EDIT: A very large portion of this mob has been removed. You can find the post before the "overhaul" down below this post in a spoiler.
The Traveller is a mob that spawns above ground at any time of the day or night. They do not spawn as often as a mob like a zombie; in fact they don't spawn that often (they are somewhat rare). Travellers appear similar to Villagers, but they are clothed according to their type. Travellers have as many hearts of health as the player. They have a large area in which they move around (64 blocks x 64 blocks) and can interact with the player in various ways. Other mobs never attack the Traveller. There are three types of Travellers:
Archer Traveller: uses bow as main weapon, on back there appears to be an arrow pouch. Can wear leather or chain armour.
'Soldier' Traveller: uses sword as main weapon, appears similar to blacksmith Villagers. Can wear any type of armour.
Survivalist Traveller: Appears similar to farmer Villagers. Has a pouch on one side of the hip. Survivalists don't use weapons, so they cannot attack. Survivalists rarely wear amour, but if they do, can wear leather armour.
(Their appearances still need some work.)
If the Traveller is within forty blocks of the player, they are 'aware' of them. There is a 10% chance the Traveller will attack the player*, 65% chance they will trade, 15% chance they will flee (run as fast as a Baby Zombie away from all players and cannot be interacted with [which, by the way, means 'right-clicked']), and 10% chance they will do nothing (the Traveller will aimlessly wander, won't attack mobs, and cannot be interacted with).
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
Travellers can offer one-three different trades. When the Traveller wants to trade, they will approach the player, make the sound a Villager would make after a trade to indicate interest in trading, and the player can either interact with the traveller or move ten blocks away and allow the Traveller to flee (45% chance), do nothing (45% chance), or have a 10% chance of attacking*.
The player can make one-two trades per offer. The maximum possible trades a player can make with the Traveller is six.
If the player wants to trade but does not have the specified items, they can request the Traveller to follow them as they go to their chests, for example. A Traveller has a 50% chance to accept this follow, a 10% chance to attack*, 20% chance to give the trade up and do nothing, and 20% chance to flee. If they accept to follow, they will follow for two minutes before attacking* (40% chance) or fleeing (60% chance). If the player exceeds twenty blocks away from the Traveller while they are following the player, the Traveller will despawn.
The Archer can trade things like arrows, bows, etc.
The Soldier trades things like swords, food, armour, etc.
The Survivalist trades things like maps, food, compasses, pickaxes, etc.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
If the Traveller is attacked by a player at any time, Soldiers and Archers will become hostile towards their latest attacker, and the Survivalist will flee.
Travellers stick to one action type and will only interact with/focus on one player. For example, if a Traveller spawns with the "do nothing" action, that is the only thing they will do as a mob (unless attacked by the player). Also, say there are two players: player Y and player Z. If the Traveller interacts with Player Z, they will completely ignore player Y unless attacked by Player Y, where they will take the action already mentioned above.
When a Traveller is killed, they do not drop anything.
When fighting mobs the player (only the ones that actually fight):
The Archer will try to make distance between the player and them self, shooting arrows. The distance is ideally ten blocks.
The Soldier can move quickly like Wither Skeletons and attack.
If the player is inside a house with a door, and there is no way into the house, the Traveller will knock on the door if they are taking an action of approach.
Although Travellers do not spawn underground, they can trek there using things like caves and can also go there if following the player.
There is no way to predict which course of action a Traveller is taking when approaching you. This adds a hint of danger and unpredictability to them.
Travellers do not spawn in Peaceful Mode.
Here is the post before the large edit. Note that it does not apply anymore. You can compare the changes using it.
TRAVELLER MOB
Hi!
Before you start reading, I would like to say that this is quite a long post. I went into lots of detail. If you're interested, please read all of it and give some feedback in the reply section. Thanks, and enjoy!
The Traveller is a mob that spawns above ground at any time of the day or night. They do not spawn as often as a mob like a zombie; in fact they don't spawn that often. Travellers appear similar to Villagers, but they are clothed according to their type. Travellers have as many hearts of health as the player. They have a large area in which they move around (64 blocks x 64 blocks) and can interact with the player in various ways. Other mobs never attack the Traveller unless the Traveller attacks the mob, or a mob attacks the player after the Traveller has joined the player (read about the "join action" for more info). There are three types of Travellers:
Archer Traveller: uses bow as main weapon, on back there appears to be an arrow pouch. Can wear leather or chain armour.
