Hey Mowzie. I have got a cool idea for a mob to add.
Why not add a large horse-rhinocerous-like beast that lives on the plains. They are very territorial and will attack you if you get too close. They have two ways of attacking you. They can either simply beat you with there horn and they also have the ability to create an earthquake beneath your feet. They do this by standing on their hind legs for one second(just like a minecraft horse) and then they hit the ground with their front legs so hard that the intense vibrations will cause an earthquake underneath where you are standing, causing you to fall to your death. The earthquake can be up to 30 blocks deep.
One thing I really like about your mod is the amazing and realistic animation, especiantly with the Foliath, and I will love to see how you would animate an actual earthquake in minecraft.
I'm afraid there are a few issues here. First, the plains biome is supposed to be rather safe compared to other biomes. This mob would do better in the Mesa biome. Next, I feel like designing the mob as simply a large rhinoceros is missing out on some design opportunities. The biggest issue is the earthquake mechanic. You propose that this mob can create a giant hole in the ground with an attack. The problem is that I won't make mobs that grief and I won't make one-hit-kill moves. It just wouldn't work.
I should mention too that an "actual earthquake" would just resemble the camera shaking for a while as everything takes damage.
Oh I can get rid of that. I'm assuming the talk about the "King" Or "Queen" Foliath? That was a jab/nod at the previous requests for something along those lines. Just tell me what you want me to put on the pictures, and i'll put them on
That's the big one, yeah. Still, though, I need to keep full control over my OP. Sorry.
Hey BobMowzie, I got an idea for something. What about some kind of in game book describing the mobs? I made a page that could possibly describe the foliaths, just to show you what I mean. The colors are faded on purpose, by the way.
EDIT:Forgot to put the picture in. Fail. Here it is now.
Someone has suggested this before, yeah. As neat as that is, writing a guidebook distances the mobs from the vanilla game. I want them to feel like a part of Minecraft, not something added in separately.
Undead-At-Arms: A large skeleton with three heads that has two stages, the first of them possessing and random chosen ability.
When encountering this skeleton, you will usually find it terrorizing villagers and villages in any way possible. Upon spotting you however, the skeleton will draw it's weapon, which are either of these three. A Magical Stave, A Musket, or A Bow. Upon attacking the skeleton, you will yield no damage to the thing. In retaliation, the skeleton will rapidly attack with melee strikes from it's weapon or shots based on how far you are. The unique trait of an Undead-At-Arms is it's random weapons with one common feature. The projectiles it fires bounces at least once if it hits a block. If this projectile fires back at the Undead-At-Arms, it will take a considerable amount of damage and then stay stunned for a few seconds as the three heads curse and argue with eachother. Once the Undead-At-Arms has taken enough self damage, it will split into a bunch of bones then reform into 3 smaller skeletons. One will have a stave, another a musket, then the last a bow and arrow. These skeletons can all only take damage from accidentally attacking eachother while fighting off the player.
Reflecting projectiles can be a cool mechanic, but a skeleton wielding a musket, sword, or stave has little to do with this mechanic. There's also no justification as to how you can't damage it otherwise. I often find that (in a lot of game development) undead enemies are default designs when a better theme has yet to come to mind. But there's wasted design potential there.
Currently only adding 3 mobs (counting the tribe as 1) this seems a little unnecessary. Also, if a book was made, I'd personally find it more interesting if it was more lore-ish, rather than a tutorial on how to fight the mob, and their mechanics. That kind of takes the fun out of it.
It sounds like a neat concept (basically the same as a ghast, but only being able to die from the reflected projectile), but in practice it seems like it would be really annoying. You can't really fight it off since the projectiles aren't things you can "hit" and throw back at it. Meanwhile, there's a monster that's bombarding you with attacks, and the only way to kill it is to somehow get it to fire at you when you've got a block directly between you and it, so that the projectile can reflect off said block. The other problem I see is, if the 3 reassembled skeletons are only going to die from fighting each other, there will always be at least 1 left, leaving you with an indestructible enemy.
I can assure you that Mowzie will turn the mob itself down because it's a Skeleton. The "scaring villagers" mechanic...doesn't seem very original considering how zombies already do that.
