• 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Kuro_yure»

    About the Sea mob id suggest an Sea snake wich attack you with with proeminent horn like structures for Melee and with an sucction vortex, when the vortex brings you closer enough to the jaws It Will either impale you with the "horns" or eat you whole/bite you,(depending If you do 1hitko mobs) also low dammage tail swipes can be used If you try to attack backwards, maybe an probiscide tongue attack with Hp leaching features too, its drops could be the scales for armor, horns for an melee weapon and tongue for limited range life leaching whip, maybe its eggs for tamable creatures in this mod and a vortex catalyst to attract underwater mobs,they can be Found in caves deep underwater and variate in size their caber have lots of ores


    Sorry, this idea isn't what I'm looking for. Sure, the vortex mechanic is a bit different, but it doesn't have anything to do with sea snakes. Unity is important in design. I will not be adding one-hit-kill attacks unless it makes complete sense for the design and mechanic. Even if the horns and bite attacks don't kill in one hit, they are both identical in function. HP leeching also doesn't correlate with the other themes or mechanics you've outlined. Instead of thinking of a single, interesting drop, you have indecisively made every piece of its design into separate drops, most of which operate on mob-mod cliches.
    The various pieces to the design need to come together to form a coherent and singular whole.
    Quote from Nosoac»

    Can you add in a recipe for those special acacia plank blocks in the Barakoa village?


    No, only the Barakoa know how to make them.
    Quote from Nosoac»


    Are you planning to have them tamable?


    No.
    Quote from PCAwesomeness»

    Will the Phoben and the Dryad come in the same update? I feel that it'd make a lot of sense.


    Also, do you have any specific attacks and strategies planned for the Phoben and the Nimbus Drake?


    I'm not ready to share anything more about these plans. Sorry.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from BlackghostLT_2»

    Ok, I've had an idea for a lil while now so imma splurge it here, seems like it would fit this mod :P


    (Also, congratz on updating it to 1.12.2 :D I was so happy when I saw that! now I can finally play your amazing mod with all my other mods)



    Creeping Tiger Plant


    Out in the jungle, alongside the formidable Foliath, another plant stirs. But, unlike the foliath, this three stage delicate plant is not as ferocious but can still be a threat if not handled correctly.


    The Creeping Tiger Plant starts out as a simple bulb, rarely spotted in the jungle. It will undergo a small growth pattern for about 3 days, where it blooms into a beautiful, orange/yellow striped flower with 3 hollow tubes in the center. Once it blooms, it will truly live to its name, as it will begin growing viney appendages from out its sides, in the form of block like entities. It can have up to 15 vine "blocks", each having a maximum if 5 "blocks" per appendage. These appendages can grow up walls if needed, and even on ceilings if it so desires. The growth of these vines will always tilt in the direction of the nearest water source, where the plants intends to "creep" to. Now, the bulb is stationary, which would seem to be a problem, right? Well, to solve this problem, it will grow a closed bulb at the end of the vine appendage closest to the water source it is trying to reach. It can only have one flower open at this stage, so the original will close in the process. The original will then transfer its vine appendages to the closed bulb, and once this process is complete the original will die, the new one coming into bloom. This process takes about 40-60 seconds, but will become a lot quicker in its adult stage


    Now, why is it trying to get to water so desperately? Well, it needs the water to allow it to reach full growth. You see, at maximum size, the Creeping Tiger can support 3 flowers at once, but not alone. It can always use a good sized water source, but it has another more, malicious method. If an unfortunate mob, animal, or defenseless player accidentally walks onto one of its plant appendages, it will quickly ensnare you in a thick bramble of vines. Then, those three hollow tubes come into play. It will begin growing razor-sharp needles inside, which it will fire at ensnared victims. The needles apply a fast acting venom, alongside the bramble slowly constricting you causing damage. Once its victim finally expires, the vine appendages will consume raw foodstuffs that drop as a result. If it eats five raw food items, like beef, pork, rotten flesh, etc, it will provide it with enough nutrients to support a new flower.


    Every flower it gains will allow it to move itself around quicker, at a maximum of three flowers. With its max, it will have reached adulthood. Now, it can transfer vines to new bulbs in around 20-30 seconds, making it a fast acting predator. Now what does it do? Now, it can leave its jungle home to find new hunting grounds. Its target? Any active/abandoned structure it finds. It will eat any entity that stumbles in its path, but once it reaches a structure and establishes itself, it will become an ambush predator. It will hide on ceilings and walls usually, putting its snaring vines near doors/entrances. If a villager or player were unfortunate enough to wander into this, they will be quickly, aggressively consumed.


    Now, what would a prepared player do if they were to encounter this frightening beauty? First off, they will usually give a warning to nearing animals, by aiming their bright, alluring flowers towards a possible prey item. If you spot this, this gives you a chance to back away and live another day. But, if you were ensnared in their vines, you could attempt to hack your way out with a sword. If killing the flower is a must, you need to detach them from all their vine appendages, causing the central flower to close. Then, it can be broken.


    But, if you were to have a pair of shears, it will give a dried Creeping Tiger bulb. What can you do with this? Now, upon placing it, it will remember how you "tasted" , and associate you as a friendly entity. Then, you can grow it through its stages, wether it be by placing it next to a water source near your house, or by feeding it yourself. At full growth, it will cling to any block you placed, climbing all around the inside/outside of your house. It cant climb on blocks that have a function, however, so that it doesn't get burned on furnaces. Alternatively, you can right click the vine in the way to get it to quickly retract. It won't ensnare you, seeing as it knows what you "taste like", so you can walk over its vines undisturbed. In doing this, it will also keep out unwanted intruders, eating mobs and animals that come near. If it hasen't eaten in a while, it will tilt its flowers at you when you are near. Give it a little meat and it will go on its merry way Now, if you don't want it to eat a certain animal if you have a farm nearby, right-click the bulb with the meat of the animal you want to be spared, and it will remember the smell. Now, it will attack other players, so if you don't want this, have your friend/trusted player wear a leather tunic. Right-clicking the bulb with it will make it remember that players smell, and it will leave them alone.


    I'm so sorry, I won't be considering this idea. There are a lot of problems here, I'm afraid...

    First, it fills a niche nearly identical to the foliaath's. This isn't necessarily a bad thing, but with so little content, I need to prioritize variety.

    Next are technical challenges. As far as I understand my abilities, I cannot create tentacles with that degree of animation control and environment interaction. I also can't create an entity that seeks out water from far away, and I can't create an entity that seeks out structures or rooms.

    Next is gameplay. Generally, traps and "you're doomed" scenarios are much more annoying than fun. Players don't like to be immobilized for very long, especially if a specific item is needed to escape.

    Next is communication. Players need to understand what they are fighting and what's happening without leaving the game; the mob should be encounterable with no guidance from wiki entries or youtube videos. The mob's weakness, attacks, and even drops should be inferable from the mob's appearance, movements, sounds, etc. While it's debatable, I don't feel that players will easily understand how to interact with this mob, such as needing to cut off its vines to harm the flower, use shears to harvest the bulb, or use a sword to escape being ensnared. Also, players need to understand what is happening as it is happening; this can be difficult with the limited graphical capabilities of Minecraft. Specifically, I don't feel that players will understand that the plant is growing tiny needles and firing them to inflict poison damage.

    Finally, the biggest issue with the mob is the unnecessary complications shoved into its design. You've created a system where the plant can advance to 3 'stages' and grow more flowers. This system seems purposeless; why not make the plant spawn with 3 flowers and full capabilities? Additionally, you've decided that the plant can advance to new stages by reaching a water source or by eating food. Pick one! Decisions and conviction in ideas make for stronger designs that are easier to understand and more appealing to players.