'Soldier' Traveller: uses sword as main weapon, appears similar to blacksmith Villagers. Can wear any type of armour.
Survivalist Traveller: Appears similar to farmer Villagers. Has a pouch on one side of the hip. Survivalists don't use weapons, so they cannot attack. Survivalists rarely wear amour, but if they do, can wear leather armour.
(Their appearances still need some work.)
If the Traveller is within forty blocks of the player, they are 'aware' of them. There is a 10% chance the Traveller will attack the player*, 22.5% chance they will trade, 22.5% chance they will request company if it is nighttime, 22.5% chance they will flee (run as fast as a Baby Zombie away from all players, won't attack mobs, and cannot be interacted with [which, by the way, means 'right-clicked']), and 22.5% chance they will do nothing (the Traveller will aimlessly wander, won't attack mobs, and cannot be interacted with). If it is not nighttime, the other actions' chances equally share the 'accompany action' chance.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
Travellers can offer one-three different trades. When the Traveller wants to trade, they will approach the player, make the sound a Villager would make after a trade to indicate interest in trading, and the player can either interact with the traveller or move ten blocks away and allow the Traveller to flee (45% chance), do nothing (45% chance), or have a 10% chance of attacking*.
The player can make one-two trades per offer. If the player reaches the trade limit or makes at least one trade and moves at least ten blocks away, the Traveller has a (number of trades made) x 7% chance of joining the player (this action is explained below) and a (100% - join chance) % chance of fleeing.
If the player wants to trade but does not have the specified items, they can request the Traveller to follow them as they go to their chests, for example. A Traveller has a 50% chance to accept this follow, a 10% chance to attack*, 20% chance to give the trade up and do nothing, and 20% chance to flee. If they accept to follow, they will follow for two minutes before attacking* (40% chance) or fleeing (60% chance). If the player exceeds twenty blocks away from the Traveller while they are following the player, the Traveller will despawn. After a trade while the Traveller is following, the Traveller has a 93% chance of fleeing and a 7% chance of joining the player.
The Archer can trade things like arrows, bows, etc.
The Soldier trades things like swords, food, armour, etc.
The Survivalist trades things like maps, food, compasses, pickaxes, etc.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
If the Traveller requests company, they will approach the player and make a distressed sound that sounds like a Villager. The player can interact with them, getting an option saying, "Accompany me until sunrise?" If the player accepts, the player has to follow the Traveller for the night. If the player does not accept accompanying the Traveller by moving ten blocks away after the Traveller's approach or saying no after interacting, there is a 10% chance they will attack the player*, 45% chance they will flee, and 45% chance they will do nothing.
Accompanying the Traveller can be difficult, as the player will have to fight off mobs since it's nighttime. More mobs will spawn that directly go for the party (1.5x as many). The Traveller will help the player fight the mobs, however*. The player must stay in a forty block radius of the Traveller, otherwise the Traveller will despawn. After the given time of accompaniment when it is daytime, the Traveller will approach the player, make the sound a Villager makes after a trade, and can be interacted with. The player can accept a reward of things such as (note that these items are possibilities, and they won't be offered all together. For example, you would get some gold from the Traveller and possibly something else):
Gold, emeralds, rare chance of diamonds, higher tier tool (iron or rarely diamond), etc. and experience points** (50% chance of getting this type of reward)
The Traveller will offer to join the player (50% chance of getting this type of reward)
The item-based reward type for helping the Traveller get through the night will depend on how long the player helped for. The longer the accompaniment, the better chance of higher-tier rewards. Also, the player must accompany the Traveller for at least five minutes for the join reward to be possible.
If the player denies acceptance or moves at least ten blocks away, the Traveller will flee.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
**More experience points are awarded from Survivalists, since they don't help with fighting the attacking mobs; accompanying them is ideally harder.
If the Traveller offers to join the player, when the player interacts with them, a message will appear saying, "I would like to form an alliance with you." The player can choose either, "Join me!" or, "No thanks".
If, "No thanks," is selected, the Traveller will flee (50% chance) or do nothing (50% chance).