Also there's a small problem with your idea: when the first of the 3 skeletons die , one of the skeletons is bound to live , and it can't be damaged. In other words , you can't win. And what if you are in a plain with no , you know , walls which force the projectile to bounce back at the MOB?
Also is it just me or are people really into my suggested mechanic of the self-damaging mob now?
You know how I think, heheh.
I guess so? Doesn't seem like we're getting much further with it.
Really? Weird...I could have sworn I saw them fighting vanilla zombies at some point. Maybe they shot a zombie when they were trying to shoot at me and maybe that started the fight. I think I can override the spawning only on vanilla grass issue, but I'll have to do some testing.
As far as journey map, what are your mobs classified as? Ambient, creature, monster, or something else? It's weird, because even when there isn't a sprite to show the mob, it uses a generic white arrow to show you that something is at least there and which way it's facing. In all the mob mods I've tried this is the only one that doesn't show on the map.
Regarding the armornaught or whatever it's called...you stated that it's spawn was based on ore generation? Well, that the room it spawns in is? Can you explain that a bit? I'm hoping I can add it to the ore generation settings in TFC too.
Yeah, they fight zombies too.
Good thinking, but they're all monsters. That is strange...
Not ore generation, just world generation in general. If Terra Firma Craft lets mods generate structures, it should still work. Unless... Does Terra Firma Craft change the heights of sea level and world limits?
They've replaced the vanilla mobs with their own versions, that spawn on their own dirt and grass. I also noticed your mobs don't show up on journey map's minimap, which is weird because your mod is the first time I've seen it miss picking up new mobs!
The foliaath must spawn on the modded leaves, then fall through them. TFC's leaves you can push your way through. You've pointed me in the right direction, now I just need to see if I can override it with Just Another Spawner.
Is there any way to tell the Barakoa what mobs to target/hunt? I've noticed they attack vanilla mobs, but don't target mod mobs all the time.
Not a clue why Journeymap would miss them.
That makes sense, I suppose.
I've explicitly coded them to attack cows, chickens, pigs, and sheep. "Game" animals, so to speak. I could change this to any mob that is classified as a creature, but then they'd kill horses and such too. And probably any modded mobs. It would just rid the savanna of life.
Frankly, it doesn't add much to gameplay. In fact, it just makes finding food in the savanna harder.
Alright, getting back into it tonight. The foliaath seem to spawn mostly under trees, I haven't seen one spawn anywhere else yet, even though I have them set to spawn on plains as a test. If the wroughtnaut only spawns in a special room, that explains why it wasn't even listed in the autogenerated spawn lists. The TribesmanElite was what I was trying to use previously, so I'm not sure what's wrong.
I just tried placing vanilla dirt on the ground randomly, because I was thinking maybe something else was required for spawning...and it looks like they are spawning now, and only on top of vanilla dirt. Also foliaath will spawn on vanilla dirt without tree cover. Is there something in the mod that requires tribesman to spawn on vanilla dirt? It might be something related to Just Another Spawner, as you can set what blocks mobs can or can't spawn on, but if I don't add that argument I think it should just spawn anywhere that biome is present.
Oh! Well, the foliaath can only spawn on grass and leaves; there's no requirements about being under trees, but seeing as that's most of the jungle, it makes sense that that would be the case most of the time. Other mobs by default are explicitly coded to need grass to spawn. TFC must override that on vanilla mobs to use their dirt/grass? It seems like you'll have to override that to get it to work.
Thanks for the response and the tips. I'll check into it. Terrafirmacraft changes just about everything including ore gen, so let me do some poking around this weekend with the configs to see what's possible and what's not on their side.
The structure/weapon thing...I find it good but I think that there could be better mobs to fit it...as in , maybe it could be used for something different than a golem.
Ah! You may be right, but I can't think of anything else at the moment.
Hey can u try making a mod on spiderwicks chronicles movie that will be great u can create awesome creatures and using a "seeing stone " thing to see goblins will be great ....plz try that
I've never heard of the Spiderwicks Chronicles. Besides, I like making original monsters.
