Apologies if this has been discussed before, but I'd like to make Minecraft a bit more difficult. I've seen a few that (in the past) added a thirst requirement, hunger (which is now obsolete obviously), etc., but I have seen anything in my searches that turns all passive mobs into aggressive and/or retaliatory mobs, i.e.:
Passive/aggressive:
Instead of sheep, have a mountain goat that bucks/head butts when attacked.
Instead of cows, have bison that charge when attacked.
Instead of pigs, wild boars that will charge/gouge when attacked.
Aggressive/predator mobs:
Instead of cats, have pumas that will have a chance roll to attack on-sight when close enough; will attack chickens.
Wolves that will have a chance roll to attack on-sight when close enough; will attack chickens.
I think this would add a danger element that would make hunting much more dangerous and/or farming much more appealing.
I've searched for these terms and while some of them showed up as skins, I haven't seen anything in a form of a survival-style mod.
Does anything like this exist? Any basic "make passive mob attack" mods that I could work with to get started?
Great, remove the basic passive mobs and add new ones. I'm pretty sure the majority of the community won't agree with you. also none of the mobs you suggested are passive, they're neutral
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You shall not pass! - Gandalf the Grey vanquishing the Balrog
This would be awesome! I don't know how it would be added (Checkbox as you create the world?) but I like it!
I'm not sure either, but it would definitely be an optional mod (well, all mods are optional really). I'm looking for similar mods that could be adapted.
I think this, in conjunction with the Ultra Hardcore Core mod (no health regen with food, only Golden Apples and Watermelon; alot of fun) would be a great way of improving the survivalism of the game.
I don't know, I don't like the idea of taking out cows, pigs, etc.
Perhaps this could be a setting that would alter the degree of difficulty: easy would only introduce 10% as aggressive, medium, 50%, hard 100%.
What's tricky would be the passive-until-attacked behaviour, but the Enderman do this, so the code is in there somewhere. Actually cloning the Enderman would be pretty cool: just reskin, drop the block-moving ability, and have them drop meat.
Again, never modded here (but have programmed in Java before) so no idea if its as simple as that.
We should still have the normal mobs, plus these new mobs.
The new neutral mobs should be basically the same as the old
mobs but drop more of whatever they drop, plus special items.
For example, you could shear goats, but if you kill them they drop
horns. Boars drop pork, as well as tusks. Horns and tusks might
be part of some potion recipes.
This would reward farmers who are willing to take more risks or
go through the time of setting up semi-mechanical farms so they
wouldn't need to deal with fiesty livestock themselves.
I remember something like this being discussed before, something about hunting and what not, which I still support.
Basically keep passive mobs, add in those netural aggressive mobs under the old spawning algorithm that was used for passive mobs in beta. This way you can breed and/or hunt depending on your play style. It could also add new drops for crafting or alchemy
We should still have the normal mobs, plus these new mobs.
The new neutral mobs should be basically the same as the old
mobs but drop more of whatever they drop, plus special items.
For example, you could shear goats, but if you kill them they drop
horns. Boars drop pork, as well as tusks. Horns and tusks might
be part of some potion recipes.
This would reward farmers who are willing to take more risks or
go through the time of setting up semi-mechanical farms so they
wouldn't need to deal with fiesty livestock themselves.
That would be interesting too, but I think the difficulty level of easy/medium/hard (or tweakable percentages, i.e you could set it to 16% if you wanted) would cover the the ability to have existing neutral mobs along with the new deadlier mobs.
Right now I'm playing the ocean seed of 70831, on hard, with the Ultra Hardcore Core plugin (just golden apples) and let me tell you, I was barely struggling to survive with 1.5 hearts, 1 last hunger drumstick, before an apple finally fell from an oak tree I had planted (which took 30 minutes of swimming to find an island with a tree on it... the sight of that tree was amazing! I actually shouted "yes!" out loud lol).
Pretty grim survival struggle. My style of play has gone from one of walking around and slashing everything in sight to almost completely avoiding any hostile mobs and any dangerous falls; was eating zombie flesh regularly when I could find it, it got so bad.
Had to wait until I had four drumsticks of hunger before I finally found a mineshaft with a couple of cobwebs to build a fishing rod. At that point, with my pathetic 3-seed wheat farm, I felt that I could overcome starvation, but seriously needed to find some gold before I felt confident enough to do some cave-exploring. Decided to dig a 2x2 shaft near the caves/mineshaft but blocked off all entrances with dirt so nothing could creep up on me. Finally found enough gold to make a golden apple... but it only healed 2 hearts. More mining.
Found more gold a few hours later and was up to 5 hearts, had full suit of armor, a diamond sword, and had a compass so felt like I could go exploring and hopefully find sheep on a large island to make a bed so I wouldn't have to respawn in the middle of the ocean again if I died... but proceeded to get completely lost: forgot to time how long I was travelling in a straight line before changing direction.
