Hi, I was thinking about a humanoid mob wich is called "hunter". He will walk around in the forest with a bow and a dog, hunting animals such as cows, pigs. He will attack if you attack him first, he's dog will also attack you, also if you attack he's dog he will attack you.
Other mobs such as zombies, skeletons ++ will not attack him. I was thinking maybe the same spawn-rate as same the witch. If you kill him he could drop a bow and it's a chanse that it will be enchanted, he will also drop leather, meat ++
I was thinking he could look like this (but in minecraft graphics)
Bad idea on all kinds of levels. We do not need a mob who will actively hunt down all our livestock and kill them. Since there's no difference between a "wild" and an "owned" animal, this mob would park itself next to fences and just decimate people's supply of food. All it would take is one spawning while you're underground looking for stuff, and you'd come back to empty ranches.
I actually find this idea interesting... Perhaps you can share a bit more details with his abilities, like can he run fast or jump higher than usual? Also, I think zombies should attack him.
Bad idea on all kinds of levels. We do not need a mob who will actively hunt down all our livestock and kill them. Since there's no difference between a "wild" and an "owned" animal, this mob would park itself next to fences and just decimate people's supply of food. All it would take is one spawning while you're underground looking for stuff, and you'd come back to empty ranches.
Which is why you would make a barn or something to protect them from the hunter, where the hunter can't shoot them.
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This adds a new strategy of survival, and if the mobs he kills doesn't drop anything will make it very unique to try and find food almost like a search for food everytime or grow a farm. (animal farms like a barn to protect them too :))
Players should not be forced to make enclosed animal shelters. For one, it's just bad practice to pigeonhole design like that. Especially with all the real-world concerns about the conditions of farm animals who don't get enough time outside in a more natural environment. For another, for this mob to work, it would have to spawn regardless of light levels. Which means that barn you just built is useless, since the hunter mob would be able to spawn inside of it.
Bad idea on all kinds of levels. We do not need a mob who will actively hunt down all our livestock and kill them. Since there's no difference between a "wild" and an "owned" animal, this mob would park itself next to fences and just decimate people's supply of food. All it would take is one spawning while you're underground looking for stuff, and you'd come back to empty ranches.
Hm, I did not mean for the mob to go on a killing spree killing every animal in sight. Maybe he kills a few animals (1-3) and then move on to a 1new location in the forest? But ofcourse he might kill some of your animals if he came by your house.
I actually find this idea interesting... Perhaps you can share a bit more details with his abilities, like can he run fast or jump higher than usual? Also, I think zombies should attack him.
Which is why you would make a barn or something to protect them from the hunter, where the hunter can't shoot them.
I am not sure about he's abilities. Maybe he should have much stamina and be able to run fast?
Maybe a bonfire or somethign could be added wich the hunter could sit around at night?
Bad idea on all kinds of levels. We do not need a mob who will actively hunt down all our livestock and kill them. Since there's no difference between a "wild" and an "owned" animal, this mob would park itself next to fences and just decimate people's supply of food. All it would take is one spawning while you're underground looking for stuff, and you'd come back to empty ranches.
Actually, the game can tell if a block was naturally generated or player-placed, so why wouldn't it also be able to store for each breedable mob wether the mod is "fully wild" (naturally generated) or "tamed" (either was born from breeding, or has given birth by breeding)? This would make most player farms quite safe.
Half is due to I like the idea of a rare humanoid with pet neutral mob.
The other half is that when I go to a forest I will most likely never find livestock and mine will die.
He said it would be a very rare mob, so no problem there, most places you'd go there just wouldn't be any hunter. Animals are way too abundant anyway. Especially considering that the hunter would, just like all other mobs, be "frozen" when it's chunk is unloaded. The hunter would be able to actually "hunt" only when a player is nearby.
Also, maybe that hunter would be eco-friendly and would stop hunting for several minutes after making a succesfull kill, instead of acting like any trigger happy player does when charging as group of friendly mobs and killing everything in sight as fast as possible.
And friendly mobs *DO* naturally renegerate. Albeit slowly, it's only slowly relative to the hostile mobs. It's still fast enough that if you explore for say 216 blocks all around your base and kill EVERYTHING you see (a zoom level 2 map, no more than 1 hour of "work"), the go mining or do other stuff for a few minecraft day and then come back and you'll see new animals already having spawned.
Not a bad idea, but it needs some kind of a limitation on how many he kills. 1-2 would work. Maybe it doesn't spawn until 1-2 weeks have gone by (or maybe one season if Dinnerbone does implement them).
Actually, the game can tell if a block was naturally generated or player-placed, so why wouldn't it also be able to store for each breedable mob wether the mod is "fully wild" (naturally generated) or "tamed" (either was born from breeding, or has given birth by breeding)? This would make most player farms quite safe.
That's a good point, there is no reason why that shouldn't be added. Similar things have been done already with Horses, where after you tame it it won't buck you off, even if you didn't put a Saddle on it yet. Doing that would be incredibly useful even without this suggestion.
