Well, I think the water is a bit barren. Only squid, sand, and the occasional clay. I added some stuff here....
Mobs
-------------------------------
1. Jellyfish
Type:Neutral Mob
Spawn/Information: They are
neutral mobs that swim the seas of the vast Minecraft World. They are 1.3 x 1.3
x 1.3 blocks in dimensions. The Jellyfish will only spawn in Water, at a light
level of 8 or less(yes, it's not 7). This is rather easy, since light diminishes
by 3 levels per block in water. They will only spawn in water sources in a 2x2x2
or larger space.
Jellyfish spawn at an altitude of 40 through 68, but the
probability is different.
Similar to the spawn of Lapis Lazuli ores, they
will spawn the most in the middle of the available layer, layer 54. The further
away the spawning altitude, the lower the rate goes.
At layer 54, the
spawn rate will be 15/225, or 6.67% of all spawns. Every layer the point goes
from y=54, the numerator side drops by 1. So it will be like this.
The denominator '225' represents the total spawns of
Jellyfish.
About 96% of all Jellyfish spawn in Ocean Biomes. About 3%
spawn in River Biomes. The other 1% will spawn in large lakes in other
biomes.
Interestingly, Jellyfish spawn often at layer 54. But quite some
of them go up to the upper layers of the oceans, where some of the sunlight
exists.
Appearance / Behavior: Jellyfish looks similar
to mini-ghasts, except they are more transparent and have no distinctive eyes or
face. Jellyfish will attack the player if provoked. Besides attacking, it will
be provoked if the light level around them brightens by +5 or over suddenly
(this can only be done by lighing the sea by the player). This means placing
Jack-O-Lanterns under the deep sea could be dangerous.
Jellyfish shoots
poison to attack once it is provoked. It will forgive the player after a
moderate amount of time (about a minute), or once the player dies from its
attacks. But getting out of the ocean could be a challenge. They prefer to
attack the player from above and shooting poison downwards, which means a
considerable amount of knockback into the sea. This might also inflict further
damage(DROWNING!!!).
When passive, Jellyfish wander around aimlessly in
the water. At this state, touching the Jellyfish is
harmless.
Health / Attack Strength:
Jellyfish have
16(8 hearts) HPs of health, same as the Spider.
Easy: 1HP + 5 seconds
Poison I(-3 HP over time)
Normal: 2HP + 3 seconds Poison II(-4 HP over
time)
Hard: 3HP + 6 seconds Poison II(-8 HP over
time)
Drops: They will drop 4 experience, 3~5 scuba gels, and occasionally a potion of poison
a splash potion of poison(only when killed in its
hostile state, 1/12 chance. Looting increases chance. Looting I: 1/6, Lotting
II:1/4, Looting III: 1/2.)
Spawn:
they spawn in layers 56~74. Piranhas have a size
of 0.75 x 0.75 x 1.9 m. They need 1x1x2(Horizontal length) block spaces to
spawn, and the biome should be River or Ocean. In River biomes, it should pass a 1 in 3 random test. Oceans, 1 in 50, making Ocean Piranhas very rare.
Piranhas are a menace
in the Rivers. About 80~90% of Piranhas spawn
in River Biomes. They spawn in
groups, or schools of 2,4,or 8.
They spawn only in a light level of 3 or less, and does not
wander into areas that are brighter than a light level of 10, unless it
is chasing/attacking the player. Unlike most hostile
mobs, it will decrease its spawn rate at night, even though it is
darker.
Appearance / Behavior: Piranhas attack the player when it wanders within 8
blocks (horizontal) of a piranha. They have light sky-blue skin at the top,
and have orange skin at the bottom.
Its player detect radius is 16 blocks just like any other mob,
but it will not attack until the player occupies a space
within 8x8x2 blocks of itself. If the unlucky/hunting player
goes within this boundary, it will rush towards the player, often bringing
3~5 of them to the alert. They can be outrun if the player is on land, since
the piranha swims at a speed of about 3 m/s, or about 75% of a walking
player. But it will easily outrun you if you are in the water. Just getting
out of their 8 x 8 x 2 area isn't enough, either. It will keep attacking and
pursuing the player until it becomes more than 16 blocks away, or out of the
water.