    Don't hyper-complicate. As a rule of thumb, good idea should sell itself in 2 or 3 sentences.

    And thanks, glad you appreciate the update!

    Posted in: Minecraft Mods
  • 5

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!


    Finally ready to show something new! Look forward to catching these little guys in caves!

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    1.4.2 released! This update has some very important bug fixes. Please update your modpacks and worlds with this version!


    I had plans for other moves but i wasn't sure if i wanted the mob to have a more complex arsenal of moves. I'll list some of the moves i had planned but didn't show initially.


    1 - The barnacles on his back or some other plant growing on him produces a toxic gas which poisons opponents in the area around it.


    2 - Able to form a bubble with its claws, similar to pistol shrimp. This bubble could form to trap opponent or maybe rise them to the surface. This move could also instead similar to how it looks in the image, produce a sort of jet of water similar to bubble columns in 1.13, which could shoot the player away. Perhaps also when he does his big snap attack, He could draw enemy close due to the sudden air gap being rush in with water (I didn't word that right). Basically sucking them in slowly before snapping. (Maybe someone will make a Thanos skin for him in a texture pack c: )

    Image result for pistol shrimp bubble


    3 - expanding on this idea. perhaps the crab could either with his claws or his mouth suck in water to pul you towards it or blow out or snap his claws lightly to shoot you forward. This would do light damage and would allow the crab to keep you in range or away if hes low on health.


    4 - another ability would be an ability to leap up and slam his claws onto the ground. Something like a hulk smash :) which would do obviously lots of damage.


    5 - Perhaps he could grab the player in his claw/claws. This would deal a large amount of damage at the start and could possibly suffocate the player. Though his grab can be easily dogged and can be escaped from by hitting him a few times or maybe in the head.


    Then again i just got another idea while writing this. Perhaps his head could be his weakness. maybe its the only way to harm him or simply just does the most damage. Or could just be the only thing you can hit to get out of situations like previously suggested.


    So these are just ideas. Some were thought of when designing the creature. Others were during the month or two of thinking about other abilities. Let me know your opinion on these


    Some good thoughts, I'll keep these in mind.
    It's really important that a player can understand what is happening in a fight with no prior knowledge of the mob though, which makes ideas like making the head the only way to escape the grab attack tricky.

    Also, by mechanics, I don't necessarily mean just moves and attacks. I'm referring to the mob's role in gameplay and the world as a whole.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Greetings. It has been a while since i last looked at this mod and i had some more ideas i would like to share.


    Large Crab Creatures

    I had the idea of a creature that could be interesting for a 1.13 mod update as it fits the aquatic nature of the 1.13 update. The creature resembles that of a large crab or lobster with very large front claws, so large in fact that the creature uses them as en extra pair of legs and walks on them like a gorilla.

    The creature would spend its time burred under the ground with only its back exposed. Sea grass, Kelp, barnacles and possibly Coral would grow on the beasts back, allowing it to blend in with the environment more.

    The creature would surface from the sandy ocean floor to attack any unsuspecting sea mob or player. Its main attack is trying to crush its opponent with its massive claws (just slams claw/claws onto the ground). But its most dangerous attack is its heavy clamp attack. The beast will open its claw/claws wide and then clamp down onto or near it's target. This creates a shock wave of sorts which stuns targets. (inspired by mantis and pistol shrimp)

    The attack would be able to be canceled by a swift strike or two to make it more balanced. obviously the prize of slaying this beast is it's deadly claw which can be used by right clicking to recreate the same move the crab uses. EDIT: Only under water can it be used.


    Barakoa Shaman

    Another idea i had was another variant of the barakoa. Again like the crab i dont know of a good name for it. But basically this variant is like a old shaman/warlock of sorts, living in there own huts or perhaps living with the tribes in a new building.


    They resemble most barakoa, with i mask and such. There mask (The Mask of Madness) is a megenta/pinky colour and resembles a creepy smile.

    Rough Concept In Game (Mock up)


    The Shaman would be a very odd to fight. He uses is ancient magic to defeat and confuse you in combat.


    His main attack would simply be a wack with his stick/staff (image above is just a mock up and not the final image i have/had)

    This creature was inspired by Rafiki from the lion king (childhood movie) along with this wack as a main attack. Maybe he could also give off some battle cry while doing it similar to Rafiki.


    Hes first actual ability is his ability to teleport. simply he will speak a quick chant of sorts then disappear in a puff of smoke only to reappear behind you and give you another wack. This is his primary strategy. He does however have a few more trick up his sleeve.


    He also is able to create illusions. He waves his arms and chants. Then his body disappear leaving his mask floating. 6 Other masks will appear and will all form a circle around the target. If the target doesn't hit the right mask in time (before they close in) The masks all shatter (except the original one) damaging the target.


    Anther move is his ability to summon a mask. He will do a different wave of the arms and chant and a mask will appear in a puff of smoke. This mask will beeline towards the player. Once there it will shatter. (basically a run down version of the previous move, should have said it first but oh well)


    There are other ability's for the Shamani had in mind but wasn't sure if they will fit in so i thought i would share them anyway for an opinion.


    A sun beam attack which the Shaman will do some hand motions over his mask and chant. The eyes of the mask will glow and two small sun lasers of sorts will appear. (basically a way to connect him more with the rest of his kin)


    A thunder strike ability which he raises his hand and chants loudly. While chanting, lightning will strike down around him in random locations.


    Minion summoning like the sun chief.


    Mask minions.


    Overall this is my most recent idea.


    After killing the Shaman he will begin to whisper chants and then scream and fall on his back. (weird right)


    He will then have a chance to drop his mask. Tough this mask is different from most of the others. The Mask of Madness grants the uses the ability to teleport by right clicking with an empty hand or stick(maybe a stick). Also is able to allow you to fire masks that you hold in your hand like the Shaman does only can be any basic mask (Not chiefs or Shaman masks).


    The draw back to this is the masks negative effect. Madness is the effect the mask give you. at first it wont do much only you may start holucenating floating masks in the distance. Eventually over time this will get worse and you will start slowly see more masks at closer distances. Eventually you will go blind, and will gain more ability as you go. Gaining the ability to create mask hallucination instead of just shooting masks and some of the other ability's i wasn't sure about if you choose to include them. eventually though you will then start seeing masks that move and chase you, then they start to attack you. Taking the mask off will make everything go away and after a while the mask will reset.


    There is a way to solve this madness. And that is by visiting a Shamen in his hut and trade with him. He can offer special potions of sorts which can counteract the negative effects though no being able to use the 7 mask attack you would normal get over time. These potions must be in effect while wearing the mask for them to work. EDIT: He also can give you other potions which can give you other effects like healing, strength, as well as mix of effects at once.


    I Thank you for reading this and am very grateful for your consideration. I am a big fan of this mod and i want to help make it grow.


    Really cool design for the crab monster, and I love your artwork. I feel like it's mechanics are a bit understated, though. It just has a simple ranged and melee attack. It doesn't do anything that revolves around its underwater environment. I'll have to give it more thought.

    The shaman idea is cool, but it really disjoints and distracts from the main ideas of the Barakoa tribe. The boss battle at the village, the implied hive-mind that they operate under, the sun theme, and the correlation between the mask designs and emotions would all be disturbed by the shaman. I'd rather save these interesting mechanics for an entirely different future mob. Possibly the Phoben, who also wears a mask of sorts.
    Quote from PCAwesomeness»

    TBH, Mowzie already has an aquatic monster planned; it's a deep sea fish monster.