Is there something special that prevents Just Another Spawner from spawning the barakoa? I've been trying to add your mod to Terrafirmacraft because TFC is sorely lacking in mobs. Your mod has awesome mobs and doesn't add a bunch of random items or dimensions, which would make it great for TFC. The problem is the only mob I can get to spawn in TFC using Just Another Spawner is the foliaath, and TFC doesn't use standard minecraft biomes so the savanna never appears nor do the barakoa.
Barring anyone able to help me with Just Another Spawner, any chance you can add a config option to change which biomes your mobs will spawn naturally in Mowzie? It'd be greatly appreciated!
Odd, I could've sworn I responded to this.
I can't think of why Just Another Spawner wouldn't be able to spawn the Barakoana. However, if you told it to spawn Barakoa, I can see why some problems might occur. Mowzie's Mobs actually only spawns Barakoana in the world; the Barakoa followers spawn automatically with them and cannot spawn on their own.
Does the Wroughtnaut chamber generate? That should work fine, too.
Such a config option would actually be a bit harder than it sounds to implement... I currently use Forge's Biome Dictionary to allocate spawning. Doesn't Terra Firma Craft add its biomes to the dictionary?
I was reading a few pages back and noticed you guys were thinking of some pretty awesome mechanics for new mobs.
What interested me most when you guys were talking about a mob (golem specifically) who can only be killed by making him hit himself.
I have a new idea mechanic for the golem as well as some addons for the making-him-hit-himself mechanic.
My additions to the making-him-hit-himself mechanic is that he hits him self due to the fact that he is made (warning: lore) with more older magic then your Wroughtnought. Due to this, his awareness of surroundings has become altered with time and he is now blind.
He will swing widely when attacking, sometimes accidentally swinging his arms/hammer around so far that they dislocate his joints and will fall apart when hit.
He spots you with similar coding to that which was used with the barrakoa chief's sky missile attacks.
He will track your footsteps when you move and can only see you when you move.
You will, however, be able to see when he's tracking your footsteps due to how you'll be able to see the ripples from your feet (how can you see the ripples? magic).
The ripples will appear as white circles that spread outwards and only appear when he is targeting you.
My other idea is that a unique golem mob is one that simply spawns as a structure.
The structure is a mossy 2-block-tall structure that has engravings in it in the form of symbols that will correspond to the golems element or whatnot.
The structure is activated when the player or creeper (because creepers can blow up things and so are a threat) comes within a 30 blocks radius.
The structure's engraved symbols will glow and a mist will blow the vines dangling from it around.
A spiral cone of light will protrude from the largest symbol and will extend towards the ground somewhere near the player/creeper.
Upon touching the ground a mossy golem will arise who appears to have a roman-styled helmet hiding two red or one blue eye(s) with thick shoulders (appear as armour even though all of the golem is stone).
The golem will attack with swings and by grabbing its summoning structure and holding it still while earth and stone (pixels) pull up from the ground and encase the structure, making it a solid stone rock.
The golem will then bash you with the stone dealing knockback, and will thrust the stone towards the earth lodging it, then turning it to create a massive whirlpool of light that sucks the player towards the golem as well as dealing damage or slowing the player.
The golem will also drop the stone which will shatter it's protective rock cover when the golem hit's itself (usually due to the golem swinging the rock with great strength to a side when the player is extremely close, dislocating its arm, this will make the player have a need to go really close to the golem)
The statue can then act as a healing beacon by slowly lifting the fallen limbs when the golem is off chasing the player and slowly drag them towards the golem for repairing it.
However,
The way you defeat the golem is in fact by dealing damage to the structure which is the only thing that can take damage (except for when encased in stone).
this golem should most likely be a jungle mob or one that can spawn rarely on tropical beaches
I'm not sure I'm completely following this first idea... What does his being partially blind have to do with the hits-himself mechanic? Barako uses the default vanilla targeting code, so I'm not sure what you mean there. It sounds like a reskinned Wroughtnaut that will just kill itself as the battle wears on.