They only have 7 hearts of health(shown below) with a rather
flimsy attack strength. However, they should not be
underestimated, since all the piranhas alerted
rush to the player, and the schools of piranhas aren't easy to
dispatch.
Once alerted, even when the player gets out of the water, it
will keep on the alert. This means once it comes within the 16 block radius
and splashes to the water, it will pursue the player, even if it wasn't in
the initial alertness 8x8x2 space. This means wading in a river that a
piranha previously attacked is
dangerous. The player would probably be rammed by the villains again and
bitten to death.
A good strategy is to first escape from the river, and once you
reach land, give them a hard blow with the sword.
Health / Attack Strength: They have 14(7 hearts) Hitpoints,
which means they could be rather easily slayed even with a Stone Sword(3
hits), and an unenchanted Diamond Sword could dispatch them in 2 hits. But
when it comes in groups, it could be quite frightening.
Drops: They will drop 3 experience when killed, since they have moderate hitpoints and no special attacks. Still, killing a school of Piranhas will drop
a reasonable experience. They also will have a 67% chance each of dropping a
Raw Fish/Ray Fin.Both/none could be dropped at once - Looting increase both chance and amount; shown below)
Spawn: Effectively the rarest ocean mob, and possibly dealt like an underwater ocean boss mob. They are actually based on real-life, and it is originally a rare fish. In Minecraft, its spawn is limited to deep,deep oceans beneath layer 50, and in an Ocean Biome. The spawn has to be in water(duh), and due to its large size(1.8m x 1.8m x 6.5m), they need a 2x2x8 space clear of anything but water, with the highest point below y=50, and the light level 0. There is also an additional 99%(yes, I mean it) chance the spawn will fail. It has to pass a 1 in 100 random test, compared to the slime's 1/10, or ghasts(1/20).
It will only attempt spawn every 400 ticks(20 seconds), effectively making a coelacanth outside an ocean a once-in 40 minute situation.
Appearance / Behavior : It's really, not too pretty. It has an overly light-gray tone, with a face with small eyes and a twisted mouth. Since coelacanths only live in deep oceans, even meeting one will be hard, and consume lots of time. It is highly advised to wear scuba gel gear(grade 1) at least, since its breathing-time will be necessary.
It is provoked easily. If touched once by a player, it will sharply flail its body around to avoid it, and as a potential warning. If touched again, it will be provoked and will attack the player. Attacking a coelacanth will also result in its counterattack.
Its attack strength should never be underestimated. The coelacanth will attempt to whip at the player , or just ram into it. This will knock the player a formidable amount, resulting in loss of control as well. It could be considered as an 'underwater mini-boss' as well. Iron Armored scuba gear(grade 1 +) or above is advised to tackle a coelacanth.
Health / Attack Strength: Coelacanths have 70 hearts(140 hitpoints), and will be the non-boss mob(although it easily could be one) that has the most health.
Drops: They drop 30 experience. It will also drop:
5~7 raw fish long-time underwater protective suit
================================================
GEAR
=================
Grade 0. Snorkels(Worn in Helmet place)
Snorkels are the very basic underwater gear. They could be crafted with 6 sticks and 2 glass panes.
S - S S G S S - S
They are the only gears that could be obtained solely on land.
Effects: Honestly, they're not too good. Oxygen bar will drop at a slower rate, but this could be obtained via enchanting Helmets with Respiration.
1 block underwater: 1 bubble / 4 sec. 2~5 blocks underwater: 1 bubble / 2.5 sec. 6+ blocks underwater: 1 bubble / 2 sec.
Honestly, they will work only as well as 'Respiration I/II'. They will have 35 durability, meaning it could stand 35 'bubble bursts' before breaking. It will also take 1 durability damage / attack.
Grade 1. Scuba Gel Gear
They are crafted with scuba 'gels' that Jellyfish drop. Crafting the gear requires 8 gels in a chest/furnace pattern. It could be worn as a substitute for helmets.
Effects: No protection. The oxygen bar will drop at a slower rate, depending on depth.
1~3 blocks underwater: 1 bubble / 8 sec. 4~8 blocks underwater: 1 bubble / 6 sec. 9+ blocks underwater: 1 bubble / 5 sec.
Effectively making lake and sea exploration much longer. They will also have 35 durability, which means that it could also stand 35 'bubble bursts'. It will also take 1 durability / attack. Also has 8% protection effect.