If, "Join me!" is selected, a message saying, "Please take me to your home," will appear. Now the Traveller will follow the player indefinitely, and when interacted with, they will say, "Is this your home?" If the player selects "Yes," then the Traveller will become idle in that location and wander a 10x10 block area (or inside the home; they cannot open doors). This is the Acquaintance Stage. The Traveller is still getting to know the player. The player can give the Traveller requested items to speed up the "like process". The Traveller will take around one-two hours before they move on to the next stage. Each request fulfilled will speed the process up by five minutes. If the Traveller is attacked by the player at any time during the Acquaintance Stage, there is a 50% chance they will attack* and a 50% chance they will flee. The Traveller will not engage in any combat with mobs during this stage but mobs will attack them.
Once the Acquaintance Stage has passed, hearts will appear coming out of the Traveller as if it was a fed animal. It is now moving onto the Post-Acquaintance Stage. In this stage, the Traveller will still wander a 10x10 block area, however they can make trades with the player. This stage lasts for around thirty minutes. Each trade made with the Traveller will speed this stage up by five minutes. Travellers do not engage in any combat with mobs in this stage, but mobs will attack the Traveller. If the Traveller is attacked, there is a 20% chance they will attack the player* and an 80% chance they will do nothing.
After the Post-Acquaintance stage, hearts will come out of the Traveller again, and they are now in the Ally Stage. In this stage, the Traveller can accompany the player on quests. They will first start off joining them for five minutes at a time before becoming idle for five minutes in the last spot they were following, and when interacted with, there is a message saying, "I need a break." The Traveller will need to rest for as long as they accompanied the player. There is a green bar when they are interacted with that displays their available "quest time". The player can tell the Traveller to stay idle/not to follow when they interact with them, but this will not refill the quest time. The Traveller can trade with the player at all times except when they are resting. As the player interacts with the Traveller more in this stage, the Traveller will follow the player for longer periods of time (eventually indefinitely), have better trades, etc. Mobs will go for the Traveller, and they will fight back.** They will also assist the player in combat.** The player can interact with the Traveller, and under a settings option, the player can specify which mobs the Traveller will interact with (including other players).
The Traveller has inventory space which can be viewed and accessed by the player. When the Traveller joins the player and becomes an Ally, the player can give the Traveller food, weapons, etc. The types of items the Traveller and hold and use will depend on the type of Traveller (i.e. a Soldier can have swords and use it, but they cannot hold potions or use potions). The player can access the inventory of the Traveller in the Ally Stage and take items from the Traveller.
Over time, with wear and tear, armour and such will break, as well as food will be eaten by the Traveller. The player will have to resupply them. Travellers eat food to replenish health, but they don't have hunger.
If the Traveller is following the player, and the player gets ten blocks away, the Traveller will teleport to the player's location, like dogs do.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
**Survivalist cannot fight, but they can support the player with food, milk, etc., and maybe even splash potions. They won't throw them, but they could have a larger inventory that could hold these items which the player can access.
If the Traveller is attacked by a player at any time (excluding the circumstances when they join you), Soldiers and Archers will become hostile towards their latest attacker, and the Survivalist will flee.
Travellers stick to one action type and will only interact with/focus on one player. For example, if a Traveller spawns with the "do nothing" action, that is the only thing they will do as a mob (unless attacked by the player, excluding when they have joined the player). Also, say there are two players: player Y and player Z. If the Traveller interacts with Player Z, they will completely ignore player Y unless attacked by Player Y, where they will take the action already mentioned above.
When a Traveller is killed, they do not drop anything, unless they had items in their inventory after they've joined the player.
When fighting mobs or the player (only the ones that actually fight):
The Archer will try to make distance between the player and them self, shooting arrows. The distance is ideally ten blocks.
The Soldier can block with their sword, move quickly like Wither Skeletons and attack.
The Traveller will only fight mobs the player has damaged (after they've joined you), or if a mob attacks them. They prioritize mobs that have attacked them.
If the player is inside a house with a door, and there is no way into the house, the Traveller will knock on the door if they are taking an action of approach.
Although Travellers do not spawn underground, they can trek there using things like caves and can also go there if following the player.