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The horse thing is because the horse is effectively a different mob after being tamed. Sort of like how a wolf transforms into a dog. Effectively, you'd have a horse_wild entity that is replaced by a horse_tamed entity after breaking it (probably not those exact names, but it's the effect).
Currently, there are no such distinctions in animals like cows, sheep, pigs, and chickens. You'd have to rework the mobs to do so.
The horse thing is because the horse is effectively a different mob after being tamed. Sort of like how a wolf transforms into a dog. Effectively, you'd have a horse_wild entity that is replaced by a horse_tamed entity after breaking it (probably not those exact names, but it's the effect).
Currently, there are no such distinctions in animals like cows, sheep, pigs, and chickens. You'd have to rework the mobs to do so.
Which is literally adding one NBT tag for the mobs, making so bred mobs spawn with that NBT tag set properly, and making so the NBT tag changes if the animal is bred (if it still has the wild tag). It could be done in an hour for someone familiar with Java and Minecraft's code, probably less.
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Not a bad idea, but it needs some kind of a limitation on how many he kills. 1-2 would work. Maybe it doesn't spawn until 1-2 weeks have gone by (or maybe one season if Dinnerbone does implement them).
Yes, as I mentioned the hunter will kill 1-3 mobs and then maybe move on to another location or biome? Like a travelling hunter
No. The lovestock killing is gonna get annoying real quick. The mob being rare doesn't automatically balance the idea out, because the better choice would be to not have this mob exist at all, therefore never have your livestock killed off. Ever. Making the mob rare as an aide to balance is a common thing people use as an "easy way out" so they don't have to alter anything else. Not always, but it happens.
Second, I think we have enough human mobs. And third, this mob doesn't seem very interesting and doesn't really offer anything. He's just a guy who pops in and out of the game to troll your livestock and that's it.
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Other mobs such as zombies, skeletons ++ will not attack him. I was thinking maybe the same spawn-rate as same the witch. If you kill him he could drop a bow and it's a chanse that it will be enchanted, he will also drop leather, meat ++
I was thinking he could look like this (but in minecraft graphics)
Which is why you would make a barn or something to protect them from the hunter, where the hunter can't shoot them.
Half is due to I like the idea of a rare humanoid with pet neutral mob.
The other half is that when I go to a forest I will most likely never find livestock and mine will die.
Players should not be forced to make enclosed animal shelters. For one, it's just bad practice to pigeonhole design like that. Especially with all the real-world concerns about the conditions of farm animals who don't get enough time outside in a more natural environment. For another, for this mob to work, it would have to spawn regardless of light levels. Which means that barn you just built is useless, since the hunter mob would be able to spawn inside of it.
Hm, I did not mean for the mob to go on a killing spree killing every animal in sight. Maybe he kills a few animals (1-3) and then move on to a 1new location in the forest? But ofcourse he might kill some of your animals if he came by your house.
I am not sure about he's abilities. Maybe he should have much stamina and be able to run fast?
Maybe a bonfire or somethign could be added wich the hunter could sit around at night?
Actually, the game can tell if a block was naturally generated or player-placed, so why wouldn't it also be able to store for each breedable mob wether the mod is "fully wild" (naturally generated) or "tamed" (either was born from breeding, or has given birth by breeding)? This would make most player farms quite safe.
He said it would be a very rare mob, so no problem there, most places you'd go there just wouldn't be any hunter. Animals are way too abundant anyway. Especially considering that the hunter would, just like all other mobs, be "frozen" when it's chunk is unloaded. The hunter would be able to actually "hunt" only when a player is nearby.
Also, maybe that hunter would be eco-friendly and would stop hunting for several minutes after making a succesfull kill, instead of acting like any trigger happy player does when charging as group of friendly mobs and killing everything in sight as fast as possible.
And friendly mobs *DO* naturally renegerate. Albeit slowly, it's only slowly relative to the hostile mobs. It's still fast enough that if you explore for say 216 blocks all around your base and kill EVERYTHING you see (a zoom level 2 map, no more than 1 hour of "work"), the go mining or do other stuff for a few minecraft day and then come back and you'll see new animals already having spawned.
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ModeratorThat's a good point, there is no reason why that shouldn't be added. Similar things have been done already with Horses, where after you tame it it won't buck you off, even if you didn't put a Saddle on it yet. Doing that would be incredibly useful even without this suggestion.
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http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Currently, there are no such distinctions in animals like cows, sheep, pigs, and chickens. You'd have to rework the mobs to do so.
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ModeratorWhich is literally adding one NBT tag for the mobs, making so bred mobs spawn with that NBT tag set properly, and making so the NBT tag changes if the animal is bred (if it still has the wild tag). It could be done in an hour for someone familiar with Java and Minecraft's code, probably less.
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
Yes, as I mentioned the hunter will kill 1-3 mobs and then maybe move on to another location or biome? Like a travelling hunter
Second, I think we have enough human mobs. And third, this mob doesn't seem very interesting and doesn't really offer anything. He's just a guy who pops in and out of the game to troll your livestock and that's it.