsidian Golem more specifically. The Iron Golem fulfills a Melee role, the Snow Golem fulfills a Projectile role, and the Obsidian Golem fulfills an AOE role, and then again, that's dependent on it's forms.
Seems reasonable to me Support.
That's another thing I wanted to get into, as handy as it is for these golems to use potions when needed, there's times where they can use one in a weird situation. For example, the golem wants to throw a Splash Potion of Harming at something, but it just so happens that a Skeleton and Zombie are nearby and are healed by said potion.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048