I would say save your best animations for tamables and passive mobs. I have noticed my own animations are not as noticeable in survival unless you have idle time to watch your mobs like a tamable. On the other hand, your mobs are a lot bigger than mine. =P
That iron manguything you are making, what size of texture are you working at? I have never worked on one bigger than 64x64 myself to know if it works just fine.
I'm putting equal effort into all animations! I have not begun texturing the Iron Wroughtnaut, so I'm not sure how large I'll need to make the texture. Probably quite big, but I know from work on the Jurassicraft mod that large textures work fine.
When it is not aggressive, it is indistinguishable from a cluster of stone blocks. It becomes aggressive when a player attempts to mine or walk on one of the blocks it is formed from. When aggressive, it appears to be a walking, somewhat lopsided, golem made entirely of stone blocks, except with a pair of green eyes. Basic attack is more or less a melee punch, possibly with some form of immobilizing move. Perhaps a large-scale (think mobzilla) version of the Magnum for a mini-boss would be awesome.
Direct integration with the blocks in the environment is something I'll need to figure out. I'd love to do something like this later on.
I did something like this with a few of my hostile mobs so they would fight back against tamable mobs, eventually.
It went something like this:
/**
* In the entity class, I created this function.
*/
public void resetTargetToAttack()
{
this.setTarget((Entity)null);
this.setAttackTarget((EntityLivingBase)null);
}
/**
* Then I added this bit in onLivingUpdate()
*/
int randomIntReset = this.rand.nextInt(60);
So doing this at a random time turns off the current target and if there is a closer target, it will got for it. Otherwise it just goes back to the same target. I don't know if the Animation API messes this up from working but it at least worked for me.
I originally developed this block of code to get my Necromancer Delphox to attack its own minions in order to heal itself.
Well, it sort of works. It updates its target as it should, but there's a split second whenever attackTarget is null that the foliaath begins to play the retract animation and sound. You may have given me an idea, though...
The foliaath, an entry from the journal of explorer Areal Name (a.k.a. bug report):
The Foliaath is an apex predator, unable to move, but still extremely deadly. From a distance the foliaath appears to be a small fern, only opening it's buds to see the monstrosity beneath when it's food is nearby. If a hunter approaches the foliaath without disturbing it, in order to kill it, they will find the foliaath invincible while in that form. Not sword, nor lava, nor lack of air will slay the fern. When the foliaath has sighted a prey, it will focus on that creature exclusively, ignoring other prey that are far more easy to catch, even when the aforementioned closer prey is just a block away. It will only decide to kill other creatures when the selected prey is killed. If the being escapes the foliaath's grasp, the foliaath will often retract into it's base, sulking if you will, continuing to ignore nearby prey for a time afterwards. The foliaath is a fickle predator. Often, it shall ignore nearby prey for no reason, even when the beast/plant it has already killed it's original target. Despite it's odd behaviors, the foliaath is a masterpiece of coding. It is fluid in it's movements, and is a wonder to behold (at least, when it's not trying to kill you.
Hope you like it, I was just going to make a standard bug report, but thought this would be funner to read.
Yeah, Minecraft's targeting system isn't very good. I tried to change this without much success. For now, foliaaths will not switch targets unless their current target is out of range. (Note, they can still be targeting even when they have retracted into the ground. The range to emerge is smaller than the range to target.)
The invincibility while hidden is intentional. Though, I suppose environmental damage should still apply.
I thought to make a mob like yours, too, but I gave this up...
As I saw this plant I was so "OMG my dream came true!"
I have a small suggestion for a phased tameable mob:
Mothrum:
Mothrum is a moth/butterfly based mob!
You can find his Larvas (only larvas) in Jungle (pics coming tomorrow)
To tame this shy little babies you need Foliaath petals (yep a drop for the Foliaath)
After taming these small creatures, they will fly behind you or you can right click on it to put it on your head
You can make a special bed for them to give them a sitting place
After some time (probably 7 MC days) the Larva will search the nearest "tree-like-construct" and create a Cocon there!
The Cocon takes it's time (maybe 5 MC days?) to grow info it's final moth/butterfly form, but it will attract zombies! (Yep the zombies can kill your sweetie pet so better protect him/her)
After the 5 days you can see a difference... The Cocon looks darker! Right-click to open it and see 1 of many species of Mothrum!
Mothrums are likley their Larvas, but better! They can help you in fights by spreading their powder on the attacker which will deal a negative effect (the color rules about the debuff, and decoratives on wings about the lvl of the effect)
Mothrums can be breeded with any type of flower! Which will create a Mothrum Egg (a Larva comes out in 7 days)
As well as a special addition you can create special twigs for the Mothrum for more garden decoration and a nice place for your wingy Friend!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
That's my Idea! I hope you like my Idea and as I said some pics tomorrow!
PS: sorry for ang grammar fails cuz I'm not ENG
It's a neat idea, and maybe I'll do something like it. Definitely not a priority, though.
I know that you're not taking suggestions right now but I'll just leave this one suggestion here before I forget it:
I'm thinking of a mob that looks like a round mirror with a pair(or pairs) of floating hands.It can do regular melee attacks with its hands,but its true powers are in its mirror.I kinda have several ideas about what it can do with its mirror:
It can shoot some sort of projectile from the mirror
(Not sure about this one)It can create a copy of the player
Mobs can come out of the mirror
And when the mob is at half health,the mirror cracks,disabling the mob from using its normal mirror abilities.Instead,it now gets new abilities:
It can shoot shards from the cracked mirror
It can create small shard mobs(in the form of bugs maybe?)out of the cracked mirror
As for the name,I have no idea.