    Of course, he may not add it, but, for now, it's on the table.


    It's not a very developed idea. I'm very open to suggestions.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from ALEXG00000000»

    Any mob suggestions you are currently seriously considering?


    Yes, but I'm not ready to share yet. You can look at the "plans" section of the OP in the meantime.
    Quote from Nosoac»



    Okay, it is client-side fps drop, I just randomly discovered it, I will try to find a reliable method to re-create this and report back.


    Another thing, could you tell me the way to /summon a half-adult baby foliaath? the types that has developed a basic mouth for eating, I want to play around with them but don't want to wait everytime. Also, if I don't feed it, will it still mature?


    One last thing, for the summoned Barakoas from the chief's mask. You can only summon a limited times, after that nothing happen if you right-click the mask, and if you reset your game, the count would be reset. The other thing is when you are flying, and all the barakoas teleport on air with you, and either fall to death or take massive fall damage as you landed again, is it possible to not making them teleport on air and only on the ground?


    Okay, I'll look into these issues.
    Would you mind sending bug reports as "issues" on the Mowzie's Mobs Github page going forward? It lets me keep track of them more easily. You can find it here: https://github.com/BobMowzie/MowziesMobs/issues

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Gillymoth»



    Once for a space game I created a fleet for a cloud-civilization that acted as a single flowing entity. There was a central command station that they swarmed around, and they had a special ability where they shared their shield energy between each other indirectly through the central tower, as it's only 2N operations for each one to send a part of it's shield energy corresponding to it's generation, and feed it to the lowest one via the mothership, as opposed to N^2 to have them talk to each other directly.


    Even though their individual attacks were very weak, they were able to take down larger battleships, since they could collectively replenish the shields of any one that got attacked.


    If this were a minecraft mob, I would make it neutral, and individual mobs temporarily hostile to reciprocate hits, but hostile like pigmen if the mother-creature were attacked. The mother creature could bestow a regen effect on either individual ones or the entire swarm, whichever ends up balancing them more closely. If players could access regen from it, (or waterbreathing) they might be able to swim through them on their way to or from places.


    Absorption is sometimes used to simulate shield effects, but it wouldn't replicate the nuances of the above mechanics.


    Cool, sounds like a neat project.
    Quote from B_Wither»


    Yes, of course.

    Ice and Fire adds a stone statues of mobs by Gorgons and Trolls.

    Naturally, the stone statues lose AI of mobs, so they will not move.

    But with Mowzie's Mobs, mobs' AI will not disappear and the stone statues will continue to move.


    Ah, I see. It's something I can look into, but interactions like this are tricky to fix.
    Quote from B_Wither»

    I have a suggestion of ThaumCraft's aspects.



    Foliaath:Herba,Vinculum
    Foliaath Seed:Herba,Vinculum,Victus
    Wroughtnaut:Humanus,Aversio,Praemunio,Potentia,Metallum
    Axe of Thousand Metals:Metallum,Aversio,Potentia
    WroughtHelm:Metallum,Praemunio
    Barakoa Hunter:Humanus,Aversio
    Barakoa Villager:Humanus,Permutatio
    Barako:Humanus,Auram,Lux.Ignis
    Barakoa Mask:Herba,Humanus
    Spear:Aversio,Bestia
    Blowgun:Aversio,Bestia,Volatus
    Dart:Aversio,Mortuus
    Sol Visage:Desiderium,Metallum,Praemunio,Victus
    FrostMaw:Bestia,Gelum.Potentia
    Ice Crystal:Gelum,Viterus,Desiderium,Praecantatio


    Oh, this would be a cool feature to include. I'll look into this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Nosoac»

    The summoned Barakoas won't wander too far from the Barako right?


    They use default wander AI. They might stray a bit from the village.
    Quote from Gillymoth»


    Yeah, my computer is half-decent, but just toasty enough that optimizations make a difference.


    In benchmarking tests done on various operations that appear most often, I've found that multiplication in particular can be expensive, so instances of .3 * .5 in the code itself can save an operation if written as .15, and this can show up in a lot of places in a relatively short space, which ends up saving a noticeable amount of time, even just for this example. Maybe enough would be shaved off that an extra entity or two could be added back in and still cost the same overall.


    I can see why intuition might imply this, but I’m afraid that’s not really how operations work. Multiplication, division, addition, and subtraction all take roughly the same amount of time. Optimization takes place over orders of magnitude. Changing some expressions to constants will not shave off more than a constant number of constant time operations, a negligible change amidst the higher-order functions taking place. When operation time depends on the size of the input (such as looping through all nearby mobs or analyzing terrain for pathfinding), we get linear and even polynomial runtimes that no constant number of constant time optimizations can make room for. These operations are called per-mob, which is how lots of mobs can slow down the game.
    Quote from Nosoac»

    Mowzie I detected a lag source coming from the Wroughtnaut, in normal terrain its fine, but sometimes when the mob is standing near the vear of falling down one block but it can't since there's a tiny bit of hitbox hanging on the higher block, the game become laggy. Here's my best discription for it.


    Is it client lag (frame rate drop) or server lag (teleporting, entities freezing, desync)? Either way, the cause you’ve outlined doesn’t make sense. Have you observed this only once? Try to recreate the problem in a controlled setting.
    Quote from B_Wither»

    Are you planning to fix the stone statue moving problem with Ice and Fire? Is the cause clear?


    I’m unfamiliar with this issue. Could you please describe it?
    Quote from Scabbers»

    This may not be prudent for development but I have always wanted a ginormous sea monster in Minecraft’s oceans. I don’t have a full concept but I think the game would benifit from such a beast.


    I’d like that too. Large mobs are very difficult to make, though.
    Quote from abidoang»

    I seem to have encountered this crash a couple of times when I'm exploring my world. Is this a bug? Did I do something wrong? Thanks!


    ---- Minecraft Crash Report -------- Minecraft Crash Report ----
    WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) OpenEyePlugin (OpenEye-1.12.2-0.8.jar) FarseekCoreMod (Farseek-1.12-2.3.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) CTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) MixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) LoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) llibrary (llibrary-core-1.0.6-1.12.2.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) BCModPlugin (backpacks+1.12.2+-+3.5.2.jar)Contact their authors BEFORE contacting forge
    // Why did you do that?
    Time: 6/21/18 12:34 AMDescription: Ticking entity
    java.util.ConcurrentModificationException at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952) at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)

