This sounds like a really fun idea. Not just for survival but for map makers too. With all of the tags used to specify the design, custom bosses in adventure maps could be far more detailed than just an armored normal mob with some attributes applied.
Minecraft's pretty predictable: you dig some stone, punch some trees. Maybe you build some houses, make some mines. Then you go to the Nether, and to the End. You kill the Endragon, kill the Wither, congratufrikkinlations, you're done. The game needs an unpredictable edge to it, more than it already has. Full support.
I aim to please ... and occasionally mentally scar. "Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
This looks very promising. randomly generated bosses sounds like a perfect way to enhance exploration. I have only praise to give to such an idea. Well done, I will definitely keep an eye on this thread.
Minecraft's pretty predictable: you dig some stone, punch some trees. Maybe you build some houses, make some mines. Then you go to the Nether, and to the End. You kill the Endragon, kill the Wither, congratufrikkinlations, you're done. The game needs an unpredictable edge to it, more than it already has. Full support.
My main secondary reason for the idea.
My main reason for the idea was amusing thoughts of fleeing noobs.
I support this! The idea of randomly generated mobs is facinating.
The only thing I would change is how they spawn:
They should have specific chunks in which they can spawn, like slime chunks, but much rarer, which are defined by the world seed, and would spawn the instant that chunk is loaded. This gives the impression that they were there the whole time, and stops you suddenly having a forgotten beast in your cave.
Different types of beasts can only be spawned in specific places: Winged beasts would only spawn above y=127, sea beasts only in oceans, below y=62 and above y=48, lake beasts (ampibuous) only there where lakes spawn, cave beasts in caves below y=32 etc. Only one beast is generated per chunk, and if it it is killed or it failed to spawn, no other beast spawns in its' place. Beasts tend to stay near to their own spawn chunk; they may venture out, but always return.
I would add another special ability: Paralize. The beast will have golden eyes to show you it has this ability, and it works like this: If you look at the creature's head, you get slowness (level 6-9), weakness (level 6-9) and mining fatiuge (level 6-9) for as long as you look, and if the creature is charging towards you headfirst, it is hard not to look at it. A pumpkin fixes this, obviously.
Another idea I had was that while huge beasts may have increased health and damage, the larger they are, the more chance they have of being neutral, not hostile. This is because if you encounter godzilla on your first adventure, you can safely bet he will ignore you, the insignificant speck that you are. But you can't be entirely sure, as you notice when he steps on you.
I support this! The idea of randomly generated mobs is facinating.
The only thing I would change is how they spawn:
They should have specific chunks in which they can spawn, like slime chunks, but much rarer, which are defined by the world seed, and would spawn the instant that chunk is loaded. This gives the impression that they were there the whole time, and stops you suddenly having a forgotten beast in your cave.
Different types of beasts can only be spawned in specific places: Winged beasts would only spawn above y=127, sea beasts only in oceans, below y=62 and above y=48, lake beasts (ampibuous) only there where lakes spawn, cave beasts in caves below y=32 etc. Only one beast is generated per chunk, and if it it is killed or it failed to spawn, no other beast spawns in its' place. Beasts tend to stay near to their own spawn chunk; they may venture out, but always return.
I would add another special ability: Paralize. The beast will have golden eyes to show you it has this ability, and it works like this: If you look at the creature's head, you get slowness (level 6-9), weakness (level 6-9) and mining fatiuge (level 6-9) for as long as you look, and if the creature is charging towards you headfirst, it is hard not to look at it. A pumpkin fixes this, obviously.
Another idea I had was that while huge beasts may have increased health and damage, the larger they are, the more chance they have of being neutral, not hostile. This is because if you encounter godzilla on your first adventure, you can safely bet he will ignore you, the insignificant speck that you are. But you can't be entirely sure, as you notice when he steps on you.
Sorry to keep you hanging, thought this thread had died.
Also, nice job on somehow not making the mods angry.
