• 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    I also have a quick idea, in case you ever wanted to port the mod: The Blindbug.

    Description: A large insect whose empty sockets in it's head are the remnants of it's eyes. To make up for it's blindness, it spends it's time in oceanic kelp forests, sending powerful vibrations, that return back to it, like a sonar, so it can sense the tasty adventurers swimming nearby, before shooting out it's vicious jaws at them.

    There are several ways to slay this menace, but whichever way you swipe at it, it will drop the blades on the sides of it's abdomen, which it uses both as camouflage, and, more importantly, as a means of producing sounds. Rub two of these together to create a vibration that briefly startles any aquatic creature small enough to know it's on the Blindbug's menu.



    Appearance: The Blindbug is technically not a true bug but rather a beetle larva. It's appearance is inspired by water tigers, but green, and originally the blades on it's sides were supposed to be it's gills(like mayfly gills) disguised as sea kelp "leaves". But I think that only a zoology enthusiast could know that, so I think that putting something like a bubble on it's head might be a better idea, so that players can look at it and understand why it's an aquatic mob. Then again, players might think that in order to beat this mob you have to burst it's bubble, so I'm not sure right now how to make this mob more aquatic-looking. It's jaws are a metallic gray and the ligaments around it are brown and more leathery-looking than the rest of it's body. It's antennae look like those, well, antennae, that you see in documentaries that thy use to track tagged animals. And the abdomen ends in a radar-like structure, that slowly swings from side to side, never doing 360 degree rotations, as that would make the Blindbug look like some alien redstone contraption painted green, and less like a living thing. The "radar" has 3 small, but smooth antennae that rotate around a bit like a player's arms wen idle, but never disrupting the general conic shape they form. I see this mob as having several heads, like a wither, the first being the radar, and the second being the true head, so they can move independently from one another. It's legs are gently touching the ground, as if it's tip-toeing. It's supposed to blend in with kelp forests about as well as the Frostmaw does with the surrounding snow.

    Behaveyour: It normally doesn't move much. Every so often it will perform it's sonar attack, maybe if it senses something approaching it. As an idle animation, it will yawn, shooting out it's impressive jaws, and pull them back in, before rubbing them against eachother like scissors, and creating faint metallic sounds. When moving, it will shake from side to side like a mosquito larva in a random direction, and rise to the surface in the process. When it's done swimming, it will resume it's regular posture and slowly fall to the ground. It will try to take on anything up to a certain size, including regular guardians, but not elder ones. I don't think they should ever spawn near ocean temples though. When hit from afar it will panic and move away. On land it's abdomen will lay flat to the ground, and the bug will slowly crawl around aimlessly. If it ever gets back into water by itself, it would be a mere lucky accident. It has twice the land resistance of squid, but that isn't saying much.

    Stats: It's tough exoskeleton gives it as much armor as a leather chestplate, but it's jaws are weak and aren't armored. One swipe to it's jaws with a Bane of Arthropods I diamond sword should be enough to bring it to below 50% health. It's jaws are strong and might pierce armor partially(it can't bypass the armor points offered by the Protection enchantment and the Resistance effect). It will regenerate after killing something. Players with invisibility can't bypass this mob. Vexes though are immune to the Blindbug.

    Fighting: If you come near it, it will shake a bit, startled, and make a hissing sound that sounds a bit like a "Hmm...?", while spreading out it's antennae and pointing the radar up, then do a sonar attack. Other than that, it has three more attacks: the sonar hiss, the jaw snap, and the regular bite. It won't bother to chase the player around, and it's less likely to move around when in combat.

    In the sonar attack, it will shake it's abdomen and shoot out a bunch of invisible projectiles in a circle, that leave behind bubble particles. If they travel outside of it's reach or they hit a block they will despawn. If they hit an entity they will bounce back towards the Blindbug, and produce a faint sound similar to that of a submarine ping but with reverberation. They deal no damage and can't knock anything back. However, once the Blindbug is hit by the bounced projectile, the antennae will face forward and both the true head and the radar will point at the place the player was last hit, and perform one of it's jaw attacks, depending on the distance of the player. The whole trip to the player and back takes a while, but the time between the Blindbug getting "shot" with the bubbles and it preparing an attack is really short.