    A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
    -- Head --Thread: Server threadStacktrace: at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952)
    -- Entity being ticked --Details: Entity Type: mowziesmobs:barakoana (com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana) Entity ID: 63973 Entity Name: Barakoana Entity's Exact location: -209.61, 66.00, -95.35 Entity's Block location: World: (-210,66,-96), Chunk: (at 14,4,0 in -14,-6; contains blocks -224,0,-96 to -209,255,-81), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1) Entity's Momentum: 0.00, -0.08, 0.00 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: nullStacktrace: at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
    -- Affected level --Details: Level name: New World-- All players: 1 total; [GCEntityPlayerMP['abidoang'/675, l='New World--', x=-221.77, y=84.87, z=30.95]] Chunk stats: ServerChunkCache: 953 Drop: 0 Level seed: 8117783523286349638 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (-176,64,-88), Chunk: (at 0,4,8 in -11,-6; contains blocks -176,0,-96 to -161,255,-81), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1) Level time: 57922 game time, 213430 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 77309 (now: false), thunder time: 58771 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
    -- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1785366048 bytes (1702 MB) / 7354187776 bytes (7013 MB) up to 7635730432 bytes (7282 MB) JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8G -Xms1G IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95 FML: MCP 9.42 Powered by Forge 14.23.4.2708 Optifine OptiFine_1.12.2_HD_U_D3 84 mods loaded, 84 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    | State | ID | Version | Source | Signature | |:--------- |:----------------------------------- |:------------------------ |:------------------------------------------------------------ |:---------------------------------------- | | UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None | | UCHIJAAAA | mcp | 9.42 | minecraft.jar | None | | UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.4.2708.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | forge | 14.23.4.2708 | forge-1.12.2-14.23.4.2708.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | micdoodlecore | | minecraft.jar | None | | UCHIJAAAA | OpenEye | 0.8 | OpenEye-1.12.2-0.8.jar | None | | UCHIJAAAA | openmodscore | 0.11.5 | minecraft.jar | None | | UCHIJAAAA | jei | 4.10.0.199 | jei_1.12.2-4.10.0.199.jar | None | | UCHIJAAAA | abyssalcraft | 1.9.4.10 | AbyssalCraft-1.12.2-1.9.4.10.jar | 220f10d3a93b3ff5fbaa7434cc629d863d6751b9 | | UCHIJAAAA | ichunutil | 7.1.4 | iChunUtil-1.12.2-7.1.4.jar | None | | UCHIJAAAA | attachablegrinder | 7.0.0 | AttachableGrinder-1.12.2-7.0.0.jar | None | | UCHIJAAAA | backpacks16840 | 3.5.2 | backpacks+1.12.2+-+3.5.2.jar | None | | UCHIJAAAA | backtools | 7.0.0 | BackTools-1.12.2-7.0.0.jar | None | | UCHIJAAAA | battletowers | 1.6.3 | BattleTowers-1.12.2.jar | None | | UCHIJAAAA | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | UCHIJAAAA | bibliocraft | 2.4.4 | BiblioCraft[v2.4.4][MC1.12.2].jar | None | | UCHIJAAAA | ctm | MC1.12-0.3.0.15 | CTM-MC1.12-0.3.0.15.jar | None | | UCHIJAAAA | chisel | MC1.12.2-0.2.0.31 | Chisel-MC1.12.2-0.2.0.31.jar | None | | UCHIJAAAA | codechickenlib | 3.1.9.344 | CodeChickenLib-1.12.2-3.1.9.344-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | redstoneflux | 2.0.2 | RedstoneFlux-1.12-2.0.2.3-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | cofhcore | 4.5.2 | CoFHCore-1.12.2-4.5.2.19-universal.jar | None | | UCHIJAAAA | cofhworld | 1.2.0 | CoFHWorld-1.12.2-1.2.0.5-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | dimdoors | 3.0.9+287 | DimensionalDoors-3.0.9-287.jar | None | | UCHIJAAAA | ding | 1.0.1 | Ding-1.12.1-1.0.1.jar | None | | UCHIJAAAA | ebwizardry | 4.1.2 | Electroblob's+Wizardry+-+4.1.2+-+MC+1.12.2.jar | None | | UCHIJAAAA | endercore | 1.12.2-0.5.31 | EnderCore-1.12.2-0.5.31.jar | None | | UCHIJAAAA | thaumcraft | 6.1.BETA16 | Thaumcraft-1.12.2-6.1.BETA16.jar | None | | UCHIJAAAA | thermalfoundation | 2.5.0 | ThermalFoundation-1.12.2-2.5.0.19-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | thermalexpansion | 5.5.0 | ThermalExpansion-1.12.2-5.5.0.29-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | enderio | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiointegrationtic | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiobase | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduits | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsappliedenergistics | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsopencomputers | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsrefinedstorage | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiointegrationforestry | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | mantle | 1.12-1.3.2.24 | Mantle-1.12-1.3.2.24.jar | None | | UCHIJAAAA | tconstruct | 1.12.2-2.10.1.87 | TConstruct-1.12.2-2.10.1.87.jar | None | | UCHIJAAAA | enderiointegrationticlate | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiomachines | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiopowertools | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderzoo | 1.12.1-1.4.0.49 | EnderZoo-1.12.1-1.4.0.49.jar | None | | UCHIJAAAA | exoticbirds | 1.0 | Exotic+Birds+1.12.2-1.4.1.jar | None | | UCHIJAAAA | extrautils2 | 1.0 | extrautils2-1.12-1.7.6.jar | None | | UCHIJAAAA | zerocore | 1.12-0.1.2.2 | zerocore-1.12-0.1.2.2.jar | None | | UCHIJAAAA | bigreactors | 1.12.2-0.4.5.49 | ExtremeReactors-1.12.2-0.4.5.49.jar | None | | UCHIJAAAA | farseek | 2.3 | Farseek-1.12-2.3.jar | None | | UCHIJAAAA | galacticraftcore | 4.0.1.177 | GalacticraftCore-1.12.2-4.0.1.177.jar | None | | UCHIJAAAA | galacticraftplanets | 4.0.1.177 | Galacticraft-Planets-1.12.2-4.0.1.177.jar | None | | UCHIJAAAA | generallaymansaestheticspyingscreen | 7.0.0 | GeneralLaymansAestheticSpyingScreen-1.12.2-7.0.0.jar | None | | UCHIJAAAA | gravestone | 1.0.16 | GraveStone-1.12.2-Graves-1.0.16.jar | None | | UCHIJAAAA | gravestone-extended | 1.3.0b7 | GraveStone-1.12.2-Extended-1.3.0b7.jar | None | | UCHIJAAAA | gravitygun | 7.0.0 | GravityGun-1.12.2-7.0.1.jar | None | | UCHIJAAAA | hats | 7.0.0 | Hats-1.12.2-7.0.2.jar | None | | UCHIJAAAA | hmag | 3.1.0 | HMaG-mc1.12.2-3.1.0.jar | None | | UCHIJAAAA | waila | 1.8.26 | Hwyla-1.8.26-B41_1.12.2.jar | None | | UCHIJAAAA | llibrary | 1.7.14 | llibrary-1.7.14-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec | | UCHIJAAAA | iceandfire | 1.5.0 | iceandfire-1.12.2-1.5.0.jar | None | | UCHIJAAAA | inventorytweaks | 1.63+release.109.220f184 | InventoryTweaks-1.63.jar | 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe | | UCHIJAAAA | journeymap | 1.12.2-5.5.2 | journeymap-1.12.2-5.5.2.jar | None | | UCHIJAAAA | lucky | 7.5.0 | LuckyBlock_1-12_v7-5-0.zip | None | | UCHIJAAAA | millenaire | Millénaire 6.2.6-2 | millenaire-6.2.6-2.jar | None | | UCHIJAAAA | minions | 2.0.3 | Minions-1.12.2.jar | None | | UCHIJAAAA | mowziesmobs | 1.4.1 | mowziesmobs-1.4.1.jar | None | | UCHIJAAAA | natura | 1.12.2-4.3.2.49 | natura-1.12.2-4.3.2.49.jar | None | | UCHIJAAAA | nex | 2.1.14.15 | NetherEx-1.12-2.1.14.15.jar | None | | UCHIJAAAA | recipehandler | 0.10 | NoMoreRecipeConflict-0.10(1.12.2).jar | None | | UCHIJAAAA | nei | 2.4.1 | NotEnoughItems-1.12.2-2.4.1.233-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | openmods | 0.11.5 | OpenModsLib-1.12.2-0.11.5.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | openblocks | 1.7.6 | OpenBlocks-1.12.2-1.7.6.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | overlord | 2.4.10 | Overlord-1.12.2-2.4.10.jar | None | | UCHIJAAAA | randomthings | 4.1.8 | RandomThings-MC1.12.2-4.1.8.jar | d72e0dd57935b3e9476212aea0c0df352dd76291 | | UCHIJAAAA | roguelike | 1.8.0 | RoguelikeDungeons-1.12.2-1.8.0.jar | None | | UCHIJAAAA | ruins | 17.1 | Ruins-1.12.2.jar | None | | UCHIJAAAA | thermaldynamics | 2.5.1 | ThermalDynamics-1.12.2-2.5.1.14-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | simplyjetpacks | 2.2.7.45 | SimplyJetpacks2-1.12.2-2.2.7.45.jar | None | | UCHIJAAAA | streams | 0.4.4 | Streams-1.12-0.4.4.jar | None | | UCHIJAAAA | thebetweenlands | 3.3.8 | TheBetweenlands-3.3.8-universal.jar | 38067d6878811efb38b6a045521cfd80b9b60b38 | | UCHIJAAAA | thermalinnovation | 0.3.0 | ThermalInnovation-1.12.2-0.3.0.7-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | torched | 7.0.0 | Torched-1.12.2-7.0.0.jar | None | | UCHIJAAAA | twilightforest | 3.7.424 | twilightforest-1.12.2-3.7.424-universal.jar | None | | UCHIJAAAA | valkyrienwarfare | 0.9_prerelease_5 | Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar | 8f639e7b2d1117d8f2c5d545e2231f0a0519f0ce | | UCHIJAAAA | wawla | 2.5.257 | Wawla-1.12.2-2.5.257.jar | d476d1b22b218a10d845928d1665d45fce301b27 |
    Loaded coremods (and transformers): Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) invtweaks.forge.asm.ContainerTransformerMicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) micdoodle8.mods.miccore.MicdoodleTransformerOpenEyePlugin (OpenEye-1.12.2-0.8.jar) openeye.asm.MultiTransformerFarseekCoreMod (Farseek-1.12-2.3.jar) farseek.core.FarseekClassTransformerEnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) com.enderio.core.common.transform.EnderCoreTransformer com.enderio.core.common.transform.SimpleMixinPatcherCTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) team.chisel.ctm.client.asm.CTMTransformerMixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) openmods.core.OpenModsClassTransformerLoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) lumien.randomthings.asm.ClassTransformerllibrary (llibrary-core-1.0.6-1.12.2.jar) net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcherTheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) thebetweenlands.core.TheBetweenlandsClassTransformerBCModPlugin (backpacks+1.12.2+-+3.5.2.jar) brad16840.core.ClassTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED] Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced) - TinkerWorld (Enabled/Not Forced) - TinkerTools (Enabled/Not Forced) - TinkerHarvestTools (Enabled/Forced) - TinkerMeleeWeapons (Enabled/Forced) - TinkerRangedWeapons (Enabled/Forced) - TinkerModifiers (Enabled/Forced) - TinkerSmeltery (Enabled/Not Forced) - TinkerGadgets (Enabled/Not Forced) - TinkerOredict (Enabled/Forced) - TinkerIntegration (Enabled/Forced) - TinkerFluids (Enabled/Forced) - TinkerMaterials (Enabled/Forced) - TinkerModelRegister (Enabled/Forced) - chiselIntegration (Enabled/Not Forced) - wailaIntegration (Enabled/Not Forced)
    Pulsar/natura loaded Pulses: - NaturaCommons (Enabled/Forced) - NaturaOverworld (Enabled/Not Forced) - NaturaNether (Enabled/Not Forced) - NaturaDecorative (Enabled/Not Forced) - NaturaTools (Enabled/Not Forced) - NaturaEntities (Enabled/Not Forced) - NaturaOredict (Enabled/Forced) - NaturaWorld (Enabled/Not Forced)
    Ender IO: Found the following problem(s) with your installation (That does NOT mean that Ender IO caused the crash or was involved in it in any way. We add this information to help finding common problems, not as an invitation to post any crash you encounter to Ender IO's issue tracker. Always check the stack trace above to see which mod is most likely failing.): * Optifine is installed. This is NOT supported. This may (look up the meaning of 'may' in the dictionary if you're not sure what it means) have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!You are looking at the diagnostics information, not at the crash. !!! !!!Scroll up until you see the line with '---- Minecraft Crash Report ----'!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Profiler Position: N/A (disabled) Player Count: 1 / 8; [GCEntityPlayerMP['abidoang'/675, l='New World--', x=-221.77, y=84.87, z=30.95]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.12.2_HD_U_D3 OptiFine Build: 20180515-125031 Render Distance Chunks: 12 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.4.0 - Build 21.20.16.4550 OpenGlRenderer: Intel(R) HD Graphics 630 OpenGlVendor: Intel CpuCount: 8