My spawning rules are to make it impossible to have a fully automated FB farm.
Paralyze doesn't sound fun at all. Not powerful, just annoying.
As for neutral beasts, that's no fun.
AWESOME IDEA! DF and MC should mix more, they have so much in common. It would be so cool to fight something other then zombies and creepers, and randomly generated monsters are perfect for a randomly generated world. My only thing would be to make sure it didn't jump out at beginners. I know I know, less !FUN!, but kids play this game. Make it only happen on hard, or a mod.Support.
Sorry to keep you hanging, thought this thread had died.
Also, nice job on somehow not making the mods angry.
My spawning rules are to make it impossible to have a fully automated FB farm.
Paralyze doesn't sound fun at all. Not powerful, just annoying.
As for neutral beasts, that's no fun.
No problem.
The spawning rules I created were to counter the same problem, but to change the one thing I didn't like about your spawning rules: The possibility of a beast spawning in a piece of land previously thought to be safe. The "FB chunk" would only ever spawn one FB, and give the impression it had been there all along (which it had, by being spawned as soon as you load the chunk).
And you may be right about paralize. It does sound a little (or a lot) annoying, but I was attempting to copy the effect snakes have on some animals. Though a new player would pretty much just do that on their own when they see a FB for the first time.
And the neutral beasts wouldn't be harmless; Just being bumped accidentally may take quite a few hearts off, and due to their size they would have enormous "steps", etc. I just thought that it wouid be strange for a skyscraper sized monster to even acknowlage the tiny speck that is you, at least untill you become a threat.
The spawning rules I created were to counter the same problem, but to change the one thing I didn't like about your spawning rules: The possibility of a beast spawning in a piece of land previously thought to be safe. The "FB chunk" would only ever spawn one FB, and give the impression it had been there all along (which it had, by being spawned as soon as you load the chunk).
And you may be right about paralize. It does sound a little (or a lot) annoying, but I was attempting to copy the effect snakes have on some animals. Though a new player would pretty much just do that on their own when they see a FB for the first time.
And the neutral beasts wouldn't be harmless; Just being bumped accidentally may take quite a few hearts off, and due to their size they would have enormous "steps", etc. I just thought that it wouid be strange for a skyscraper sized monster to even acknowlage the tiny speck that is you, at least untill you become a threat.
The probablity of spawn rules are a better solution than specific chunks.
Because it means that rather than only knowing whether a chunk is safe or not when a beast spawns, you know that plains are far safer than forests or caves, so if you don't want much threat you can build there.
This idea is the most thoughtful of ideas I've ever seen on this forum. It's these reasons that Mojang should be here and not.... at Reddit where ideas barely go into depth.
Back on topic. Your idea is truly amazing, you've put a lot of thought into this and I look forward to something like this being added for almost infinite variety of bosses.
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Custom Command Modpacks. Learn how to make your own commands.
The probablity of spawn rules are a better solution than specific chunks.
Because it means that rather than only knowing whether a chunk is safe or not when a beast spawns, you know that plains are far safer than forests or caves, so if you don't want much threat you can build there.
Hmmm, I see your point. Though I am still unpleased about not having a permanent safe haven (in all biomes): If you've lived in a forest for a while already, then suddenly a FB spawns, the resulting mess could be frustrating and potentially annoying. I would have no problem with it if the FB had moved from their origin to you by accident (because then you can build things like walls, if you so desire), but I do take issue with a FB appearing in front of my house out of nowhere. Let me give an example: I feel a FB should be more like smaug, or the balrog. Either it travels to you, or it was always there and you simply found (ie. unleashed) it.
Support, but it probably shouldn't be fully randomized the way you described, because a lot of them will end up as something stupid, or an insanely OP dragon that looks like a penis, or something weird like that. There could be some guidelines, like a reptile only gets certain specified modifiers, and a golem gets different ones, maybe biome-specific stuff too so that you don't get the fire blob in a snow biome.