    The jaw snap: It's jaws shoot out like those of a dragonfly larva, hit any entity in front of them up to a distance as they shut close and create brown stars like the Evoker's fangs then vibrate a little while making grinding/stretching sounds, then finally snap back in while opening again. All this takes around half a second, in which time the player can hit the jaws. This attack drags the player closer, like the wrought axe shift right click attack.

    The regular bite: If the player gets too close it will bite three times in quick succession, dealing slightly more damage than the jaw snap, while also not exposing it's weak spot.

    The sonar hiss: It's like a sonar attack, but it sends out red bubbles, and when they hit, they produce a louder sound, similar to the spider sound when it's hurt. As such, it's much more likely to do this attack when it's being damaged, or when it's under 50% health. When the bubbles hit a small mob it will swim away, no matter what. This attack is useful for the Blindbug when it wants to eat a neutral mob that spawns in groups and whose friends can fight back, like a Dolphin, or a Drowned, because otherwise they would just gang up on it and kill it before the player has a chance to come across it.

    Death: It will rise to the surface and flail around before finally dying.

    Mosquitoes: I was thinking that this mob can maybe produce smaller mosquito minions every once in a while, like a queen wasp producing drones. It would rise to the surface, maybe make green heart particles, then spawn around 10 of these. Mosquitoes are harmless and will fly around like a bat, but attempt to fly away from the player, so you wouldn't have to constantly hear their annoying buzzing. Still, they can be seen from a distance and can be useful indicators of the presence of a Blindbug nearby. I'm not sure about it because it could conflict with other cool things one could do with this bug, like pupating and coming out as a Mothra-looking thing.

    Drops: It will drop Blindbug Blades. They come in pairs, and the Blindbug can drop several of them. They have durability. You can right-click this item to create red hiss bubbles that will temporarily scare off aquatic mobs up to the size of a naga(you can only scare them when they're in the water). Elder Guardians won't flee because they're too big. This only works underwater. It's a somewhat useful item if you only have MM, but if you also have other mods(which I'm pretty sure other players do), it could be a life saver, since just about any aquatic creature is out to get you, and even if only small ones get spooked, at least it's one threat taken care of.

    How to fight it: You can just come close and deal as much damage as you can if you're well-equipped enough. But it's better to just keep a distance and strike the jaw. other things you can do is make it accidentally bite other mobs, and some of them could try and kill it before it does the sonar hiss. As it brings entities near with the jaw attack, maybe you could bring some tnt with you and if you ever prime it underwater, the bug could accidentally bite the tnt and get blasted. Sucking up the water around it with sponges and buckets might also be a solution. You can also place blocks to your advantage, maybe I'll come up with something in the future that will allow this mob to counter this kind of player.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft doesn't want to be bought D^:)

    To be honest, I'm kinda tired of playing MineBlocks and Minicraft all the time. Yesterday my dad tried buying the official, legal, Minecraft: Java Edition game, but the website kept saying that some error occured when purchasing the game, and that the cards were wrong, even though he tried using credit and debit cards, both of which were valid.

    I have a hunch that something I did a while ago may have caused this error... maybe? Anyway I think I was messing with the settings in google. I'm Romanian but I think I may have changed my location to New Zealand, one because I thought it would be funny, and two because I thought that the ads I would see would be less obnoxious. If Mojang has some form of access to this information maybe it saw that Romania conflicted with New Zealand? It's unlikely but their explanation for that error message was too vague, and I don't know what I did wrong. The location is the only card option that could have been wrong.

    Naturally, I sent a support request to Mojang and while the bot did notify me it has been received, no actual response has been sent yet. No problem, I can wait for a few days, but I thought it wouldn't be a bad idea to get some additional help from you guys too, maybe. Hopefully.

    Posted in: Java Edition Support
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Who is this dude? How does he look like? And who is the master? Does the cube thing shoot apocalypse cubes through that square """mouth"""? Does the Adherent ride the cube? What is he normally glued to?