    ut your spoiler here.


    This is caused by a Barakoana despawning. It will be fixed soon in the upcoming patch.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Nosoac»

    "20"

    I'm afraid that is still too much, I have a low end toaster and I afraid those will annoy me with fps drop, can we expect a config for how many barakoa she can summon in the future?


    Yeah, I can do that. I'll throw it in with the bugfix patch coming soon.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Nosoac»

    Mowzie I have a question about the Barako, so I got one just chillin near my base, killing zombies and skeletons, but most of the time she summoned in barakoa, is there a cap for them since it will laggy if she summon too much


    Yeah, she can only have 20 at a time.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from cked»

    To be honest, the frostmaw really stands out among your mobs as the worst looking and less realistic. All of your other mobs are so amazing and well textured, that the frostmaw seems out of place. I’m not sure exactly what you are working on, but maybe consider a remodel of the frostmaw? Atleast the 2d horns


    I'm pretty satisfied with it. I did make the horns 3D in the latest version. What else would you change?
    Quote from nubbin2003»

    Idea.

    Essentially, it is a mob that spawns whenever you use any form of magic, such as wearing a barkoa mask, enchanting, brewing/drinking a potion, using items like the geomancy talisman or the frostmaw crystal (sorry, I am half asleep and can't remember what is called), using heliomancy, ect. ect.

    It is a mix between a spider, a scorpion, and a lionfish, or some other critter with spines. Black in color. It is called a void leech, and has two main functions. One, if it hits you, it will leech to you and steal your hunger, but also make you do more melee damage, make you faster, and absorb some damage for you. After 1 or 2 minecraft days, it will drop off, but be much larger. (it grows in size as the days progress) After this, you have to fight it, as it now deals damage, and borrows your health when it hits you. It is capable of very short range teleportation, and is rather quick. Kill it, and you get a void heart. This allows you to borrow health from animals to restore hunger. What do you think?


    I dunno, I don't want to punish players for using magic. I'm also not fond of the leech design. Maybe a different mechanic could spawn it, and it would appear as an ethereal humanoid oracle who curses you with the status effect.
    Quote from mcfan2»

    EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.


    Since we are talking about the Wroughtnautman, I've been playing around with the axe.

    How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.


    The swipe is significantly slower than the normal attack. You can do more damage in a given amount of time with the regular attack, but the swipe offers an AOE ability.
    Quote from Nosoac»

    Bobmowzie do you consider adding the angler fish mob for 1.13? Also I have experienced some crash issue with Frost Maws spawning, I confirmed it by remove their spawning, and my game haven't crash eversince, I live in a snowy area, not sure about other mobs as I haven't test them except for the Wroughtnaut.