This second idea is interesting. I like this image of the structure summoning the golem and then becoming the golem's weapon. The fight itself could use some revision. Thanks, though.
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Thanks for all the hype, everyone! I hope it's a lot of fun!
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Sorry, no. Downgrading is just as hard as updating, and I'd rather get working on 1.11.
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Mowzie's Mobs version 1.3 for Minecraft 1.10.2 is out!
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I'm afraid there are a few issues here. First, the plains biome is supposed to be rather safe compared to other biomes. This mob would do better in the Mesa biome. Next, I feel like designing the mob as simply a large rhinoceros is missing out on some design opportunities. The biggest issue is the earthquake mechanic. You propose that this mob can create a giant hole in the ground with an attack. The problem is that I won't make mobs that grief and I won't make one-hit-kill moves. It just wouldn't work.
I should mention too that an "actual earthquake" would just resemble the camera shaking for a while as everything takes damage.
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That's the big one, yeah. Still, though, I need to keep full control over my OP. Sorry.
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Of course you can keep making stuff! I can't put it on the OP, though... You wrote some stuff that I can't call official. Sorry.
Thats a neat idea!
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Someone has suggested this before, yeah. As neat as that is, writing a guidebook distances the mobs from the vanilla game. I want them to feel like a part of Minecraft, not something added in separately.
Reflecting projectiles can be a cool mechanic, but a skeleton wielding a musket, sword, or stave has little to do with this mechanic. There's also no justification as to how you can't damage it otherwise. I often find that (in a lot of game development) undead enemies are default designs when a better theme has yet to come to mind. But there's wasted design potential there.
Another good point.
That too, but that can be reworked easily.
You know how I think, heheh.
I guess so? Doesn't seem like we're getting much further with it.
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Yeah, they fight zombies too.
Good thinking, but they're all monsters. That is strange...
Not ore generation, just world generation in general. If Terra Firma Craft lets mods generate structures, it should still work. Unless... Does Terra Firma Craft change the heights of sea level and world limits?
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Not a clue why Journeymap would miss them.
That makes sense, I suppose.
I've explicitly coded them to attack cows, chickens, pigs, and sheep. "Game" animals, so to speak. I could change this to any mob that is classified as a creature, but then they'd kill horses and such too. And probably any modded mobs. It would just rid the savanna of life.
Frankly, it doesn't add much to gameplay. In fact, it just makes finding food in the savanna harder.
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Oh! Well, the foliaath can only spawn on grass and leaves; there's no requirements about being under trees, but seeing as that's most of the jungle, it makes sense that that would be the case most of the time. Other mobs by default are explicitly coded to need grass to spawn. TFC must override that on vanilla mobs to use their dirt/grass? It seems like you'll have to override that to get it to work.
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Let me know what you find, please!
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Ah! You may be right, but I can't think of anything else at the moment.
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What do you mean?
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Seems there were some comments a few pages back that I missed! Sorry!
I've never heard of the Spiderwicks Chronicles. Besides, I like making original monsters.
Why would I remove everything I've worked on to convert this into a fan mod for a franchise I haven't heard of?
Odd, I could've sworn I responded to this.
I can't think of why Just Another Spawner wouldn't be able to spawn the Barakoana. However, if you told it to spawn Barakoa, I can see why some problems might occur. Mowzie's Mobs actually only spawns Barakoana in the world; the Barakoa followers spawn automatically with them and cannot spawn on their own.
Does the Wroughtnaut chamber generate? That should work fine, too.
Such a config option would actually be a bit harder than it sounds to implement... I currently use Forge's Biome Dictionary to allocate spawning. Doesn't Terra Firma Craft add its biomes to the dictionary?
I'm not sure I'm completely following this first idea... What does his being partially blind have to do with the hits-himself mechanic? Barako uses the default vanilla targeting code, so I'm not sure what you mean there. It sounds like a reskinned Wroughtnaut that will just kill itself as the battle wears on.
This second idea is interesting. I like this image of the structure summoning the golem and then becoming the golem's weapon. The fight itself could use some revision. Thanks, though.
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The 1.10 version is on its way! I've made slow but steady progress on it over the past few months.