Grade 2. Ray Fin Gel Gear
They are crafted using 8 ray fins around the Grade 1(should be new-no uses) gear. This will enhance time, durability, and speed. Yes, speed(via another equipment. The helmet part ray fins won't do much to increase speed). But the 'Ray Fin Shoes' are crafted like this:(F = Fins)
- - - F - F => 1 Fin shoe F F F
to make it wearable, you should craft 2 of the shoes next to each other, making the Fin Shoes. Originally, swimming speed is at about 2 m/s, but with the Fin Shoes equipped, this will increase to 2.7 m/s, resulting in a 35% speed increase. This is almost as fast as a rushing Piranha(3m/s).
Both the gear and the finned shoes will have 90 durability - 90 'bubble bursts'. Taking damage will take 1 durability away. Gear will give 12% protection, and fins, 8%. Wearing both will result in 2.5 armor points(20%).
Um, wow. This is one of the few aquatic mob suggestions that aren't that bad. It actually sounds reasonable. But how would a jelly fish drop a poison potion?
Wow, this isn't so bad as I thought! I know Jellyfish dropping Poison Potions are a bit unrealistic. Maybe I could change them to
Splash.
(Squid, in reality, can't drop ink sacs as well.)
Anyway, I'll make them drop splash poison potions as a rare drop since they should actually give something.
Otherwise there's almost no reason for killing Jellyfish.
=====================
Added drop change with Looting enchantments!!
Mobs
Type: Neutral Mob
Spawn/Information: They are
neutral mobs that swim the seas of the vast Minecraft World. They are 1.3 x 1.3
x 1.3 blocks in dimensions. The Jellyfish will only spawn in Water, at a light
level of 8 or less(yes, it's not 7). This is rather easy, since light diminishes
by 3 levels per block in water. They will only spawn in water sources in a 2x2x2
or larger space.
Jellyfish spawn at an altitude of 40 through 68, but the
probability is different.
Similar to the spawn of Lapis Lazuli ores, they
will spawn the most in the middle of the available layer, layer 54. The further
away the spawning altitude, the lower the rate goes.
At layer 54, the
spawn rate will be 15/225, or 6.67% of all spawns. Every layer the point goes
from y=54, the numerator side drops by 1. So it will be like this.
68: 1/225
67: 2/225
66: 3/225
65: 4/225
64: 5/225
63: 6/225
62: 7/225(First placement of Ocean
Water)
61: 8/225
60: 9/225
59: 10/225
58: 11/225
57: 12/225
56: 13/225
55: 14/225
54: 15/225
53: 14/225
52: 13/225
51: 12/225
50: 11/225
49: 10/225
48: 9/225
47: 8/225
46: 7/225
45: 6/225
44: 5/225
43: 4/225
42: 3/225
41: 2/225
40: 1/225
The denominator '225' represents the total spawns of
Jellyfish.
About 96% of all Jellyfish spawn in Ocean Biomes. About 3%
spawn in River Biomes. The other 1% will spawn in large lakes in other
biomes.
Interestingly, Jellyfish spawn often at layer 54. But quite some
of them go up to the upper layers of the oceans, where some of the sunlight
exists.
Appearance / Behavior: Jellyfish looks similar
to mini-ghasts, except they are more transparent and have no distinctive eyes or
face. Jellyfish will attack the player if provoked. Besides attacking, it will
be provoked if the light level around them brightens by +5 or over suddenly
(this can only be done by lighing the sea by the player). This means placing
Jack-O-Lanterns under the deep sea could be dangerous.
Jellyfish shoots
poison to attack once it is provoked. It will forgive the player after a
moderate amount of time (about a minute), or once the player dies from its
attacks. But getting out of the ocean could be a challenge. They prefer to
attack the player from above and shooting poison downwards, which means a
considerable amount of knockback into the sea. This might also inflict further
damage(DROWNING!!!).
When passive, Jellyfish wander around aimlessly in
the water. At this state, touching the Jellyfish is
harmless.
Health / Attack Strength:
Jellyfish have
16(8 hearts) HPs of health, same as the Spider.