    I am considering it, yes. I'm having trouble thinking of how to push the design further and what mechanics it could have.
    Can you share the crash, please?
    Quote from xSnyff»

    Can you give us a teaser of the next upcoming mob? :P


    There's no development yet, so I have nothing to show. I'm working on bugfixes right now.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from mxnmnm»

    Hmmmm maybe the phantom should use the cape to turn invisible and they can open the cape using it to suck you towards them using it (shouldn't be able to do both at the same time) (it would be best to remove the other features such as shielding with the cape so it doesn't become too boss like)


    That could be cool. I'll keep this in mind.
    Quote from aman3712»

    To be 100% honest, I think you should start working on new content! But that's entirely up to you, my guy! :D


    Also, a quick question, but in terms of future mobs/NPCs you will be doing, will you be prioritizing your own ideas first before moving on to working on to suggestions made here, or will you be just working on any idea that interests you the most?


    But otherwise, thank you so much for updating the mod!


    Nah, always whatever interests me. Also, most community suggestions end up floating around in my head and evolve a little bit, sometimes combining with my own ideas. The boundary between the two isn't so harsh.
    In fact, one of the mobs I plan to add next is a very small one suggested around when the mod was first published.
    Quote from Ddak4»

    Also, what are you planning on working on next


    A monster? A structure?


    Monsters!
    Quote from EnderDude124»

    Had an idea for a mob.


    Some kind of... Evil circus magician thing. It floats around the player attempting to be a threatening looking distraction. When the player actually start chasing the mob, the thing flips up it's cape, behind which is sort of like the Harry Potter Invisibility Cloak. The mob will now be invisible, and will attempt to position itself behind the player while invisible. To get the player to turn around, the mob will occasionally play sounds near or around the player. The mob will take this opportunity to position itself. Eventually the mob will turn visible again and play a (fairly) startling sound, and slightly damage the player to get their attention.


    Their secondary attack is spinning quickly and vanishing into their large hats. The hats will then fall to the ground and flatten itself. It will remain for a moment, then vanish. You could make it appear a fair distance away. (Alternatively, you could just make it die.)


    Despite the "jumpscare-esc" mechanic behind this mob, (regardless of their actually more comical than terrifying appearance) they aren't actually designed to be a real threat to the player. It should be a threat in the fact that it is difficult to locate and fairly distracting. This mob plays well with other mobs in the area. In-fact, I imagine with mods that allow mobs to hear around, I bet it's sound effects will attract other hostiles.


    On death, maybe you could make this mob drop either it's hat, or it's cloak.

    The hat will make a small shield around the player, (being a very large version of the hat), but making it so that the player cannot see outside. (Making them vulnerable.)

    The cloak will make a player go into spectator mode for 7 seconds. Upon the 6th second, a small sound, similar to the sound of the mob but maybe... distorted somehow, will play, alerting the player, (and perhaps nearby players) to the impending re-materialization, and upon re-materialization, a loud noise will play. The item has a cool down of 20 seconds, upon with the item will be usable again.


    So how'd I do? I was vaguely inspired by the dark boos from Super Paper Mario, with a combination of the Dead Ringer from Team Fortress 2.


    It's a cool design! I'm not sure where in the Minecraft world it would appear, though. Did you have somewhere in mind?
    Using spectator mode as a mechanic is really inadvisable. I would end up programming in a similar status effect.

    Quote from Nosoac»

    I would like to ask how does the spawnrate is calculated in the config, is it 1/x for every chunks?


    Also I take a look at the considered mobs, I would love to see the anglerfish being added for 1.13.


    Most mobs use spawn weights, as Robijnvogel described. However, some of my mobs spawn in structures, which means they need to spawn with world generation. These mobs spawn less the greater their spawn rates in the config are. This distinction is clearly made in the configuration file.

    Quote from mcfan2»



    1.12.2 is the new "main" minecraft version, most notably now that Thaumcraft and Twilight Forest are on 1.12.2.

    I personally think that 1.10.2 is very much reaching the end of it's lifespan. I'd go for new content.


    As for new mobs, any mod you make is of great quality so I don't have much to suggest.

    However, perhaps a new aggresive mob could spawn in the Nether. The Nether's inhabitants seem like wusses compared to some of the Overworld mobs that this mod adds, and that ain't right.


    Hm, I've always felt like the Nether already had its fair share of unique enemies. I want to diversify the overworld settings at the moment.
    Quote from Violet_Wyvern»

    This was a little bit weird about Barakoana elite, Because even I'm using assault rifle, And his wooden shield can even blocking the bullets... This doesn't make sense!



    I wonder what Barakoana elite's shield are made... (Probably has a Vibranium inner layer...)


    I programmed the shield to block damage. I can't help it if weird mod interactions break your immersion.
    Quote from Nosoac»

    "1/3 chance to instantly kill animals"


    Oh gosh. Why are dragons classified as animals? I'll change it to ignore animals with more than 20 health.
    Quote from Icegod101»



    Maybe has a chance to drop armor scraps on death that you can "reforge" into a smaller and usable set of armor that's almost just as durable, but can be quite heavy and possibly slow you down


    just a small idea


    I'm not sure. The armor isn't supposed to be made out of anything special. You'd have to search around for more Wroughtnauts to make anything, and I'm not a fan of unnecessary crafting in mods.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from B_Wither»

    I made Japanese lang based on pentantan's.

    I had posted lang which I had previously made with Github, but I fixed several mistakes.


    # Creative Tabs
    itemGroup.mowziesmobs.creativeTab=Mowzie's Mobs


    # Entities
    entity.foliaath.name=フォリアス
    entity.ferrous_wroughtnaut.name=フェラス・ロートノート
    entity.baby_foliaath.name=フォリアスの苗
    entity.barakoan_barakoana.name=バラコア
    entity.barakoan_player.name=バラコア
    entity.barakoana.name=バラコアナ
    entity.barakoaya.name=バラコア
    entity.barako.name=バラコ・ザ・サンチーフ
    entity.frostmaw.name=フロスト・モー


    # Items
    item.foliaathSeed.name=フォリアスの種
    item.mobRemover.name=モブ削除用アイテム
    item.wroughtAxe.name=千鋼の斧
    item.wroughtHelm.name=ロートヘルム
    item.barakoaMask.fury.name=激情のマスク
    item.barakoaMask.fear.name=畏怖のマスク
    item.barakoaMask.rage.name=憤怒のマスク
    item.barakoaMask.bliss.name=至福のマスク
    item.barakoaMask.misery.name=苦悩のマスク
    item.barakoMask.name=太陽の面
    item.dart.name=毒の吹き矢
    item.spear.name=槍
    item.blowgun.name=吹き筒
    item.grantSunsBlessing.name=太陽の力
    item.testStructure.name=テスト
    item.icecrystal.name=アイスクリスタル
    item.earthTalisman.name=大地のタリスマン


    item.blowgun.text.0=チャージ速度が速い
    item.blowgun.text.1=飛距離は長くない
    item.blowgun.text.2=吹き矢専用


    item.wroughtAxe.text.0=耐久値無限
    item.wroughtAxe.text.1=右クリックで範囲攻撃
    item.wroughtAxe.text.2=地面へShift+右クリックで地響き


    item.barakoMask.text.0=耐久値無限
    item.barakoMask.text.1=バラコアのマスクで右クリック
    item.barakoMask.text.2=手下を呼び出せる


    item.barakoaMask.fear.text.0=移動速度が上昇する
    item.barakoaMask.fear.text.1=もしかすると...?
    item.barakoaMask.rage.text.0=採掘速度が上昇する
    item.barakoaMask.rage.text.1=もしかすると...?
    item.barakoaMask.misery.text.0=攻撃からの耐性が付く
    item.barakoaMask.misery.text.1=もしかすると...?
    item.barakoaMask.bliss.text.0=跳躍力が上昇する
    item.barakoaMask.bliss.text.1=もしかすると...?
    item.barakoaMask.fury.text.0=攻撃力が上昇する
    item.barakoaMask.fury.text.1=もしかすると...?