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    The Nagas remind me of the Shockjaw from the HtTYD universe. So I thought that maybe you could add elements from other dragons from that franchise to the Naga as well, particularly, the Deathgrippers. Vicious dragons that can only be trained by drugging them with their own venom, to which they're not immune. Now it may seem weird that the one mob that can potentially grant you poison resistance is weak to poison, but, for one, you have to BREW those potions. And I'd argue it would be more weird if the nagas had blaze powder, brewing stands, and nether warts in their bodies to be poison-immune. Also Mowzie's Mobs is no stranger to things that keep you up at night, making you think "Why do you need invisibility to sneak past the Frostmaw if it's eyes are closed anyway?", "Why couldn't my diamond sword with Bane of Arthropods V kill that bug before it got prickled to death by a lowly cactus?", the somewhat obscure "How come the Barakoa wield neither stone nor iron swords even when you trade those items to them? And how come Barakoas with bone clubs can trade you darts, blowguns, and even spears, yet they never switch those weapons when in combat? How come Zombies, Wither Skeletons, Zombie Pigmen, and all the fancy critters from new vanilla versions that I don't keep up with are more likely to drop the swords they're wielding than the Barakoa are to drop the bones they carry?", the infamous "Y diamond grottols but not emerald, Quartz, Lapis, Redstone, Gold, Iron, Glowstone [...] Nether Star, Dirt, Wood, Sandstone, Glass, Sonic & Knuckles Grottols?" and the even more infamous "Y won't my Wrought Axe chop trees?". Heck, vanilla Minecraft has so many weird things that I'm not even gonna bother trying to list them. The ones that are particularly relevant to what I'm about to say are the following: "Why are creepers afraid of cats", "Why do you need to apply a weakness potion effect and an unenchanted golden apple to cure zombie villagers?" and maybe also "How do I know that THAT is how you make a Wither boss totem? Is there a single person who learnt it the official way, by placing a bunch of paintings, coming across the wither totem one, and deciding <<Hmm, yeah, I should recreate the things shown in THIS PARTICULAR painting.>>"

    Furthermore, You yourself stated that poison resistance can only "be used to neutralize OTHER poisons." So maybe you can extract Naga Venom and use it on them, but not conventional poison. But how do you apply it to them, if they have a tendency to dodge projectiles and stay above the player's melee range? Well, I've heard somewhere that you were planning to make the nagas fish. If it's true, how are they gonna do that? Will they dive like Kingfishers and Gannets or will they skim the water like, well, Skimmers? And once they catch a fish, will the other Nagas fight for it? Because I thought maybe the Clownfish could be made more useful. As in, the Nagas have a sweet tooth for clownfish and will fight for it fiercely. They love Clownfish as much as Creepers hate Cats. In an attempt to keep it's prized possession, the Naga will fly to higher altitudes than it normally does. Often times, whether it's the original Naga or some other one that managed to steal the fish but is itself nagged by the others will drop the fish on the ground, and the others don't notice since they're so high up they can't spot it, so they fight for a while until they loose interest, and they never find the fish again, leaving it either to despawn or to be discovered by the player. When facing a Naga, a player could drop his or her Clownfish, briefly distracting the serpents. In that time, he or she could apply some venom and maybe also something valuable, like some unenchanted golden apple, as you do with Zombie villagers, and the Naga will be tamed. The venom works the same as a potion of poison otherwise, maybe you can make splash and lingering versions too, but I say that with some redstone you should be able to make an 8 minutes version with redstone. When "tamed", the Naga will remain docile for as long as the venom is in effect, but will naturally raise the duration of the original potion to the power of two. So an 8 minute bottle should make your naga tameable for around 4 in-game hours. The venom duration can stack, but only if you feed it an additional item(the same one that you fed it to the naga when you tamed it, the one as valuable as the unenchanted golden apple). If the potion has different levels, your Naga will have "Naga's Venom II" for the duration of the potion to the power of two, and when that time is up, it will resume it's "Naga's Venom I". A Naga with "Naga's Venom II" will have certain benefits over "Naga's Venom I". Such benefits include:
    Attacking for you.
    Not attacking you if you accidentally(or not) attack it first.
    Allowing you to ride it on land.
    Allowing you to ride it on water, like a boat.
    Allowing you to ride it underwater, maybe you should also bring some water breathing with you. Or maybe it will give you water breathing while you're riding it.
    Allowing you to perform the poison spitting attack when you're riding it.
    Allowing you to fly on it.
    Allowing you to do that spinning drop attack while flying on it.
    Allowing you to ride it while you have armor on.

    Now a Naga turned into a neutral mob is kinda boring, so I suppose it's up to you to decide which of these can be obtained by applying "Naga's Venom I" and which by using "Naga's Venom II". Who knows. Maybe you'll decide that "Naga's Venom II" shouldn't exist, and leave it at "Naga's Venom I". Or maybe you won't give the player some of those benefits whether the venom is at level II or not.

