A fellow by the name of Writr recently posted a thread on "shiny" mobs. Due to a non-negotiable perspective difference, I'm posting a second one. This second thread has since taken a unique turn and become a detailed concept in its own right. As this thread has become a detailed and unique concept in its own right by now, I'm retracting overall credit. But credit for the initial inspiring concept still goes to Writr. I am also no longer linking to his original thread because it is not sensible to send people away from this thread during the introduction. Also, this thread was renamed due to the miniboss-esque direction taken with the concept of hostile mobs.
The original idea for shiny mobs was to recolor the current mobs. I severely dislike that for a few reasons:
- It's a lazy way to implement same-ish mobs.
- It's boring.
- It's too...Blatantly obvious. A red-and-blue cow is going to stand out like a jew in a crowd of nose amputees, to use a crude and possibly-offensive metaphor. Given the survival aspect of Minecraft, I prefer a much more subtle implementation, so the player needs to pay some attention to notice these mobs, and thus gain the reward.
- Recolors tend to be kinda goofy (red-and-blue cow). I prefer a more sensible implementation. Thus, my version involves variations on design as opposed to mere recolors.
Shiny mobs are obviously going to be far more rare than the regular mobs. I think the 1/8000 chance is a little too rare, but something like 1/500 chance of encountering a shiny mob could be interesting.
Shiny mobs will have better drops. For example, a shiny pig might drop numerous cooked porkchops, or a shiny cow might drop leather armor or saddles.
Shiny (non-hostile) mobs will not despawn if you feed them an apple, or a bunch of bread. This way, if you want to fence the shiny mob off and keep it as like a treasure to show off to people, you don't have to worry about it randomly disappearing while you go digging in your mines.
Each of the shiny mobs will have double the health they normally do, so that they are more difficult to kill, and also so that they won't die nearly so easily from things like falling or drowning.
Mob Design And Drops
[Section to be trimmed once all pictures are completed]
"Shiny" Pig: Would simply be fatter (a larger version) and, being the fat lump that it is, drop 4-6 porkchops.
"Shiny" Chicken: Black-and-white, ala the Wyandotte breed in real life. Could drop a "golden" (more like tannish) egg that, when thrown, always spawns four normal chickens (or at least has a higher chance of such per egg).
"Shiny" Sheep: A male sheep (ram). Distinguishing characteristic would, obviously, be the horns. Could drop random colors of wool.
"Shiny" Cow: Brown spots, as some real cows have. Drops random piece of leather armor or just more leather than a normal cow.
"Shiny" Squid: White. Immature sperm jokes aside, there's no other way to make this one unique. Not sure about the drop.
"Shiny" Zombie: Bits of flesh missing/half-skeletal face. Could drop a random piece of iron armor (or maybe a gauntlet to increase fist damage slightly, but that only works on my personal mental image of zombies having claws)
"Shiny" Skeleton: Bits of flesh still attached/cracked bones. Could drop the bow it carries.
"Shiny" Spider: Big red hourglass mark on its back, ala the black widow. Drop spider silk that could slow mobs or act as an adhesive. (I'm imaging a net stretched between some blocks...No idea why that image came to me)
"Shiny" Creeper: Red eyes/mouth. Black skin, Skin missing on head exposing TNT. Would drop 4-6 gunpowder (is that called sulfur now?)
"Shiny" Zombie Pigman: Some alteration of the pig-to-zombie ratio in their skin. Drops their gold sword.
"Shiny" Ghast: Heavily-scarred. I.E., sort of how the Zombie Pigman looks, semi-decomposed and all. Drops...gold or diamond, maybe? Didn't want to go with tnt since Creepers fill that niche, figured something rare in the overworld would work...If people choose to risk it.
"Shiny" Slime: Would be whitish, transluscent (like now) with a blackish clouds floating inside. Kinda like Rorschach's mask from The Watchmen.
When defeated, each passive "shiny" mob will drop a miniature silver (iron) trophy of itself. This item will have no beneficial effect whatsoever and is purely for display and bragging rights for finding the animal. Hostile "shiny" mobs will drop golden trophies for both finding and defeating them. Each mob may drop a simple trophy of the mob or a unique trophy. It's up for debate. The following would be the unique versions:
Cow: Silver cow head mountable on a wall
Pig: Silver bacon in a skillet
Chicken: Silver chicken peeking out of an egg.
Squid: Silver squid atop an ink geyser
Skeleton: Golden statuette posed with a bow.
Zombie: Gold zombie.
Zombie Pigman: Gold zombie riding a pig.
Ghast: Gold ghast surrounded by fire
Creeper: Gold creeper head poking out of an explosion cloud
Slime: Gold slime surrounded by smaller slimes.
Spider: Gold spiderweb
To make the trophies a worthy status symbol, the hostile mobs will have various boosts to make defeating them a real accomplishment.
"Shiny" Zombie: +10 heart bonus. Battle cry will draw normal zombies into a mob. The shiny zombie will be faster than the rest and have an attack range slightly less than that of the player.
"Shiny" Skeleton: +10 heart bonus. Will use flaming arrows. Arrows are not collectable by the player.
"Shiny" Spider: +10 heart bonus. Will spawn four tiny spiders to aid it in battle, each doing 0.5 hearts of damage per bite.
"Shiny" Zombie Pigman: +10 heart bonus. Will wear gold armor as well as wielding the usual gold sword.
"Shiny" Ghast: +10 heart bonus. Will spit fireballs at an increased rate.
"Shiny" Slime: +10 heart bonus. Will leap onto the player, temporarily "absorbing" the player into itself and doing one heart per second (via suffocation) until the player escapes by attacking from inside. Damage it three times to escape.
"Shiny" Creeper: +10 heart bonus. Arrow-resistant (0.5 damage per arrow).
Huntsman for life.
Anyway, This thread is better. I think having ghasts drop sulphur gunpowder is reasonable, but since creepers already drop it something else is probably a better idea. Maybe glowstone dust?
Shiny squids could drop fish, as though they had just been eating them.