    item.dart.text.0=吹き筒で撃ち出す
    item.dart.text.1=当たったモブは毒に侵される


    item.foliaathSeed.text.0=草ブロックの上に植える
    item.foliaathSeed.text.1=2日間餌をやり続けよう


    item.grantSunsBlessing.text.0=20秒間太陽の力が付く
    item.grantSunsBlessing.text.1=素手で右クリックでサン・ストライクを放つ
    item.grantSunsBlessing.text.2=素手でShit+右クリックで太陽光線を放つ(ただし制限時間が縮む)


    item.earthTalisman.text.0=クリエイティブモードのみ
    item.earthTalisman.text.1=インベントリにあると大地の力が付く
    item.earthTalisman.text.2=地面を右クリックで土が浮き出す
    item.earthTalisman.text.3=土をパンチする事で弾き飛ばす
    item.earthTalisman.text.4=右クリック長押しで大きな土塊が現れる


    item.mobRemover.text.0=右クリックで当MODのモブを削除


    item.wroughtHelm.text.0=耐久値無限


    item.spear.text.0=3.5ブロック分のリーチを持つ
    item.spear.text.1=攻撃した動物は1/3の確率で即死する


    item.icecrystal.text.0=右クリックで氷の息吹を放つ
    item.icecrystal.text.1=放置しておけばチャージされる


    # Blocks
    tile.campfire.name=焚き火
    tile.paintedAcacia.name=模様付きアカシアの木材
    tile.paintedAcaciaSlab.name=模様付きアカシアの木材ハーフブロック


    # Potions
    potion.sunsBlessing=太陽の祝福
    potion.geomancy=大地の力
    potion.frozen=凍結


    # Tile Entities



    # Containers

    entity.barakoaya.trade=バラコア
    entity.barako.trade=太陽の酋長
    entity.barako.trade.button.text=取引
    entity.barako.trade.button.hover=2回目以降は無償で補充できる
    entity.barako.replenish.button.text=力の補充
    entity.barako.replenish.button.hover=無償で補充できる


    # Death Messages
    death.attack.dart=%1$sは%2$sに吹き矢で撃ち殺された

    P.S.

    I fixed something again.(Last updated 5/25)

    I later got permission from pentantan.

    Use of this is free.


    Thanks! I've incorporated this into 1.4.1.
    Quote from Warcrafter1203»

    Of course, all of this up to you :D


    Mob Suggestion: Serghen

    Pronunciation: Ser-gen

    Biome: Roofed Forest

    Health: 15 Hearts


    General Appearance:

    A lean, quadrupedal predator with leathery light gray skin.

    No eyes, a fairly long tail (1 or 1 & 1/2 blocks long), and a mouth comprising of several

    tentacle-like appendages (6 maybe? Not sure how easy that would be to put on a model)

    Size: 1 & 1/2 blocks tall, 2 or 3 blocks long (not including the tail).


    Behavior:

    Regularly makes high pitched clicking noises for echolocation.

    When attacking prey, it will leap 4 or 5 blocks horizontally and half a block vertically. Upon landing, it may slide a block or two. Alternatively, if the target is within reach (1 block range) it will lash out with one of it's clawed forelegs.

    They will attack cows, pigs, chickens, and sheep.

    If one encounters another, they will attack each other.

    Upon reaching half health, the serghen will run away.

    It is unknown how these creature procreate, so farming them is impossible.


    Drops:

    2-5 Odd Leather, which can be used in place of normal leather.

    (Maybe make an item or two that requires Odd Leather to make.)


    Inspiration: the alien creatures from the movie The Quiet Place.


    Sorry, this mob doesn't bring anything new to Minecraft. It's just a tooth-and-claw design with a melee and leaping attack.
    Quote from LeJuanisimo»

    Will we ever be able to get the Ferrous Wroughtnaught armor? I mean, its badass and we could just rebuild it using a salvaged one


    Well, I don't really think it would fit a player, but that's really not a good excuse.
    I don't feel like the Wroughtnaut should drop its entire armor set. I'll keep thinking of reasonable ways to make the suit obtainable. No promises, though.
    Quote from Krill13»


    The helm's obtainable, yes, but I'm 90% sure LeJuanisimo wanted the rest of the armor, chestplate and what have you.

    Got another idea here:

    If you were to make neutral tribes/villages/kingdoms, I think it's fair game that you allow them to have something in their arsenal that they'll unleash upon the player should they decide to commit acts of hostility against them. It could be some sort of divine blessing from their deity, or maybe advanced armory, or maybe even hulking beasts which they have tamed.

    I know it's unlikely, but now I'm just imagining some sort of Eskimo-esque tribe member riding a Frostmaw chasing after a player.


    Now that I think about it, how do you feel about adding kingdoms in this mod? Would it feel too weird for a mod like this?


    Yeah, sounds good.
    That would be cool, but I'd like to keep the idea of the frostmaw as a wild beast. Perhaps a new creature could serve as an ice-themed mount.
    I'd be all for it, with some reservations.
    First, I need a good idea for one; I don't feel like adding just plain kingdoms. I've been thinking up a civilization of simian-like bird people in the mountains.
    Second, it needs to integrate into the vanilla landscape and atmosphere. A city is huge and can be disruptive if placed poorly or scaled imperfectly. I do like challenges like this, though.
    Third, it's really hard. The Barakoa villages took absolutely forever to make, even at that small scale.
    We'll see. I'd like to focus on other things for now.
    Quote from Evaide»

    I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs) but I'm still not sure if the toss should activate if the player is too far from the mob, or too close to the mob. Whatever the case is determined to be, once the player is in a safe range, the mob will only use its basic attack: I'm picturing some sort of magic particle if the safe-distance is far (like from a wizard!); or just a basic hit if the safe-distance is close; however, the mechanic of knowing where to throw players is quite powerful, so I'm almost thinking it shouldn't have a base-attack? Despite that seeming kind of boring, perhaps it should just back up/strafe as it charges up another throw, sort of like how skeletons back up/strafe when shooting arrows. Whatever the case, this mob should most likely have a much larger and more clear charge up to throwing than skeletons do to shooting arrows.


    The toss ability from this mob wouldn't have to be super powerful, maybe just a push in the wrong direction. ;P If there are no obstacles near-by, then the throw isn't very deadly! It will just keep trying to get the player closer to the closest danger around. But I'd want the player to know what's pushing/throwing them, so what this mob should probably do is shake the player's screen or stun them in a way that is clearly unique to this mob, that way the player knows exactly what is coming or happening to them/why once they learn what the mob does. That - I think - would make the mechanics of the mob a little more solid and clear.


    Aaaanyway, I haven't actually played this mod yet because I've got all my mods in 1.12.2, but I know this mod is good, so I'm fine with writing a suggestion like this, lolz. I hope to play this mod soon in 1.12.2, and I hope to see a magical, wizardy/ghosty, gandalph smart-danger mob!


    -Thanks


    ((Also, be sure to read my newer comment --> which is in reply to someone else.))


