The Idea is really how should goats be added, you tell me and I'll do the hard work of crafting the best one.
Suggestions are welcomed and appreciated greatly. You can also find the ever changing Idea on the reddit minecraft suggestions. http://www.reddit.co...ity_made_goats/ a point for support would be much appreciated.
Present Status
Drops: Rare drop : Horn (what else if anything would you want?)
Spawn location: Extreme Hills, Taiga
Spawn frequency: 1-3
Like wolves: A neutral mob, that can become hostile if provoked
You could witness them fighting maybe pushing each other off mountains like some real goats do. To make up for the possible annoyance of one fighting another when kept in a farm they are calmed with items you feed them (Guys say what you would like to see them eating) Collars will appear like with wolves but with a bell if you feed one a carrot, to follow the classic farm goat look. There after all goats bred from the calm goats will have the bell collar and not fight at all. They will follow carrots and are bred with carrots like pigs.The first carrot giving them a bell collar is just to show they won't attack you - Yes I said attack you. Some will attack the player if they are close to them or if they provoke them without holding a carrot. Not much damage, only half a heart. But enuff to say "This is my home" and to make day time in a new biome interesting without being deadly. They do not run after the player, after the attack they will wait for you to run, but you best learn your lesson and bring some food next time for the next time they will attack with knockback (I think 2 blocks but what do you guys think?). The horns could be used to craft a "Wolf Call" so that wolves can be called in large numbers from a distance of 15 blocks without the hassle of clicking each one. With this new Item you can call upon your wolves quickly -like mid battle when you are in trouble. Also there is a Potion, the effect is it makes you jump higher. (What other uses can you think of?) They can add some atmosphere to Minecraft while sticking to the theme of nature all the while being whimsical.
Remember this Idea isn't in stone, help me make a goat for all of us who play Minecraft.
Currently, the goat would make cows next to useless. Same special drop, can be bread more often, and are easier to kill. It even uses the same breeding item as Cows. Sure it is hostile if you attack it but 4 hearts is an easy kill for a lot of later weapons and it would be easy enough to lead them into cages that keep you safe while you kill them.
Ways to change this for the better (imo) is to make them a rare spawn in the biomes mentioned similar to wolves. Make so you cannot breed them or tame them in any way. This allows for a secondary way to get Leather, but if they are a rare spawn that also despawns if you get too far away it makes them so you can't farm them, keeping Cows useful.
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Hmm yeah leather is one of the big strong points of cows although they still have milk like how sheep only have wool :/ maybe they could have and additional drop of sorts like a horn- idk thats adding a new item to the game...
There isn't anything wrong with adding a new item, provided it has a use. What would the horn do? Potion ingredient? Could you use it as an actual horn, blowing into it to call wolves you tamed from a distance? Just think up a use or two for it.
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The wolf Idea pure brilliance! I always had a hard time with wolves not attacking when I made them sit they kinda tried to but basically got in the way. Horns could be crafted into a item to call wolves to your side without having to click each one of them - I mean you can't do that mid a battle with a group of zombies. I wished before that I could though.
Yes indeed I love the Idea of horns 8D tho I think it would be a bit OP if goats ate everything. Mo' creatures is a fine mod but you have to say it's enough when it's enuf. The mod has just too many mobs, some could be wisely put in though.
Hmmm, what if it ate EVERYTHING DROPPED like in Mo' Creatures? A goat's not a goat if it doesn't eat everything. Other than that, I find it an interesting idea. I also find the use of horns for two different uses: You can call pets from far away, and/or use it to craft onto your helmets.
Omg, these thoughts are phenomenal. Why would I never think about a goat eating drops, it makes so much sense!
Goats really ought to have a good purpose if this is so, though. While eating drops gets flavor points, it also gets annoying points. Make this feature worth it.
Not sure how to put that in... maybe if it's inedible it could anger them... ! yes and if it's like an apple it could make them more calm. But there must be a way to keep them from eating everything ya-know like Diamonds I wouldn't want to accidently click with those. But yes a bigger variety but a still very controlled system. So they can be balanced, all the while they can be like trash cans that are adorable <3 I'll work on this tomorrow in school guys.