Now I'm kind of starting all over again. Thankfully I have my fishing rod but this swamp area with mini-islands and one-block deep water is not nearly as safe feeling from hostile mobs as my original island (with 29 diamonds in the chest!). Hopefully I can find it again...
Anyways, long story short, if the passive-aggressive/predator mobs were in place, would be that much more difficult to survive, and would certainly make farming more appealing.
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Passive/aggressive:
Instead of sheep, have a mountain goat that bucks/head butts when attacked.
Instead of cows, have bison that charge when attacked.
Instead of pigs, wild boars that will charge/gouge when attacked.
Aggressive/predator mobs:
Instead of cats, have pumas that will have a chance roll to attack on-sight when close enough; will attack chickens.
Wolves that will have a chance roll to attack on-sight when close enough; will attack chickens.
I think this would add a danger element that would make hunting much more dangerous and/or farming much more appealing.
I've searched for these terms and while some of them showed up as skins, I haven't seen anything in a form of a survival-style mod.
Does anything like this exist? Any basic "make passive mob attack" mods that I could work with to get started?
Thanks for reading.
Cheers
Yeah actually I think I saw that when searching for "bull". That would be cool too.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2221090-incense-what-it-does-how-to-make-it-and-why-it
also none of the mobs you suggested are passive, they're neutral
I'm not sure either, but it would definitely be an optional mod (well, all mods are optional really). I'm looking for similar mods that could be adapted.
I think this, in conjunction with the Ultra Hardcore Core mod (no health regen with food, only Golden Apples and Watermelon; alot of fun) would be a great way of improving the survivalism of the game.
Perhaps this could be a setting that would alter the degree of difficulty: easy would only introduce 10% as aggressive, medium, 50%, hard 100%.
What's tricky would be the passive-until-attacked behaviour, but the Enderman do this, so the code is in there somewhere. Actually cloning the Enderman would be pretty cool: just reskin, drop the block-moving ability, and have them drop meat.
Again, never modded here (but have programmed in Java before) so no idea if its as simple as that.
The new neutral mobs should be basically the same as the old
mobs but drop more of whatever they drop, plus special items.
For example, you could shear goats, but if you kill them they drop
horns. Boars drop pork, as well as tusks. Horns and tusks might
be part of some potion recipes.
This would reward farmers who are willing to take more risks or
go through the time of setting up semi-mechanical farms so they
wouldn't need to deal with fiesty livestock themselves.
Basically keep passive mobs, add in those netural aggressive mobs under the old spawning algorithm that was used for passive mobs in beta. This way you can breed and/or hunt depending on your play style. It could also add new drops for crafting or alchemy
That would be interesting too, but I think the difficulty level of easy/medium/hard (or tweakable percentages, i.e you could set it to 16% if you wanted) would cover the the ability to have existing neutral mobs along with the new deadlier mobs.
Right now I'm playing the ocean seed of 70831, on hard, with the Ultra Hardcore Core plugin (just golden apples) and let me tell you, I was barely struggling to survive with 1.5 hearts, 1 last hunger drumstick, before an apple finally fell from an oak tree I had planted (which took 30 minutes of swimming to find an island with a tree on it... the sight of that tree was amazing! I actually shouted "yes!" out loud lol).
Pretty grim survival struggle. My style of play has gone from one of walking around and slashing everything in sight to almost completely avoiding any hostile mobs and any dangerous falls; was eating zombie flesh regularly when I could find it, it got so bad.
Had to wait until I had four drumsticks of hunger before I finally found a mineshaft with a couple of cobwebs to build a fishing rod. At that point, with my pathetic 3-seed wheat farm, I felt that I could overcome starvation, but seriously needed to find some gold before I felt confident enough to do some cave-exploring. Decided to dig a 2x2 shaft near the caves/mineshaft but blocked off all entrances with dirt so nothing could creep up on me. Finally found enough gold to make a golden apple... but it only healed 2 hearts. More mining.
Found more gold a few hours later and was up to 5 hearts, had full suit of armor, a diamond sword, and had a compass so felt like I could go exploring and hopefully find sheep on a large island to make a bed so I wouldn't have to respawn in the middle of the ocean again if I died... but proceeded to get completely lost: forgot to time how long I was travelling in a straight line before changing direction.
Now I'm kind of starting all over again. Thankfully I have my fishing rod but this swamp area with mini-islands and one-block deep water is not nearly as safe feeling from hostile mobs as my original island (with 29 diamonds in the chest!). Hopefully I can find it again...
Anyways, long story short, if the passive-aggressive/predator mobs were in place, would be that much more difficult to survive, and would certainly make farming more appealing.