    This is kinda neat. With a solid design that makes sense with this mechanic, this would make a great mob.
    But I can't think of how I would program this. Environment detection and analysis is really hard.
    Quote from Evaide»

    Lol, yaaaah... my naive version of the code (the way I'm thinking it could be done), is just something like... the mob checks its surroundings constantly, and if there is a drop in Y-axis by 3 or more blocks based on its current Y-axis, it's counted as a hazard and the player can be thrown there. Or if {Lava} is found within [r=20] (a radius of 20) or something, it's also counted as an obstacle/hazard, etc. etc. Maybe make it so the mob can't detect things past blocks - like, it's checker/radius scan will just stop scanning if it hits a block that's head-height with it, and only has 1 block of air beneath it because a player can't even fit through that kind of a space.


    I'm sure by the time all the different hazards were put in place, the code would look like spaghetti, xD but hopefully, I'm wrong and there's an easy-ish way to do it. Maybe, once the mob grabs the player, the Hazards can be treated as player entities, that way the mob can easily target them using Minecraft's already-developed tracking-system, and it can turn its body and throw the player that way.


    Sorry, it just doesn't work like that, no matter how many brackets you use. It's not targetting that's the problem, it's the initial detection.
    Quote from Ddak4»

    I’ve been cooking up a mob idea all day,


    I’m gonna try my best to describe this mobs mechanics


    I was thinking it would be cool for a mob to use some kind of horcrux mechanic


    if you don’t know, a horcrux is a type of spell in Harry Potter where a dark wizard takes a fragment of their soul and puts it in an object or living thing, by doing this they achieve immortality because the horcrux(thing with the soul in it) is part of them so if you don’t destroy the horcrux you can’t kill them entirely


    so basically the mob I’m thinking of would be an optional miniboss that has a few minions surrounding it, each minion would have a piece of the mobs “soul” in it so you have to kill them first before killing the boss, each minion killed would damage the boss so when you kill the final minion, the mob boss will about half of its health, the twist is that as a last ditch effort to survive the mob makes a horcrux out of you, so when you hit it you get damaged also, so killing it would kill you too, the way it does this is by attaching a magic vine to you that binds you two together, if you want to kill it without dying you have to cut the vine with a sword enchanted with sharpness


    the mob would be some kind of voodoo doll looking thing, which would fit thematically considering its method of attack


    Here is some concept art, of course how they’ll look is up to you if you ever decide on using any of my ideas

    https://imgur.com/a/WFTu2b2


    I won't make make the sharpness enchantment necessary to defeat a mob, but other than that it's a cool idea. I'll hold on to it. Thanks.
    Quote from mxnmnm»

    Add a phantom that has cape it uses for attacks, it can use the cape as a shield or it can shoot multiple arrows from the cape (can't do both at the same time)


    Hm, but Minecraft mobs can already use shields and shoot arrows. What can this cape do that no other mob can?
    Quote from Gillymoth»

    Excellent news for 1.12, native tribes will once again walk the savannas!


    When playing in a pack with this in 1.11 I started building extra details like these towers and using Ruins to flesh out the biome and to enhance the aspect of civilization of living tribes.


    Ooh, that's cool!

    Posted in: Minecraft Mods
  • 3

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Mowzie's Mobs has been updated to Minecraft 1.12! I've also released a patch for the 1.11 version with balancing and crash fixes.


    Would you guys like me to work on a 1.10.2 backport, or get started on new content next?

    Posted in: Minecraft Mods
  • 3

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Skull023»

    Sometimes i remain speechless thinking on how much work mod makers have to do just because minecraft is coded in java...

    And knowing how much simpler things would be in a newer engine.


    Thanks, it's a labor of love.
    I kinda like Java because of how flexible it is. But yeah, a newer engine/language would bring some great capabilities with it.
    Quote from slugsmgee»


    Damn straight!

    1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10

    Twilight Forest, Erebus, Aether 2, Galacticraft, soon to be Thaumcraft!

    Hoping Railcraft does soon, oh and this!

    Any eta?

    Edit: Thaumcraft recently released for 1.12.2!!


    Nah, no ETA. Sorry.
    Quote from aycfes»

    to start off, i don't have the time (and tbh, probably neither the patience) to read trough all that has been said so far, so sorry if my suggestion has already been suggested (redundancy ftw).


    so, i belive a monster that can't be killed by hitting it, or at least is very hard to hit would be interesting, what i have in mind, more precisely, is something akin to a irl jumping spider; A tiny arthropod that moves extremely fast, but in bursts, so fast, in fact, that if it misses it's target and hits a block, it takes significant damage, dying after 3 or 4 times. it would deal fairly little damage, so that it is not too powerfull and you can kill it even if it gets the first hit before you notice it.

    I feel that pine/spruce forests would be a good biome for it

    As for the drops, i am not sure, but it would probably be something related to how it moves and/or it's chemical makeup, for instace, if it moves by creating small explosions, it could drop said explosives.


    i was basically rambling here, i wrote it as it came to my mind, so i appologize if it is badly structured or such.


    thank you for your time and attention.


    The mechanic you described is pretty cool. But I feel like it would be more appropriate for a large, lumbering, and clumsy beast mob. When I think of jumping spiders, I think of precision and agility. When I think of rhinoceri, for example, I think of recklessness and brute strength.
    Quote from mxnmnm»

    You should add a treeth. An ent like creature that invades wooden blocks near the player controlling them and building up health as a result (of course there should be a limit editable in the config so it doesn't become too bosslike) and the only way to restore the wooden blocks is by killing the mob. It should drop an item that lets you hide in blocks for a certain amount of time helping you hide from mobs and if you move it gives you absorption (while animating the block you were hiding as on your character and making it fall off and disappear).


    I really don't like it when mobs grief the environment. Sorry, going to have to turn this down.
    Quote from MohawkyMagoo»

    A mimic monster that sneaks into your base and replaces your bed - only comes alive when you try to sleep - aaaaarrrggghhhh!


    This sounds much more frustrating than it does fun.
    A big part of mob design is maintaining atmosphere. A players spawn should feel like a safe place with the hostility of the world coming from the outside. A mimic chest in a dungeon underground would be a more appropriate trap-like mob, and Primitive Mobs adds a great one.
    Quote from Gillymoth»

    Hi Mohawky, it's been a while since the Ruins forums, oh, it turns out that the creature of night terrors as you mentioned can be cobbled together in a summon command, and even a cobbled-together version shows it would work well in Mowzie's mobs in a custom form. Maybe an irresistibly soft trap-door spider or something slow that would need surprise to ensure a successful attack.


    In the picture I just trapped a zombie in a two-deep hole and got the bed to the right height against the floor. The hitbox pushes you before you fall in with it, which could be how the creature traps the player.


    It would be like a pangolin with a soft, fluffy back, and the front pummeling fists would interlock perfectly into the front part of the crouched animal, forming the pillow, kind of like those rock-crabs on Pirates of the Caribbean, at worlds end.


    Tried making the form out of armorstands, but ended up with Replicators from Stargate *hides*.


    Oh, that's really cool. I still don't feel like the mechanic lends itself to fun gameplay, though. Sorry.
    Quote from MokahTGS»

    Why would you skip 1.12.2? Seems like a giant waste of time, since the vast majority of the modding community is working with 1.12.2


    1.13 is a long way from stable.


    I do not plan on skipping 1.12. Someone said I should earlier and a lot of discussion followed. I WILL update to 1.12.
    Posted in: Minecraft Mods
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