    Also if all the way back in 2014, when the Foliaath was at most a concept(I think), Fabric were a thing, would you still have made your mod a Forge mod?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    I'm certainly not the person who originally suggested that idea, but I think that it could still kinda work. You see, the Wither boss turns the sky darker when you look at it. Maybe a simmilar thing can be accomplished with the Biloko boss, where if it's daytime, it will create an eclipse or something to give off the illusion of nighttime for a few chunks around it. The Wither boss also sets the light level just low enough for undead mobs not to burn, and possibly also low enough to allow new undead mobs to spawn too. Afaik this low light effect also applies in a few chunks surrounding the Wither boss. I believe the Biloko boss could do this too. Although this latter feature is exclusive to Bedrock and I've heard it uses a different coding language so maybe coding it in a java edition would be too difficult and require you to alter the very engine of the game, who knows...
    Quote from BobMowzie»

    I can't really let the boss change the time of day; it wouldn't work well with large servers with many players as everyone would just wonder why the heck the time of day changed.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    Haha, here's something else I've been thinking of: I've been seeing quite a lot of "extra grottols" requests so I tried to make a little fan comic describing them in a nutshell. I mean sure, it may be funny if say uh... I dunno... uhh... villagers could trade you captured emerald grottols as decorative pets that follow you around or something, but that could kinda make the grottols feel less unique. Maybe to the extent where the following happens:

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    Ayyy! So here's my idea for the Biloko people: in vanilla minecraft, the game checks to see what kind of night it is in order to determine mob spawning. For instance, most mobs spawn in slightly larger numbers during a full moon, and slightly less during a new one. Slimes, for instance, won't spawn at all during the new moon. So I thought that maybe the gimmick of the Biloko boss would be that it's powers depend on the moon. Idk why but to me this gimmick reminds me of the Tick-Tock Clock stage from Super Mario 64. During the day it won't spawn, or it's a statue, or it's invulnerable, basically you can't have a boss fight during the day. During the night the Biloko boss might use these two moves:one in which it spawns an entity that acts as a force field shield thingy that absorbs damage. First the Biloko boss checks to see what kind of night it is. If it's a full moon, the shield is going to be an entire block, and it would absorb practically all damage. But it won't last forever so if you wait until the boss puts the shield down you can still damage it. If it's any other kind of moon, the shield will have a smaller and smaller hitbox, allowing hits in the empty areas to do more and more damage(hits in the full area will still be mostly absorbed though), and if you fight the boss during a new moon, it would either not attempt to make a shield, fail to make a shield, or successfully make a shield that absorbs no damage. The other move would be one where it spawns stalkers just like the Barako. Only now, there number of stalkers varies, with 0 during new moons, and the highest number during full moons. Maybe each type of stalker has it's own type of color, and that color can be seen on their tattoos and headdresses. So when the Biloko boss decides to do the summoning move, it turns it's eyes, headress, and tatoos a random color, and only stalkers of that particular color will be summoned. I thought that maybe the game would check for nearby leaf blocks relatively far away from the player to spawn those stalkers in, so it seems like the Biloko boss doesn't spawn them, but instead draws naturally generated stalkers from their surroundings. Kind of how some additional zombies might spawn when you hit one zombie. Also I thought it would fit the Biloko boss to make it more thin in order to contrast the Barako. I thought that a lemur look would fit it. I also decided to add different hints on the bosses body to let the player know that the stage of the moon affects the boss, not only determining the shape of it's horns and of the pattern on it's chest and the feathers on it's headdress, but also it's combat abilities.