There is no way to predict which course of action a Traveller is taking when approaching you. This adds a hint of danger and unpredictability to them.
i like it but maybe if you help the traveler out and trade and such they could kind of join your party (for lack of better word) and help you out by following/protecting you and give you free stuff.
i like it but maybe if you help the traveler out and trade and such they could kind of join your party (for lack of better word) and help you out by following/protecting you and give you free stuff.
Cool. How long were you thinking of them following the player?
Really, really in depth and cool idea, I'd love for this to be added. Although, I have two nitpicks.
1. Hostile mobs should automatically try to kill travelers if they approach, but not go out of there way to kill them, like zombies to villagers.
2. If you trade and help a specific traveler enough, he/she will request to join you on your adventures. They will follow you like a wolf and assist you in battle. If you right click on them, you can either trade with them, access their inventory (have them carry stuff for you), tell them to stay put (stand still and wait for you) or idle, which allows them to wander around (if you want them to hang out in your house). Perhaps you could also link them to a bed, and whenever it becomes dark and they're idling, they will go to the bed and sleep.
Dude, this idea is awesome! I think the villagers are kind of boring (especially on the ps3 version where you cant yet trade with the villagers), so adding there these 'travellers' would be really cool.
Thanks! I've always wanted more interesting "human" mobs. Originally I thought about some sort of thief that would steal items in an unprotected chest to encourage players to hide/protect chests, but I didn't really think it would be fair. So I turned it into this!
Really, really in depth and cool idea, I'd love for this to be added. Although, I have two nitpicks.
1. Hostile mobs should automatically try to kill travelers if they approach, but not go out of there way to kill them, like zombies to villagers.
2. If you trade and help a specific traveler enough, he/she will request to join you on your adventures. They will follow you like a wolf and assist you in battle. If you right click on them, you can either trade with them, access their inventory (have them carry stuff for you), tell them to stay put (stand still and wait for you) or idle, which allows them to wander around (if you want them to hang out in your house). Perhaps you could also link them to a bed, and whenever it becomes dark and they're idling, they will go to the bed and sleep.
Good points.
For the first one, I didn't make it that hostile mobs will go for Travellers since Creepers blowing them up might cause uncontrollable damage to the player's builds.
For your second point, that's a good idea. I will have to edit the behaviour to make it so they won't flee/stop trading after a certain point. But I definitely think that's a good idea. Maybe they will have a chance to follow you if you complete an accompany quest for them, then after some time, more options for interaction (i.e. trading) will come up as they grow to like you more.
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I think this idea would be AWESOME to have in Minecraft! I have some things I am a bit confused about though,
How would the percentages work out on a survivalist?
How would the percentages work on the Traveler at day time?
Will the Traveler be able to do things other than just follow and kill? This one I'm curious about because the Survivalist wouldn't be able to attack. You said he would be able to throw potions and stuff like that, but wouldn't he run away because of the layout before?
Will the player be able to decide how the Traveler interacts with other mobs, such as the Villager, pigs, cows, and even creepers?
Will the player have to provide items when the Traveler decides to follow the Player when they explore?
This idea looks like it took a load of thought to make, and that's why I've taken an interest in this one.
I think this idea would be AWESOME to have in Minecraft! I have some things I am a bit confused about though,
How would the percentages work out on a survivalist?
If you look through the info, there are stars (*) after some points, then after the paragraph, there is a note explaining the star. Check it out, and you'll see!
How would the percentages work on the Traveler at day time?
Also mentioned, the chance of following the player is equally distributed among the other chances since it is daytime and that action will not happen.
Will the Traveler be able to do things other than just follow and kill? This one I'm curious about because the Survivalist wouldn't be able to attack. You said he would be able to throw potions and stuff like that, but wouldn't he run away because of the layout before?
I think I mentioned that you can also trade with them. SteveCraftwood made a good suggestion about them supplying you with items. I'll probably add that. For your next point, the Survivalist will not flee. I'm not sure which layout you're referring to. xD
Will the player be able to decide how the Traveler interacts with other mobs, such as the Villager, pigs, cows, and even creepers?
Good idea. The player could specify which mobs they do/don't want the Traveller to attack.
Will the player have to provide items when the Traveler decides to follow the Player when they explore?
Yeah. The Traveller will have their initial equipment at first, but that will deplete/break. I will add this is if it's not already included! Good idea!