Goats giving 1-3 leather while entire cows give only 0-2? If you think cows don't drop enough then suggest cows drop more. Making a new mob that is actually smaller than a cow yet give more is completely weird and arbitrary. This is a bit like saying: My car uses up too much fuel, so I'm buying m running shoes!
Anyway, too much leather = overpowered.
Easy to fix though.
First, it should be a biome specific rare mob (kind of like wolves are). Extreme hills only seems like the best choice here.
Also, spawning 7 per group is way too much and not random enough. Checking the other mobs: pigs groups 3-4, sheep flocks 2-8, cows herds 4-10, chickens unknown, wolves packs 1-7, then goats could be targeted at 1-6, providing for the occasionnal "lone solitary goat" but usually seeing more, and showing the fact that goat groups are usually smaller than sheep flocks.
Make the goat drop 0-1 leather. So, it is a source of leather, but not as good as cows. It could probably also be milkable for milk just like for a cow. It would not drop meat.
A new item should have a use beyond merely being used to make another already existing item. So let's forget the goat hair thing. If you really want "goat hair", then just make it drop 0-1 string directly instead, which using your 3:1 ratio recipe is exactly the same amount of string as dropping 1-2 goat hair then converting it to string. Even then it's still a bit of a weird drop. I'd just well drop it entirely.
The rare drop horn in itself is more than enough to make this mob extremely interesting. I'd add a potion use for the horn. Not something really powerful, because it is an animal that can be bred. That rare drop however should not be super rare, maybe occuring let's say 10% of the time, instead of 2.5%.
Bouncy Potion: Any normal movement, particularly when sprinting, constantly includes small jumps all the time, and by timing this properly, the player can cross gaps in the floor 1 block bigger than normal. However, extra care must be taken to "stop in time" because feet actually touch the ground only a fraction of the time. Sneaking or being slowed prevents these automatic mini-jumps. When really jumping, adds +3/4 to jumping height (thus allowing easy jumping over fences), and allows climbing upward 1 block without needing to jump. Extendable using redstone for 8 minutes or powerable to level II using glowstone for a full +1.5 to jumping height and still climbing upward without needing to jump only by 1 block though, and a 90 seconds duration.
Personally I'd still prefer Swiftness Potions because they are so easy to make, but some players would absolutely love the jump boost.
The mod would be liked even decoratively merely if only for the little "bell" sounds it will make when tamed.
The hay bale to make it breedable super fast is a very bad idea.
The potato to tame and carrot to breed, and the way they attack, are good ideas. For simplicity's sake I'd make all untamed goats aggressive merely by being close enough (a few blocks), unless holding at least 1 potato in hand.
Goats should be very good jumpers and should be able to easily jump upward 3 blocks high or over 3 wide gaps, making putting them in a pen quite the challenge.
As for mob hit points, I'd make it about the same as for sheep: 8.
As for damage, come on, wild wolves deal only 2 damage and you want to make a goat deal 3? Make the goats deal only 2 damage but with a relatively good knockback instead.
Also, when they knock each other, this is done "as a pair", meaning it's not one goat ramming another, it's 2 goats choosing each other as targets and then running up to each other, and they should not deal damage to each other, at all, and deal each other a much smaller knockback, just enough to make them move back maybe a block. Then they move away a bit by themselves and then again repeating until they get bored. Note that a given random goat group will have 1-6 goats, thus 3.5 on average, so the odds of 2 goats falling into "mating battle" mode should be low enough that you don't often get to see 2 goat pairs in the same group fighting at the same time.
I've seen this suggested a lot. it's a little redundant.
True enough, but we're kind of having a discussion of the merits of goats and their properties rather than suggesting something concrete, right? Discussion is sort of the aim of this forum, and it's useless to have a bunch of suggestion threads where the thread writer doesn't want to discuss the idea. In my opinion, this is a breath of fresh air.
I really like the thought you put into this, my friend - I was wondering about a few things, though:
Why don't we discard having goats drop leather? I think it would be good for the sake of item rarity/specificity to make the goat have unique drops - I really like the idea of the horn. If the arquebus or musket are ever introduced into minecraft, it would be a convenient way to store gunpowder, aside from the solid brewing ingredient idea.
I'm not sure that I like having different items to tame and breed the goats. It's a bit complicated for such a simple animal.