    Note that I lazily made a monkey-looking fella that looks like something a pack of monkey-people would worship in a rush, I likely omitted a lot of details about it, like the tattoos, because I just wanted to show the general idea of the bosses moves. I personally don't like the design too much, it could use more work. Also maybe a fancy lemur would contrast the monstrous stalkers too much, like a poodle among a pair of werewolves. Also note that I certainly don't think that a mob that uses those two moves ONLY would make for a good boss, I think these suggestions should be combined maybe with the other moves you have planned for the mob. Also note that I think that the average player should be able to defeat the Biloko boss during all stages of the moon, not just the new one. I intended it so that the smart cookies clever enough to figure that out could find a way to make the fight easier, just like how the players smart enough to put... invisibility? on them can steal the other monkey's crystal and nullify it's gimmick. However, maybe you need moon rocks from the Biloko boss to make the tree climber tool, and during the new moon it will drop little to none of that said item. Also note that if the player is somehow Prince Charming, and the Biloko is somehow a vicious dragon from a fairytale in disguise, and the two manage to fight through the night, I think that the Biloko boss should either disappear during the day, act like it's a new moon outside where it will have little to no powers, turn into something else, probably another monkey, or just continue fighting with the powers from the previous night.

    Speaking of, you said that the stalkers are actually less animal than they are people, so I'm wondering: how "animalistic" are they? Are they always intelligent people, that pretend to be cute and innocent during the day and turn somewhat buff during the night? Are they smart monkeys during the day that turn into evil monsters that you wouldn't really call people during the night? Kind of like werewolves? Or are they polymorphed into dumb monkeys during the day and turn into their more powerful, but also more intelligent form during the night? If you're going for a monstrous design for the night form, I thought it would be interesting if you gave them elastic lips that they can draw back, like the Gelada monkeys, only now they might cover a larger portion of their face. It doesn't have to cover their entire faces necessarily, to the point where they look like pink xenomorphs, but I thought it could make them scarier, who knows.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»


    Yeah. Now that I drew it I can sorta see why it may not fit MM in your opinion. But if you find the core idea of a support mob that gets you a light effect interesting, I think that said mob, whether it is a white mushroom frogman looking thing or not, could drop glowy goop that you could mix with the lantern gel to create a shiny mixture that you could tip your arrows in at the crafting table. Maybe when you fire it at mobs it will flash for a brief second so brightly that all mobs in an are will have the light effect and maybe even blindness, making them ironically able to spot you only at a much smaller distance? Idk.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    A quick idea that I just pulled out of my colon because I'm not really writing this idea in an attempt to get my mobs in the mod I'm pretty much writing this just because I want attention :^(


    Anyways here it:


    A pale white half-human half-toad looking thing that has yellow, transparent, glowy mushrooms on it. It pukes transparent, glowy, yellow goop onto you, has 10/15 health(idk), the RoF of a skeleton and a 50% chance to deal 1 damage to you if you're unarmored(with as much knockback as a regular egg/snowball) but gives you that glowing white outline effect(i forgot it's name) for 30 seconds(maybe 40 in hard mode), allowing all hostile mobs(or neutral if they have a grudge on you); not just silverfish to not only be able to see you through walls made of any types of blocks, solid or not, but also target you through them if they previously had no idea you were even there to begin with; and effectively pathfind their way towards you. Vanilla zombies have a mechanic where if they're hit there's a chance for a zombie to spawn, maybe the mushroom frog's effect will increase that chance? As if more zombies will get to spot you now that you're glowing? Maybe it will also increase the distance required for a mob to target you(so now skeletons can shoot from farther away, etc.). The spawn rate is pretty low, but if the threat they pose is not too great and they aren't too much of a nuisance this might increase. Maybe there could be a mob that gets blinded by this effect so it would be kinda sorta maybe somewhat beneficial to get the effect on you? Idk. That's pretty much it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from boomphobia»

    A new tribe on the swamps. I'm not sure of the name yet, but they would look similar to Murlocs. Their tribe would be located in near or in the middle of a swamp lake. Their houses look more like shacks. In the middle of the tribe is the elder of group. These creatures are armed with wooden spears and stone daggers. They attack in groups and retreat when alone or greatly outnumbered. The elder is a different colour, bigger in size, wears little decorations and is equipped with a stone decorated staff. These creatures are very territorial. You can give them food like fish to calm them. The elder when approached, will give you a similar trade that barako does, but instead will trade a heart of the sea, which in return he will give you the Swamp Totem. More on this later. You can also attack the tribe. Their culture demands that they worship the strongest being they come in contact with. Which means that if you take out their elder leader they will automatically worship and serve you. But it's not an easy task. They will protect their leader at all costs. Even the elder has some tricks of his own. He will unleash a stream of bubbles from his mouth which will deals damage and has a chance to put you in a floating bubble for a couple of seconds. When the bubble bursts, you'll fall. He can also call upon the "Thing Of The Deep Waters". An octopus like tentacle will raise from a near body of water that will attack the enemy. If you successfully take out their elder, they will obey you and the elder will drop his staff that allows you to make a (their name here) follow you. In multiplayer, if someone kills you, they will take control of the tribe, as they will worship a stronger being. Now at the Totem. Placing the Totem on the ground and actvating it by right clicking will summon a "Thing Of The Deep Waters" from a near body of water. Which will slam your opponents or wrap around them and send them flying in the air.