This idea looks like it took a load of thought to make, and that's why I've taken an interest in this one.
Thanks, man. I spent some time thinking about it, and I'm pretty happy with the outcome.
Yeah, like I said before, this mob is amazing, you should try posting it on Reddit, so Mojang might see it.
Thank you! If Mojang added this, I would be so happy, seriously. And I really see it as something that makes sense. Especially with the way 1.8 has been editing Villagers, this would be perfect.
I've always liked the idea of having someone to accompany you. Whether it's just for better protection or even someone to help mine with you. Not exactly sure how that would work out, but, just something I thought would be really cool!
Anyway, I really like this idea you have! You've really put a lot of thought into it!
I've always liked the idea of having someone to accompany you. Whether it's just for better protection or even someone to help mine with you. Not exactly sure how that would work out, but, just something I thought would be really cool!
Anyway, I really like this idea you have! You've really put a lot of thought into it!
Thanks. It would definitely make playing offline (or even online) less lonely.
Is it just me.. or would this take a LOT of API work... and would look almost like a real player? ._.
I wouldn't imagine it would be easy to implement, but I'm sure it could be done. If this were ACTUALLY to be made, it could be updated. The advanced fighting mechanics would be an example of something that could be later added, as that would take some work I'd imagine.
Also near the beginning of the post, I said how they'd appear similar to Villagers.
I really like this. I like that there is a chance it will be friendly and trade. So much detail that's it's simply beautiful.
You have my full support.
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I really like this. I like that there is a chance it will be friendly and trade. So much detail that's it's simply beautiful.
You have my full support.
EDIT: A very large portion of this mob has been removed. You can find the post before the "overhaul" down below this post in a spoiler.
The Traveller is a mob that spawns above ground at any time of the day or night. They do not spawn as often as a mob like a zombie; in fact they don't spawn that often (they are somewhat rare). Travellers appear similar to Villagers, but they are clothed according to their type. Travellers have as many hearts of health as the player. They have a large area in which they move around (64 blocks x 64 blocks) and can interact with the player in various ways. Other mobs never attack the Traveller. There are three types of Travellers:
- Archer Traveller: uses bow as main weapon, on back there appears to be an arrow pouch. Can wear leather or chain armour.
- 'Soldier' Traveller: uses sword as main weapon, appears similar to blacksmith Villagers. Can wear any type of armour.
- Survivalist Traveller: Appears similar to farmer Villagers. Has a pouch on one side of the hip. Survivalists don't use weapons, so they cannot attack. Survivalists rarely wear amour, but if they do, can wear leather armour.
(Their appearances still need some work.)If the Traveller is within forty blocks of the player, they are 'aware' of them. There is a 10% chance the Traveller will attack the player*, 65% chance they will trade, 15% chance they will flee (run as fast as a Baby Zombie away from all players and cannot be interacted with [which, by the way, means 'right-clicked']), and 10% chance they will do nothing (the Traveller will aimlessly wander, won't attack mobs, and cannot be interacted with).
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
Travellers can offer one-three different trades. When the Traveller wants to trade, they will approach the player, make the sound a Villager would make after a trade to indicate interest in trading, and the player can either interact with the traveller or move ten blocks away and allow the Traveller to flee (45% chance), do nothing (45% chance), or have a 10% chance of attacking*.
The player can make one-two trades per offer. The maximum possible trades a player can make with the Traveller is six.
If the player wants to trade but does not have the specified items, they can request the Traveller to follow them as they go to their chests, for example. A Traveller has a 50% chance to accept this follow, a 10% chance to attack*, 20% chance to give the trade up and do nothing, and 20% chance to flee. If they accept to follow, they will follow for two minutes before attacking* (40% chance) or fleeing (60% chance). If the player exceeds twenty blocks away from the Traveller while they are following the player, the Traveller will despawn.
- The Archer can trade things like arrows, bows, etc.
- The Soldier trades things like swords, food, armour, etc.
- The Survivalist trades things like maps, food, compasses, pickaxes, etc.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.If the Traveller is attacked by a player at any time, Soldiers and Archers will become hostile towards their latest attacker, and the Survivalist will flee.