Easy: 1HP + 5 seconds
Poison I(-3 HP over time)
Normal: 2HP + 3 seconds Poison II(-4 HP over
time)
Hard: 3HP + 6 seconds Poison II(-8 HP over
time)
Drops: They will drop 4 experience, 3~5 scuba gels, and occasionally a
potion of poisona splash potion of poison(only when killed in its
hostile state, 1/12 chance. Looting increases chance. Looting I: 1/6, Lotting
II:1/4, Looting III: 1/2.)
=====================================================
2. Piranha
Type: Hostile Mob
Spawn:
they spawn in layers 56~74. Piranhas have a size
of 0.75 x 0.75 x 1.9 m. They need 1x1x2(Horizontal length) block spaces to
spawn, and the biome should be River or Ocean. In River biomes, it should pass a 1 in 3 random test. Oceans, 1 in 50, making Ocean Piranhas very rare.
Piranhas are a menace
in the Rivers. About 80~90% of Piranhas spawn
in River Biomes. They spawn in
groups, or schools of 2,4,or 8.
They spawn only in a light level of 3 or less, and does not
wander into areas that are brighter than a light level of 10, unless it
is chasing/attacking the player. Unlike most hostile
mobs, it will decrease its spawn rate at night, even though it is
darker.
Appearance / Behavior: Piranhas attack the player when it wanders within 8
blocks (horizontal) of a piranha. They have light sky-blue skin at the top,
and have orange skin at the bottom.
Its player detect radius is 16 blocks just like any other mob,
but it will not attack until the player occupies a space
within 8x8x2 blocks of itself. If the unlucky/hunting player
goes within this boundary, it will rush towards the player, often bringing
3~5 of them to the alert. They can be outrun if the player is on land, since
the piranha swims at a speed of about 3 m/s, or about 75% of a walking
player. But it will easily outrun you if you are in the water. Just getting
out of their 8 x 8 x 2 area isn't enough, either. It will keep attacking and
pursuing the player until it becomes more than 16 blocks away, or out of the
water.
They only have 7 hearts of health(shown below) with a rather
flimsy attack strength. However, they should not be
underestimated, since all the piranhas alerted
rush to the player, and the schools of piranhas aren't easy to
dispatch.
Once alerted, even when the player gets out of the water, it
will keep on the alert. This means once it comes within the 16 block radius
and splashes to the water, it will pursue the player, even if it wasn't in
the initial alertness 8x8x2 space. This means wading in a river that a
piranha previously attacked is
dangerous. The player would probably be rammed by the villains again and
bitten to death.
A good strategy is to first escape from the river, and once you
reach land, give them a hard blow with the sword.
Health / Attack Strength: They have 14(7 hearts) Hitpoints,
which means they could be rather easily slayed even with a Stone Sword(3
hits), and an unenchanted Diamond Sword could dispatch them in 2 hits. But
when it comes in groups, it could be quite frightening.
Easy: 1~2HP(0.5~1 heart)
Normal: 3HP(1.5 hearts)
Hard: 4~5HP(2~2.5
hearts)
Drops: They will drop 3 experience when killed, since they have moderate hitpoints and no special attacks. Still, killing a school of Piranhas will drop
a reasonable experience. They also will have a 67% chance each of dropping a
Raw Fish/Ray Fin.Both/none could be dropped at once - Looting increase both chance and amount; shown below)
Looting I: 100% chance 1 fish(67% chance 1 ray fin-unchanged)
Looting II: 50% chance 1 fish, 50% chance 2 fish(100% chance 1 ray fin)
Looting III: 12% chance 1 fish, 63% chance 2 fish, 25% chance 3 fish(50% chance 1 fin, 50% chance 2 fins)
==========================================
3. Coelacanth
Type: Neutral Mob
Spawn: Effectively the rarest ocean mob, and possibly dealt like an underwater ocean
boss mob. They are actually based on real-life, and it is
originally a rare fish. In Minecraft, its spawn is limited to deep,deep oceans beneath layer 50, and in an Ocean Biome. The spawn has to be in water(duh), and due to its large size(1.8m x 1.8m x 6.5m),
they need a 2x2x8 space clear of anything but water, with the highest point below
y=50, and the light level 0. There is also an additional 99%(yes, I mean it) chance the spawn will fail.
It has to pass a 1 in 100 random test, compared to the slime's 1/10, or ghasts(1/20).