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Timeless Modding is kinda dead but idk what to put here now
I support this, this, and this. And this now. Also this.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
My
mainsecondary reason for the idea.My main reason for the idea was amusing thoughts of fleeing noobs.
Notch's sake?
I'm confused.
The only thing I would change is how they spawn:
They should have specific chunks in which they can spawn, like slime chunks, but much rarer, which are defined by the world seed, and would spawn the instant that chunk is loaded. This gives the impression that they were there the whole time, and stops you suddenly having a forgotten beast in your cave.
Different types of beasts can only be spawned in specific places: Winged beasts would only spawn above y=127, sea beasts only in oceans, below y=62 and above y=48, lake beasts (ampibuous) only there where lakes spawn, cave beasts in caves below y=32 etc. Only one beast is generated per chunk, and if it it is killed or it failed to spawn, no other beast spawns in its' place. Beasts tend to stay near to their own spawn chunk; they may venture out, but always return.
I would add another special ability: Paralize. The beast will have golden eyes to show you it has this ability, and it works like this: If you look at the creature's head, you get slowness (level 6-9), weakness (level 6-9) and mining fatiuge (level 6-9) for as long as you look, and if the creature is charging towards you headfirst, it is hard not to look at it. A pumpkin fixes this, obviously.
Another idea I had was that while huge beasts may have increased health and damage, the larger they are, the more chance they have of being neutral, not hostile. This is because if you encounter godzilla on your first adventure, you can safely bet he will ignore you, the insignificant speck that you are. But you can't be entirely sure, as you notice when he steps on you.
Sorry to keep you hanging, thought this thread had died.
Also, nice job on somehow not making the mods angry.
My spawning rules are to make it impossible to have a fully automated FB farm.
Paralyze doesn't sound fun at all. Not powerful, just annoying.
As for neutral beasts, that's no fun.
also, make sure something like this doesn't happen:(NSFW)(Kind of) http://www.bay12forums.com/smf/index.php?topic=130284.msg4524958#msg4524958
No problem.
The spawning rules I created were to counter the same problem, but to change the one thing I didn't like about your spawning rules: The possibility of a beast spawning in a piece of land previously thought to be safe. The "FB chunk" would only ever spawn one FB, and give the impression it had been there all along (which it had, by being spawned as soon as you load the chunk).
And you may be right about paralize. It does sound a little (or a lot) annoying, but I was attempting to copy the effect snakes have on some animals. Though a new player would pretty much just do that on their own when they see a FB for the first time.
And the neutral beasts wouldn't be harmless; Just being bumped accidentally may take quite a few hearts off, and due to their size they would have enormous "steps", etc. I just thought that it wouid be strange for a skyscraper sized monster to even acknowlage the tiny speck that is you, at least untill you become a threat.
The probablity of spawn rules are a better solution than specific chunks.
Because it means that rather than only knowing whether a chunk is safe or not when a beast spawns, you know that plains are far safer than forests or caves, so if you don't want much threat you can build there.
Back on topic. Your idea is truly amazing, you've put a lot of thought into this and I look forward to something like this being added for almost infinite variety of bosses.
17 000 subscribers on YouTube.
Custom Command Modpacks. Learn how to make your own commands.
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Who ever heard of a determined griefer?
Except for the griefers who are so good at griefing that it's worth the chaos for the hilarity.
Hmmm, I see your point. Though I am still unpleased about not having a permanent safe haven (in all biomes): If you've lived in a forest for a while already, then suddenly a FB spawns, the resulting mess could be frustrating and potentially annoying. I would have no problem with it if the FB had moved from their origin to you by accident (because then you can build things like walls, if you so desire), but I do take issue with a FB appearing in front of my house out of nowhere. Let me give an example: I feel a FB should be more like smaug, or the balrog. Either it travels to you, or it was always there and you simply found (ie. unleashed) it.
Please click it or it will die!!!!!
Krakens should spawn when a squid gets struck by lightning.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!