Travellers stick to one action type and will only interact with/focus on one player. For example, if a Traveller spawns with the "do nothing" action, that is the only thing they will do as a mob (unless attacked by the player). Also, say there are two players: player Y and player Z. If the Traveller interacts with Player Z, they will completely ignore player Y unless attacked by Player Y, where they will take the action already mentioned above.
When a Traveller is killed, they do not drop anything.
When fighting mobs the player (only the ones that actually fight):
If the player is inside a house with a door, and there is no way into the house, the Traveller will knock on the door if they are taking an action of approach.
Although Travellers do not spawn underground, they can trek there using things like caves and can also go there if following the player.
There is no way to predict which course of action a Traveller is taking when approaching you. This adds a hint of danger and unpredictability to them.
Travellers do not spawn in Peaceful Mode.
Here is the post before the large edit. Note that it does not apply anymore. You can compare the changes using it.
TRAVELLER MOB
Hi!
Before you start reading, I would like to say that this is quite a long post. I went into lots of detail. If you're interested, please read all of it and give some feedback in the reply section. Thanks, and enjoy!
The Traveller is a mob that spawns above ground at any time of the day or night. They do not spawn as often as a mob like a zombie; in fact they don't spawn that often. Travellers appear similar to Villagers, but they are clothed according to their type. Travellers have as many hearts of health as the player. They have a large area in which they move around (64 blocks x 64 blocks) and can interact with the player in various ways. Other mobs never attack the Traveller unless the Traveller attacks the mob, or a mob attacks the player after the Traveller has joined the player (read about the "join action" for more info). There are three types of Travellers:
- Archer Traveller: uses bow as main weapon, on back there appears to be an arrow pouch. Can wear leather or chain armour.
- 'Soldier' Traveller: uses sword as main weapon, appears similar to blacksmith Villagers. Can wear any type of armour.
- Survivalist Traveller: Appears similar to farmer Villagers. Has a pouch on one side of the hip. Survivalists don't use weapons, so they cannot attack. Survivalists rarely wear amour, but if they do, can wear leather armour.
(Their appearances still need some work.)If the Traveller is within forty blocks of the player, they are 'aware' of them. There is a 10% chance the Traveller will attack the player*, 22.5% chance they will trade, 22.5% chance they will request company if it is nighttime, 22.5% chance they will flee (run as fast as a Baby Zombie away from all players, won't attack mobs, and cannot be interacted with [which, by the way, means 'right-clicked']), and 22.5% chance they will do nothing (the Traveller will aimlessly wander, won't attack mobs, and cannot be interacted with). If it is not nighttime, the other actions' chances equally share the 'accompany action' chance.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
Travellers can offer one-three different trades. When the Traveller wants to trade, they will approach the player, make the sound a Villager would make after a trade to indicate interest in trading, and the player can either interact with the traveller or move ten blocks away and allow the Traveller to flee (45% chance), do nothing (45% chance), or have a 10% chance of attacking*.
The player can make one-two trades per offer. If the player reaches the trade limit or makes at least one trade and moves at least ten blocks away, the Traveller has a (number of trades made) x 7% chance of joining the player (this action is explained below) and a (100% - join chance) % chance of fleeing.
If the player wants to trade but does not have the specified items, they can request the Traveller to follow them as they go to their chests, for example. A Traveller has a 50% chance to accept this follow, a 10% chance to attack*, 20% chance to give the trade up and do nothing, and 20% chance to flee. If they accept to follow, they will follow for two minutes before attacking* (40% chance) or fleeing (60% chance). If the player exceeds twenty blocks away from the Traveller while they are following the player, the Traveller will despawn. After a trade while the Traveller is following, the Traveller has a 93% chance of fleeing and a 7% chance of joining the player.
- The Archer can trade things like arrows, bows, etc.
- The Soldier trades things like swords, food, armour, etc.
- The Survivalist trades things like maps, food, compasses, pickaxes, etc.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.If the Traveller requests company, they will approach the player and make a distressed sound that sounds like a Villager. The player can interact with them, getting an option saying, "Accompany me until sunrise?" If the player accepts, the player has to follow the Traveller for the night. If the player does not accept accompanying the Traveller by moving ten blocks away after the Traveller's approach or saying no after interacting, there is a 10% chance they will attack the player*, 45% chance they will flee, and 45% chance they will do nothing.