Also, a note on damage: if they only spawn in the extreme hills (an idea which I like quite a bit), they really only need to do 1 heart of damage. This balances damage between wolves and goats (I feel like a wolf would be much better at dealing damage than a goat), but the very real threat of goats is not diminished if we keep the knockback sufficiently high - getting butted off cliffs is a real danger.
* Facedesk and sighs* ok.... long day at school but it will be taken care of. Now I must say something... I picked leather cuz it was always a pain in the ****, BUT I see it is only a prob for me cuz my Museum, so... (wow this idea of goats is crazy) it will be fixed. Om reminder none of what is up there is in stone - save the word goat - we are still going to talk about goats. This is as the title says guys, what you say goes. Ok now, ommm... I am glad you guys like the horns [o: they are thanx ta Badprenup <3, the goat hair... was a reddit Idea... so give the guys some slack. I would like to carry on the attack+knockback thing personally - if you guys say yes, I got that Idea in visual arts way in the beginning before I posted this. The amount spawned was planned to be edited anyways. I am going to put in a system for feeding them that is more simple, How about the Idea they could eat trash like dirt, gravel, rotten flesh, netherrack or plain seeds? With a effectiveness thing of course, so like feeding them isn't easy but they can be used as trash cans. Om..what else, ... ThePatriarch I'm glad you find this at least different from the norm I wanted to do something new-ish at least. I think thats all, so now to redo all of that stuff spoken of. Thanks for all the feedback guys <3
Guys the reddit thing has been refreshed as a entirely different suggestion it's not a new mob it's how it should be made if implemented.
Suggestions are welcomed and appreciated greatly. You can also find the ever changing Idea on the reddit minecraft suggestions. http://www.reddit.co...ity_made_goats/ a point for support would be much appreciated.
Present Status
Drops: Rare drop : Horn (what else if anything would you want?)
Spawn location: Extreme Hills, Taiga
Spawn frequency: 1-3
Like wolves: A neutral mob, that can become hostile if provoked
Breeds with: Carrots (It's a crazy Idea but maybe... - http://www.reddit.co...e17od/cucumber/ again only if you like the idea)
Health: 7 hearts
Size: similar to pigs but taller
Description
You could witness them fighting maybe pushing each other off mountains like some real goats do. To make up for the possible annoyance of one fighting another when kept in a farm they are calmed with items you feed them (Guys say what you would like to see them eating) Collars will appear like with wolves but with a bell if you feed one a carrot, to follow the classic farm goat look. There after all goats bred from the calm goats will have the bell collar and not fight at all. They will follow carrots and are bred with carrots like pigs.The first carrot giving them a bell collar is just to show they won't attack you - Yes I said attack you. Some will attack the player if they are close to them or if they provoke them without holding a carrot. Not much damage, only half a heart. But enuff to say "This is my home" and to make day time in a new biome interesting without being deadly. They do not run after the player, after the attack they will wait for you to run, but you best learn your lesson and bring some food next time for the next time they will attack with knockback (I think 2 blocks but what do you guys think?). The horns could be used to craft a "Wolf Call" so that wolves can be called in large numbers from a distance of 15 blocks without the hassle of clicking each one. With this new Item you can call upon your wolves quickly -like mid battle when you are in trouble. Also there is a Potion, the effect is it makes you jump higher. (What other uses can you think of?) They can add some atmosphere to Minecraft while sticking to the theme of nature all the while being whimsical.
Remember this Idea isn't in stone, help me make a goat for all of us who play Minecraft.
Ways to change this for the better (imo) is to make them a rare spawn in the biomes mentioned similar to wolves. Make so you cannot breed them or tame them in any way. This allows for a secondary way to get Leather, but if they are a rare spawn that also despawns if you get too far away it makes them so you can't farm them, keeping Cows useful.
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
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
This idea is actually pretty good, I especially like Badprenup's horn idea.
Omg, these thoughts are phenomenal. Why would I never think about a goat eating drops, it makes so much sense!
Goats really ought to have a good purpose if this is so, though. While eating drops gets flavor points, it also gets annoying points. Make this feature worth it.
Anyway, too much leather = overpowered.
Easy to fix though.
First, it should be a biome specific rare mob (kind of like wolves are). Extreme hills only seems like the best choice here.
