This mod randomly imbues spawning Living Things in the World with Diablo-style random Enchantments, making them much harder and much more rewarding to kill.
They also drop the quadruple amount of xp and a random enchanted item.
More footage
List of mods and what they do, as of 1.1.9
1UP - Mob heals fully, once, upon getting low
Alchimist - throws Potions at you
Berserk - Mob deals double damage, but hurts itself on attacking
Blastoff - Tosses Players into the air
Bulwark - Mob has 50% damage resistance
Choke - Drown on land, hit Mob to breathe for a moment
Cloaking - Invisibility Potion effect on Mob
Darkness - Blindness Potion effect on Player
Ender - can teleport dodge attacks, reflecting damage on the Player
Exhaust - Exhaust Potion effect on Player
Fiery - sets Player on Fire
Ghastly - shoots Fireballs
Gravity - knocks back or pulls Players
Lifesteal - heals from attacking
Ninja - can teleport dodge attacks, reflecting damage on the Player
Poisonous - poisons Player
Quicksand - Slow Potion effect on Player
Regen - heals Health back
Rust - causes high amounts of wear on weapons and armour when fought
Sapper - Hunger Potion effect on Player
Sprint - high movement speed bursts
Sticky - can snatch Items the Player attacks them with
Storm - calls down Lightning
Vengeance - reflects a portion of all damage done
Weakness - Weakness Potion effect on Player
Webber - spawns Webs at the Players legs
Wither - Wither effect
Configuration info:
Config values are for consecutive difficulties, and they depend on each other
elite -> ultra -> infernal
Only an elite will be considered for ultra rolls, only an ultra will be considered for infernal rolls
config values are "one in x".
Math example:
elite: 10, ultra: 5, infernal: 3
One in 10 mobs gets elite = 10% total chance
One in 5 elites gets ultra; 0.1 * 0.2 = 2% total chance
One in 3 ultras gets infernal; 0.02 * 0.33 = 0.66% total chance
Difficulty determines total amount of modifiers on mob, health buff on mob, and drop quality
Download from curse, changelog is included in every download.
https://www.curseforge.com/minecraft/mc-mods/atomicstrykers-infernal-mobs/files
My other stuff is on there aswell, if you want a look.
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OVERVIEW AND A BRIEF EXPLANATION
Brewcraft is an expansive project that has its sights set on making some major changes to the brewing system in place in Minecraft. It aims to not replace the vanilla mechanics, but rather add and run alongside this system. To accomplish this, we have added in a wonderful machine we like to call the Brewery. This machine unlocks an entirely new process of brewing, which allows the creation of not only all of the vanilla potions, but also an array of potions we have added for ourselves. We have also added in machines and such which make potions and fluids more applicable to the Minecraft world; a potion Sprayer which mists potions over an area, Kegs to hold them. . . but don't let be spoil everything, try it for yourself!
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Yeah, if the helmet item is on the ground, then sure.
Thanks!
Thank you!
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I would be glad to take that upon myself, send a pull request for you on GitHub, if you'd like.
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Hmm. Enchantments would most likely still apply, simply because the thought of a flaming carrot is funny to me.
Infinity enchantment would also apply, but carrots shot from a bow with infinity wouldn't be recoverable. I'm going to add that to the main post right now, thanks for pointing that out. . .
Haha, nice, double purpose! Glad you like it!
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http://www.minecraftforum.net/topic/1681337-sticks-of-dynamite/
http://www.minecraftforum.net/topic/1132536-dynamite-sticks/
http://www.minecraftforum.net/topic/749463-sticko-dynamite/
http://www.minecraftforum.net/topic/263519-a-stick-of-dynamite/
http://www.minecraftforum.net/topic/120447-stick-of-dynamite/
Please use the search bar before posting.
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What is a standing problem faced by early-game survivalists, a problem that causes countless deaths and many cases of severe frustration? The fact is, when players are faced by ranged enemies, or, really, enemies in general, they have almost nothing worthwhile to throw at them. Snowballs are known to do a grand total of zero damage, and eggs are practically worthless in combat. Instead of taking a warmonger's approach on adding simple ranged weapons into the game, ranting about adding battle-axes and spears, I'd simply like to suggest making the vanilla bone a throwable item.
Gameplay balance is essential to any feature even being considered as an addition - does the feature maintain the fragile balance that is kept by the game's other features? Is the feature game breaking? If bones were implemented as a throwable entity, their damage would be kept to dealing one heart to victims. Upon right-clicking while holding a bone, a twirling projectile bearing the image of the bone would emerge, consuming said bone and continuing on its given path until reaching the target. Once the target is reached, the bone would disappear and similar particles to that when a snowball collides with a surface would appear. The bone entity would be affected by physics; the bone would be thrown in an arc, limiting the range and effectiveness of the bone as a weapon. Adding to that, bones, when thrown, will always disappear after either hitting or missing their target. The bone will be destroyed, similar to the snowball entity.
My reasoning for adding bones as a ranged weapon is this: throwable bones would pose as a cheap and effective ranged weapon for combat, for players who do not want to go through the trouble of crafting a bow or making preparations for a ranged battle. Bones can be found quite commonly from skeletons, and can now be found as a 'junk' item when fishing, making them an easily obtainable weapon. This is why bones could serve as a common, yet not totally game changing weapon. Bones are not altered in any way, aside from the fact that they can be thrown by right-clicking. It has been brought to my attention that this has the capability to cause some mishaps with wolf taming. Fortunately, when close enough to interact with a wolf, taming will take priority over attacking the wolf.
I beg to differ; throwable bones simply removes the monopoly the bow has on ranged warfare. It opens up another option for players to move to a ranged approach in combat, and expands the array of moderately powerful weapons for players to use. The bone also, once it collides with an entity, causes tamed wolves of yours to attack said mob, therefore overriding the vanilla wolf behaviour to attack the mob of your choice. I suppose this part is optional, but would create a 'special' aspect for the bone to have.
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This is all true, they are renewable, they are moderately powerful. Skeleton farms would eliminate the need for a bow, it's true, but then wouldn't you want to use bones all the more, as a primary weapon?
Haha, anyway, thanks for your opinion, I'l consider nerfing it a bit.
Thanks, I appreciate it!
I may have. . .
I was just about to add a small amount of cooldown time, so that they wouldn't be a rapid-fire weapon. Maybe the bone could be given back, just maybe. I'll think about it, thanks for the response!
All of your ideas are considerable, I'll definitely add a couple of them. Thanks!
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I suppose I don't stand much of a a chance though, being the letter E.