Accompanying the Traveller can be difficult, as the player will have to fight off mobs since it's nighttime. More mobs will spawn that directly go for the party (1.5x as many). The Traveller will help the player fight the mobs, however*. The player must stay in a forty block radius of the Traveller, otherwise the Traveller will despawn. After the given time of accompaniment when it is daytime, the Traveller will approach the player, make the sound a Villager makes after a trade, and can be interacted with. The player can accept a reward of things such as (note that these items are possibilities, and they won't be offered all together. For example, you would get some gold from the Traveller and possibly something else):
- Gold, emeralds, rare chance of diamonds, higher tier tool (iron or rarely diamond), etc. and experience points** (50% chance of getting this type of reward)
- The Traveller will offer to join the player (50% chance of getting this type of reward)
The item-based reward type for helping the Traveller get through the night will depend on how long the player helped for. The longer the accompaniment, the better chance of higher-tier rewards. Also, the player must accompany the Traveller for at least five minutes for the join reward to be possible.If the player denies acceptance or moves at least ten blocks away, the Traveller will flee.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
**More experience points are awarded from Survivalists, since they don't help with fighting the attacking mobs; accompanying them is ideally harder.
If the Traveller offers to join the player, when the player interacts with them, a message will appear saying, "I would like to form an alliance with you." The player can choose either, "Join me!" or, "No thanks".
If, "No thanks," is selected, the Traveller will flee (50% chance) or do nothing (50% chance).
If, "Join me!" is selected, a message saying, "Please take me to your home," will appear. Now the Traveller will follow the player indefinitely, and when interacted with, they will say, "Is this your home?" If the player selects "Yes," then the Traveller will become idle in that location and wander a 10x10 block area (or inside the home; they cannot open doors). This is the Acquaintance Stage. The Traveller is still getting to know the player. The player can give the Traveller requested items to speed up the "like process". The Traveller will take around one-two hours before they move on to the next stage. Each request fulfilled will speed the process up by five minutes. If the Traveller is attacked by the player at any time during the Acquaintance Stage, there is a 50% chance they will attack* and a 50% chance they will flee. The Traveller will not engage in any combat with mobs during this stage but mobs will attack them.
Once the Acquaintance Stage has passed, hearts will appear coming out of the Traveller as if it was a fed animal. It is now moving onto the Post-Acquaintance Stage. In this stage, the Traveller will still wander a 10x10 block area, however they can make trades with the player. This stage lasts for around thirty minutes. Each trade made with the Traveller will speed this stage up by five minutes. Travellers do not engage in any combat with mobs in this stage, but mobs will attack the Traveller. If the Traveller is attacked, there is a 20% chance they will attack the player* and an 80% chance they will do nothing.
After the Post-Acquaintance stage, hearts will come out of the Traveller again, and they are now in the Ally Stage. In this stage, the Traveller can accompany the player on quests. They will first start off joining them for five minutes at a time before becoming idle for five minutes in the last spot they were following, and when interacted with, there is a message saying, "I need a break." The Traveller will need to rest for as long as they accompanied the player. There is a green bar when they are interacted with that displays their available "quest time". The player can tell the Traveller to stay idle/not to follow when they interact with them, but this will not refill the quest time. The Traveller can trade with the player at all times except when they are resting. As the player interacts with the Traveller more in this stage, the Traveller will follow the player for longer periods of time (eventually indefinitely), have better trades, etc. Mobs will go for the Traveller, and they will fight back.** They will also assist the player in combat.** The player can interact with the Traveller, and under a settings option, the player can specify which mobs the Traveller will interact with (including other players).
The Traveller has inventory space which can be viewed and accessed by the player. When the Traveller joins the player and becomes an Ally, the player can give the Traveller food, weapons, etc. The types of items the Traveller and hold and use will depend on the type of Traveller (i.e. a Soldier can have swords and use it, but they cannot hold potions or use potions). The player can access the inventory of the Traveller in the Ally Stage and take items from the Traveller.
Over time, with wear and tear, armour and such will break, as well as food will be eaten by the Traveller. The player will have to resupply them. Travellers eat food to replenish health, but they don't have hunger.