    "Murloc"


    God damn it, dude. This one word just triggered 3 tons of nostalgia within me. I never played WoW, but those three(four if you count Cunniculus) flash games made by GamerDisclaimer/Masked Villain/Un-mediocre were practically my childhood. I still play them to this day. And I'll continue to play them on Flashpoint from now on because by 2020 they'll go extinct alongside practically all other flash games. Such a shame.


    Anyways, thank you good sir for typing that one word for me.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from PCAwesomeness»

    I really don't think he's willing to make the same stuff for a different game.



    Wait did hytale come out yet? I doubt it will last more than two seconds.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from realitystone3»

    I have some ideas:

    • A dream realm that you go to instead of skipping the night. It could have good creatures that give you buffs when you wake up, and bad creatures that kill you in the dream world, causing you to wake up with a paranoia debuff.
    • A lava Kraken in the Nether that hides in a pocket dimension at the bottom of a lava whirlpool.
    • A blood moon event that spawns the nightmare creatures from earlier in the real world. It could also do other things like turn the ocean red, summon floating castles (also from the nightmare realm), and even turn villagers into werewolves and vampires. It could also warp time to slow down the night, turning 7 minutes into 35.

    I hope you at least consider these ideas. Also, if you use any of them, can you tell people where that they came from me (sorry if it looks like i'm being rude).


    If you read closely, it says Mowzie's Mobs. Not Mowzie's Dimensions, Mowzie's Blood Moon or Mowzies Spoopy Spary Dreams. The features you showed us are not something that as far as I know would fit with the rest of the mod or with Mowzie's plans for the mod. You should've posted that on the forum of a mod that adds a new dimension/several new dimension and has an overall dream theme. I'm not saying that the post was bad, I personally kinda liked your ideas, and maybe Bob Mowzie could select the 1% of them that somehow manage against all odds to fit the mod. But you will have a higher chance to get this implemented in a mod if it's in the same theme. And even then, the mod maker would implement a higher ammount of features from your description than unrelated mods like Mowzie's mobs. So I kindly suggest you to keep posting your ideas on our forums, we may like it, but don't expect to get them in Mowzies Mobs. And after you come up with an idea and post it here, make sure, if you want, to also post it on the forum for a mod better suited for your idea. If you find a lesser-known mod, who knows, maybe your idea will be implemented and because of you, the mod will gain traction more and more people will enjoy it. But unless it's strictly about a mob and maybe a small structure that comes with the mob and the two would fit in with the Minecraft aesthetics and all that good stuff you shouldn't expect much when posting here.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»

    This seems a lot like the planned Phoben mob. Or, was this your idea for it? Either way, my plans for it are rather developed already and I don’t feel that these interpretations are what I’m going for... Sorry.




    Yes it is indeed the Phoben. It's more of a fan art of the Phoben rather than an actual suggestion. You can't deny it, you too would think that the Phoben raising towering trees from the ground in a machinima would be pretty damn awesome. But we both agree that the Phoben raising trees in an actual mod isn't fun at all. The whole reason behind this fanart was that when I read it's description something linked me to the Auditor from Madness Combat, and especially his "dance scene" at 1:23 in this video


    Quote from BobMowzie»

    Lol that’s the first time someone has called me Robert.

    Oh, someone else made that for me. I can’t speak to why they did that or what happened next.




    Well, I thought that saying "Hey, Bob Mowzie!" would be impolite ¯\_(ツ)_/¯ .


    Quote from BobMowzie»


    Yeah, I scrapped that as I felt it would be more annoying than fun to fight, and I wasn’t very excited to create it at all. Having it buff enemies instead might be a good change, though.