Reflective surfaces are really really hard and really really processor-expensive. And if it's not reflective, it won't look like a mirror and would probably just look dumb.
You're in luck. I am a master of creating original creatures and here are some ideas I have so far. Yetiki
Appearance: Giant white gorillas with caveman clothing and wooden tiki masks.
Location: Ice Plains.
Abilities:
Throw chunks of snow at target as a range attack when snow is present.
Charges at target and wrestles it when no snow is present.
Magmaconda
Appearance: Large snakes made of molten rock that have the head of a dragon and the tail of an eel.
Location: Nether Lava Lakes.
Abilities:
Spits fire charges at target.
Tries to grab target and submerge it into the lava.
Atmobaleen
Appearance: Enormous whale/mosasaur hybrids made of the same material as jellyfish.
Location: Above cloud level in Overworld.
Abilities:
Passive.
Drops star jelly when killed.
Molore
Appearance: Small moles made of stone and a random ore on their back.
Location: Underground.
Abilities:
Can occasionally spawn from any mined ore, with the same ore appearing on its back.
Drops the ore it represents.
Chilliped
Appearance: Small ice crabs.
Location: Anywhere with ice.
Abilities:
Can occasionally spawn when player breaks ice.
Pinches its target and gives it an effect similar to hypothermia.
Krathulu
Appearance: Giant three-eyed squids with horned tentacles and head plus rows of teeth in its mouth that move in a shredder-like pattern.
Location: Bottom of Deep Oceans.
Abilities:
Whips its target via tentacles and tries to consume it whole.
Will fire lasers from mid-eye to stun its prey from afar.
Thunderdon
Appearance: Grey smilodon-like creatures with blue glowing eyes, fangs, claws and back mane.
Location: Thunder Storm.
Abilities:
Pack of three to six spawns whenever lightning strikes three times.
Will pounce, claw, and bite their prey, injecting them with volts of electricity.
Pteradropper
Appearance: Semi-feathered pterosaurs with bat ears and rat tails.
Location: Savannah and Plains.
Abilities:
Will pick up any passive mob, including the player, and drop them at a high altitude.
Will claw and peck said entity if there is no room to go up.
Vampanha
Appearance: Piranhas with spiked fins and large, yellow glowing eyes.
Location: Swamps and Rivers.
Abilities:
Will attack in packs and devour their prey alive.
Will attack boats to get the player into the water.
Gustdevil
Appearance: Living clouds of sand that are actually colonies of man-eating bacteria.
Location: Desert
Abilities:
Will try to engulf its prey into its body and start to suffocate it.
Can shape shift into things like men with swords, a giant hand or a pair of smaller hands, a giant skull, and a bulking humanoid monster.
Hopefully you will consider adding these ideas into the mod in the near future.
Mowzie... The foliaagth can't hurt me in survival.
Does it play the biting animation and not damage you? Or does it just not do anything? Do you have any other mods installed? Have you tried spawning a new foliaath or reinstalling the mod?
Download: MOWZIE'S MOBS HAS 2 DEPENDENCIES AND WILL NOT RUN WITHOUT THEM!
Please install the latest 1.7.10 versions of Minecraft Forge and Animation API to run Mowzie's Mobs. Download Mowzie's Mobs 1.0
Well, regarding the 'not attacking hostile mobs' part, you could make it so only players cause the stem to swell. As for how it would look, perhaps the bottom few segments of the stem could be enlarged to roughly full-block size or thereabouts, and gradually shrink back to the normal size as you move closer to the head.
I don't think it makes sense for it to distinguish players from hostile mobs. I'll think of something; I'd like to add something like this.
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I'm putting equal effort into all animations! I have not begun texturing the Iron Wroughtnaut, so I'm not sure how large I'll need to make the texture. Probably quite big, but I know from work on the Jurassicraft mod that large textures work fine.
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Sure! Let us know how it's coming along later.
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Sure!
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Yep!
Yep yep yep
Neat! I'll probably reinterpret the design, but I like the names.
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It's a blend of the Iron Knuckle, Darknuts, and Phantoms.
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Direct integration with the blocks in the environment is something I'll need to figure out. I'd love to do something like this later on.
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I hadn't added the chest yet! Not so short now, eh?
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Work in progress...
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Well, it sort of works. It updates its target as it should, but there's a split second whenever attackTarget is null that the foliaath begins to play the retract animation and sound. You may have given me an idea, though...
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Yeah, Minecraft's targeting system isn't very good. I tried to change this without much success. For now, foliaaths will not switch targets unless their current target is out of range. (Note, they can still be targeting even when they have retracted into the ground. The range to emerge is smaller than the range to target.)
The invincibility while hidden is intentional. Though, I suppose environmental damage should still apply.
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It's a neat idea, and maybe I'll do something like it. Definitely not a priority, though.
Reflective surfaces are really really hard and really really processor-expensive. And if it's not reflective, it won't look like a mirror and would probably just look dumb.
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I like the Gustdevil a lot.
Does it play the biting animation and not damage you? Or does it just not do anything? Do you have any other mods installed? Have you tried spawning a new foliaath or reinstalling the mod?
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Do you have Damage Indicators installed?
We removed some unfinished dinosaurs in this build. They'll be back soon.
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Really? Really???
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I don't think it makes sense for it to distinguish players from hostile mobs. I'll think of something; I'd like to add something like this.