It will only attempt spawn every 400 ticks(20 seconds), effectively making a coelacanth
outside an ocean a once-in 40 minute situation.
Appearance / Behavior : It's really, not too pretty. It has an overly light-gray tone, with a face with small eyes and a twisted mouth. Since coelacanths only live in deep oceans, even meeting one will be hard, and consume lots of time. It is highly advised to wear scuba gel gear(grade 1) at least, since its breathing-time will be necessary.
It is provoked easily. If touched once by a player, it will sharply flail its body around to avoid it, and as a potential warning. If touched again, it will be provoked and will attack the player. Attacking a coelacanth will also result in its counterattack.
Its attack strength should never be underestimated. The coelacanth will attempt to whip at the player
, or just ram into it. This will knock the player a formidable amount, resulting in loss of control as well.
It could be considered as an 'underwater mini-boss' as well. Iron Armored scuba gear(grade 1 +) or above is advised to tackle a coelacanth.
Health / Attack Strength: Coelacanths have 70 hearts(140 hitpoints), and will be the
non-boss mob(although it easily could be one) that has the most health.
It has two attacks.
Tailside Whip: Closely Ranged(up to 5 blocks away), far sideway knockback.
Easy: 8 HP(4 hearts)
Normal: 11 HP(5.5 hearts)
Hard: 14 HP(7 hearts)
Charge: Direct, Melee, direct knockback
Easy: 10 HP(5 hearts)
Normal: 14 HP(7 hearts)
Hard: 18 HP(9 hearts)
Drops: They drop 30 experience. It will also drop:
5~7 raw fish
long-time underwater protective suit
================================================
Snorkels are the very basic underwater gear. They could be crafted with 6 sticks and 2 glass panes.
S - S
S G S
S - S
They are the only gears that could be obtained solely on land.
Effects: Honestly, they're not too good. Oxygen bar will drop at a slower rate, but this could be obtained via enchanting Helmets with Respiration.
1 block underwater: 1 bubble / 4 sec.
2~5 blocks underwater: 1 bubble / 2.5 sec.
6+ blocks underwater: 1 bubble / 2 sec.
Honestly, they will work only as well as 'Respiration I/II'. They will have 35 durability, meaning
it could stand 35 'bubble bursts' before breaking. It will also take 1 durability damage / attack.
Grade 1. Scuba Gel Gear
They are crafted with scuba 'gels' that Jellyfish drop. Crafting the gear requires 8 gels in a
chest/furnace pattern. It could be worn as a substitute for helmets.
Effects: No protection. The oxygen bar will drop at a slower rate, depending on depth.
1~3 blocks underwater: 1 bubble / 8 sec.
4~8 blocks underwater: 1 bubble / 6 sec.
9+ blocks underwater: 1 bubble / 5 sec.
Effectively making lake and sea exploration much longer. They will also have 35 durability, which means that it could also stand 35 'bubble bursts'. It will also take 1 durability / attack. Also has
8% protection effect.
Grade 2. Ray Fin Gel Gear
They are crafted using 8 ray fins around the Grade 1(should be new-no uses) gear. This will enhance time, durability, and speed. Yes, speed(via another equipment. The helmet part ray fins won't do much to increase speed). But the 'Ray Fin Shoes' are crafted like this:(F = Fins)
- - -
F - F => 1 Fin shoe
F F F
to make it wearable, you should craft 2 of the shoes next to each other, making the Fin Shoes.
Originally, swimming speed is at about 2 m/s, but with the Fin Shoes equipped, this will increase to 2.7 m/s, resulting in a 35% speed increase. This is almost as fast as a rushing Piranha(3m/s).
Both the gear and the finned shoes will have 90 durability - 90 'bubble bursts'. Taking damage will take 1 durability away. Gear will give 12% protection, and fins, 8%. Wearing both will result in
2.5 armor points(20%).
(Others will be added later)
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Curse PremiumPraise be to Spode.
Splash.
(Squid, in reality, can't drop ink sacs as well.)
Anyway, I'll make them drop splash poison potions as a rare drop since they should actually give something.
Otherwise there's almost no reason for killing Jellyfish.
=====================
Added drop change with Looting enchantments!!
PROUD USER OF THE STEVE SKIN
PROUD USER OF THE STEVE SKIN