Also, spawning 7 per group is way too much and not random enough. Checking the other mobs: pigs groups 3-4, sheep flocks 2-8, cows herds 4-10, chickens unknown, wolves packs 1-7, then goats could be targeted at 1-6, providing for the occasionnal "lone solitary goat" but usually seeing more, and showing the fact that goat groups are usually smaller than sheep flocks.
Make the goat drop 0-1 leather. So, it is a source of leather, but not as good as cows. It could probably also be milkable for milk just like for a cow. It would not drop meat.
A new item should have a use beyond merely being used to make another already existing item. So let's forget the goat hair thing. If you really want "goat hair", then just make it drop 0-1 string directly instead, which using your 3:1 ratio recipe is exactly the same amount of string as dropping 1-2 goat hair then converting it to string. Even then it's still a bit of a weird drop. I'd just well drop it entirely.
The rare drop horn in itself is more than enough to make this mob extremely interesting. I'd add a potion use for the horn. Not something really powerful, because it is an animal that can be bred. That rare drop however should not be super rare, maybe occuring let's say 10% of the time, instead of 2.5%.
Bouncy Potion: Any normal movement, particularly when sprinting, constantly includes small jumps all the time, and by timing this properly, the player can cross gaps in the floor 1 block bigger than normal. However, extra care must be taken to "stop in time" because feet actually touch the ground only a fraction of the time. Sneaking or being slowed prevents these automatic mini-jumps. When really jumping, adds +3/4 to jumping height (thus allowing easy jumping over fences), and allows climbing upward 1 block without needing to jump. Extendable using redstone for 8 minutes or powerable to level II using glowstone for a full +1.5 to jumping height and still climbing upward without needing to jump only by 1 block though, and a 90 seconds duration.
Personally I'd still prefer Swiftness Potions because they are so easy to make, but some players would absolutely love the jump boost.
The mod would be liked even decoratively merely if only for the little "bell" sounds it will make when tamed.
The hay bale to make it breedable super fast is a very bad idea.
The potato to tame and carrot to breed, and the way they attack, are good ideas. For simplicity's sake I'd make all untamed goats aggressive merely by being close enough (a few blocks), unless holding at least 1 potato in hand.
Goats should be very good jumpers and should be able to easily jump upward 3 blocks high or over 3 wide gaps, making putting them in a pen quite the challenge.
As for mob hit points, I'd make it about the same as for sheep: 8.
As for damage, come on, wild wolves deal only 2 damage and you want to make a goat deal 3? Make the goats deal only 2 damage but with a relatively good knockback instead.
Also, when they knock each other, this is done "as a pair", meaning it's not one goat ramming another, it's 2 goats choosing each other as targets and then running up to each other, and they should not deal damage to each other, at all, and deal each other a much smaller knockback, just enough to make them move back maybe a block. Then they move away a bit by themselves and then again repeating until they get bored. Note that a given random goat group will have 1-6 goats, thus 3.5 on average, so the odds of 2 goats falling into "mating battle" mode should be low enough that you don't often get to see 2 goat pairs in the same group fighting at the same time.
Apart from that, very good.
True enough, but we're kind of having a discussion of the merits of goats and their properties rather than suggesting something concrete, right? Discussion is sort of the aim of this forum, and it's useless to have a bunch of suggestion threads where the thread writer doesn't want to discuss the idea. In my opinion, this is a breath of fresh air.
I really like the thought you put into this, my friend - I was wondering about a few things, though:
Why don't we discard having goats drop leather? I think it would be good for the sake of item rarity/specificity to make the goat have unique drops - I really like the idea of the horn. If the arquebus or musket are ever introduced into minecraft, it would be a convenient way to store gunpowder, aside from the solid brewing ingredient idea.
I'm not sure that I like having different items to tame and breed the goats. It's a bit complicated for such a simple animal.
Also, a note on damage: if they only spawn in the extreme hills (an idea which I like quite a bit), they really only need to do 1 heart of damage. This balances damage between wolves and goats (I feel like a wolf would be much better at dealing damage than a goat), but the very real threat of goats is not diminished if we keep the knockback sufficiently high - getting butted off cliffs is a real danger.
Guys the reddit thing has been refreshed as a entirely different suggestion it's not a new mob it's how it should be made if implemented.