    I had this idea once. Some kind of enemy, let's call him "the curserer"(whose design I didn't decide yet) that curses any of the enemies you encounter that can wear armor(Zombies, Skeletons, Husks, Strays, Drowned, Pigmen, maybe even Wither Skeletons and Vexes, maybe mobs from other mods). It goes into them through some means and prints his own face on them, two demonic red eyes and a maniacal mouth and darkens their body, essentially reskinning them. He also gives them a full set of diamond armor enchanted with protection and maybe projectile protection. It also gives them either a sword with sharpness, level may be low or high(zombie, pigman, husk, drowned, skeleton, stray, maybe even wither skeleton) a bow, enchanted with power, level could vary, may give them insta damage I arrows and always removes any other type of arrow the enemy may be holding in the offhand(Skeleton, Stray, maybe even Wither Skeleton) and may even give drowned an enchanted trident. He also gives them poison II / III, wither II / III and sets them on fire. Your job is to attack the enemy it cursed as much as you can, regardless of whether or not you deal any significant damage. The "curserer" is supposed to convert how much you damaged the armor into how much you damaged Him or something. Because part of that damage is dealt to the "curserer" who has about 35-45 health. Once the "curserer's" host is worn off by the fire, wither and poison, it moves on to the next host, unaffected by said status effects, but keeping the damage you dealt to him by attacking the armor. If somehow you manage to kill the host yourself before the status effects get it first the "curserer" will die. But that's unlikely. So you are supposed to attack every mob that hosts the "curserer" until he dies. He is most likely to die when cursing a host in which case he will briefly make a surprised face, then the reskinned host dies, bringing the "curserer" down with them. When he isn't cursing enemies, he can't be damaged.

    Wither skeletons are immune to both wither and fire. They also give you wither by melee and shoot flaming arrows if given an bow by default(and they don't need flame enchantments to do that). This means that dealing with a cursed wither skeleton would be almost impossible. And when the "curserer" curses everything he sees it wouldn't make sense not to curse wither skeletons if given the chance.

    A solution to this could be making the "curserer" only spawn in certain underground structures in the overworld that are similar to those boring old dungeons with a chest, a mob spawner and nothing else, only this time a bit better, and instead of a chest there could be an empty armor stand and guess what happens to it when you beat the "curserer". That way he can be constantly fed by the mob spawner while only cursing wither skeletons if people using creative spawned it near a nether fortress. There should also be a way to keep the unprepared players away from him. I doubt I could beat a zombie with enchanted diamond armor and sword if I had the same equipment as him even on easy mode. Maybe the "curserer" is passive, but has a sort of "My precious" thing with diamond armor, trying to keep the armor he gives his hosts clean and undamaged by fixing it with new diamond armor he gets from the players he sees wearing a set he managed to kill. It's silly but it's better than just minding your business in a cave until you bump into one of his enhanced dungeons and die in 2 seconds I guess.

    I don't think that this enemy is worth appearing in THE Mowzie's Mobs mod, after all it's literally just a glorified zombie/skeleton with armor, but a stand-alone indie mod featuring it would be rather fun imo.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    Hey! Robert! Wanna hear the most unnecessary and probably sad thing in your entire life?


    The Naga in the Mowzies Mobs poster was not spawned in the Stone Shore Biome(What I suppose was the environment you referred to as "Coastal Cliffs"). I used several images depicting the Stone Shores Biome. The sky was either somewhere around 95B5FF or around 84AAFF. The sky in the picture with the Naga was actually neither of these. At 8BB0FF it more closely resembles biomes like the Snowy Beach Biome, which has the sky color of 8BB1FF. Poor Naga must have frozen to death after the picture was taken.


    The rest of the mobs seem to be in their normal biome though.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    I'm pretty out of touch with MC mods, but are parasites THAT common? I doubt that "A LOT OF MODS [...] add in a parasitic mob".


    Also, half-parasitic half-beneficial mobs do exist in Vanilla Minecraft. Cats scare away creepers at the cost of rendering your furnaces/chests/beds useless every now and then. Parrots warn you of nearby mobs at the cost of not shutting up and being annoying. In Mowzie's Mobs, the Foliaath is a cool plant that you can raise and it may protect your house or something at the cost of not being loyal to you and possibly attacking you.


    Even if these three examples are a stretch, us humans are designed by mother nature to care more about our losses and failures than about our good luck and our successes. I would be very annoyed if a mob gave me, without my consent, weakness 1 for infinity and health boost 1 for infinity. It's not fun.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.