If the Traveller is following the player, and the player gets ten blocks away, the Traveller will teleport to the player's location, like dogs do.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
**Survivalist cannot fight, but they can support the player with food, milk, etc., and maybe even splash potions. They won't throw them, but they could have a larger inventory that could hold these items which the player can access.
If the Traveller is attacked by a player at any time (excluding the circumstances when they join you), Soldiers and Archers will become hostile towards their latest attacker, and the Survivalist will flee.
Travellers stick to one action type and will only interact with/focus on one player. For example, if a Traveller spawns with the "do nothing" action, that is the only thing they will do as a mob (unless attacked by the player, excluding when they have joined the player). Also, say there are two players: player Y and player Z. If the Traveller interacts with Player Z, they will completely ignore player Y unless attacked by Player Y, where they will take the action already mentioned above.
When a Traveller is killed, they do not drop anything, unless they had items in their inventory after they've joined the player.
When fighting mobs or the player (only the ones that actually fight):
- The Archer will try to make distance between the player and them self, shooting arrows. The distance is ideally ten blocks.
- The Soldier can block with their sword, move quickly like Wither Skeletons and attack.
The Traveller will only fight mobs the player has damaged (after they've joined you), or if a mob attacks them. They prioritize mobs that have attacked them.If the player is inside a house with a door, and there is no way into the house, the Traveller will knock on the door if they are taking an action of approach.
Although Travellers do not spawn underground, they can trek there using things like caves and can also go there if following the player.
There is no way to predict which course of action a Traveller is taking when approaching you. This adds a hint of danger and unpredictability to them.
Travellers do not spawn in Peaceful Mode.
Cool. How long were you thinking of them following the player?
1. Hostile mobs should automatically try to kill travelers if they approach, but not go out of there way to kill them, like zombies to villagers.
2. If you trade and help a specific traveler enough, he/she will request to join you on your adventures. They will follow you like a wolf and assist you in battle. If you right click on them, you can either trade with them, access their inventory (have them carry stuff for you), tell them to stay put (stand still and wait for you) or idle, which allows them to wander around (if you want them to hang out in your house). Perhaps you could also link them to a bed, and whenever it becomes dark and they're idling, they will go to the bed and sleep.
PROUD USER OF THE STEVE SKIN
Thanks! I've always wanted more interesting "human" mobs. Originally I thought about some sort of thief that would steal items in an unprotected chest to encourage players to hide/protect chests, but I didn't really think it would be fair. So I turned it into this!
Good points.
For the first one, I didn't make it that hostile mobs will go for Travellers since Creepers blowing them up might cause uncontrollable damage to the player's builds.
For your second point, that's a good idea. I will have to edit the behaviour to make it so they won't flee/stop trading after a certain point. But I definitely think that's a good idea. Maybe they will have a chance to follow you if you complete an accompany quest for them, then after some time, more options for interaction (i.e. trading) will come up as they grow to like you more.
LOL. Thanks.
PROUD USER OF THE STEVE SKIN
It's better to pick up support before jumping to Reddit.
How would the percentages work out on a survivalist?
How would the percentages work on the Traveler at day time?
Will the Traveler be able to do things other than just follow and kill? This one I'm curious about because the Survivalist wouldn't be able to attack. You said he would be able to throw potions and stuff like that, but wouldn't he run away because of the layout before?
Will the player be able to decide how the Traveler interacts with other mobs, such as the Villager, pigs, cows, and even creepers?
Will the player have to provide items when the Traveler decides to follow the Player when they explore?
This idea looks like it took a load of thought to make, and that's why I've taken an interest in this one.
I support this idea.
Thank you! If Mojang added this, I would be so happy, seriously. And I really see it as something that makes sense. Especially with the way 1.8 has been editing Villagers, this would be perfect.
Thank you!
Anyway, I really like this idea you have! You've really put a lot of thought into it!
Thanks. It would definitely make playing offline (or even online) less lonely.
I wouldn't imagine it would be easy to implement, but I'm sure it could be done. If this were ACTUALLY to be made, it could be updated. The advanced fighting mechanics would be an example of something that could be later added, as that would take some work I'd imagine.
Also near the beginning of the post, I said how they'd appear similar to Villagers.
You have my full support.
Awesome, thanks a bunch!