1.12.2. i know plenty of people have probably already requested this but please. make it happen my guy.
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Jan 10, 2019Michael_Corvus posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)Posted in: WIP Mods
1Michael_Corvus posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
i would like to just see a baby foliath model inside a potted plant, it wouldn't even have to function at all, it could just be a stagnant little model. idk i think it would be sick.
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1chimeforest14710 posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)Posted in: WIP Mods
I'd love for this mod to get an update! Especially now that the seas are much more interesting in 1.13/1.14
I keep running across sunken treasure with a full inventory!
Plus, it's no fun being a pirate in a rowboat =/
This has always been one of my go to mods when playing minecraft.
1BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
You know what else is not a man or a statue? A dog. This does not mean that Wroughtnauts are dogs.
Quote from Robijnvogel»
I don't know what has been said about an Angler Fish up until now, but I was just given this idea:
An angler fish with a lantern that is pitch black and absorbs light instead of spreading it.
Any entity coming close to it or trying to attack it could temporarily get the Blindness effect as the fish starts circling the entity as a counter-attack.
Ooh that's kinda neat. I'll keep that in mind.
1. "Yes"? I did not ask a question. I hope I answered yours, though. Is this what you are confirming?
2. I'm sorry, I don't understand.
3. Ah. Then yes, I removed the Crystal Scuttlers from the plans because I added them in the form of grottols.
Quote from boomphobia»
Not too long ago I stumbled across a mob suggestion of a Necromancer. I saw it's potential and with some modifications I re-shaped the idea.
The Necromamcer. This dark mage can be found in a Necromantic tower located in a swamp. He patiently waits for players to visit him, so he can teach players the dark arts of Necromancy. When the necromancer is approached by a player, a message will display, that's the necromancer asking you to become his disciple. If you accept, you'll wield the powers of death, but if you refuse, than death awaits. If you join him, you can right click him to trade an undead mob head (wither skeleton, skeleton or zombie) for the precious Undead Totem. This totem is what actually will let you use Necromancy. When you receive the totem, you'll get some passive abilities.
Ally Of Undead: You'll not get attacked by undead mobs
Soul Collector: For every mob killed, your totem will be filled with one soul (max 20) Killing undead mobs will give you no souls.
Death Orb: This will lunch a purple death orb towards the targeted enemy, damaging him and healing you for the same amount as damage delt. This also applies wither to the target.
Decay Rune: The user places a 3x3 sircular rune on the ground with a skull symbol, that damages all alive mobs and heals all undead that touch the rune.
Undead Rise: You summon 2-5 undead mobs (Zombie or Skeleton). The undead rise from the ground like they're trying to get out of a grave. They can only be summoned on grass (any type) or dirt (any type).
Phantom Call/or Rottening Naga
Phantom Call will make a black cloud appear in the sky and 1-3 phantoms will come out of it attacking the enemy.
Rottening Naga does the same thing, but it summons an undead version of the naga that throws wither spits at you instead of poison.
Each ability needs an amount of souls. Passive Abilities don't. Death Orb needs 2 souls, Decay Rune needs 4 souls, Undead Rise needs 5 souls, Phantom Call/or Rottening Naga needs 8 souls.
Using Necrommcy is all about supporting your Undead army. They are your key to victory. While killing other mobs or players to gain souls, you'll need to carefully decide when to summon your undead, when to upgrade to a stronger undead and when to attack enemies to heal yourself and your undead. Now if you refuse to join him, the necromancer will attack you using the abilities that Necromancy offers in an attempt to kill you. Defeating the necromancer will grant you his robes which give you permanent night vision and gives you Ally of Undead passive ability. So if you're looking to learn the dark ark be sure to pay a visit to the necromancer and don't kill him as when you kill him your totem will be destroyed when you die.
As for his design I think of some dark looking figure with dark robes and a skeletal body holding a staff. In my mind it looks like the minecraft character Dreadlord
I'm sorry, but these changes really don't address any of the issues I had with the original Necromancer suggestions.
I still feel like a mob head is a small price to pay for such a powerful ability. I also don't see any merit to giving the player a choice of fighting him or allying with him, as fighting him risks the player's life and rewards them far less. The design you've proposed isn't any less generic or any more interesting than the last one.
I see that you've added an active ability to summon phantoms and undead nagas. Phantoms I understand - they are undead creatures in Minecraft's world. But an undead naga variant seems forced to me. Nagas don't have anything to do with necromancy; why would there be an undead variant? Wouldn't an entirely new undead creature make more sense?
Rongy, a creature of Nether: They are spawn in lava, look like just a lot lava at first, they will try to land, then their skin will freeze little by little(turn into obsidian), it will make it stronger and stronger, but you can make its freeze speed slow down by attacking it. After a while, such as an arrow or snowball can't make it hurt(rebound). When its skin turns into obsidian completely, your attack can't hurt it, but it can make its armour rend. It will make the monster go back to the last stage. (If it touches water, its skin will turn into obsidian quickly.)
Ooh, this is pretty neat. It plays off of a rule players already understand to create an interesting interaction.
Hm, but I feel like players are already trying to damage the mob by hitting it, which is exactly how to beat the freezing mechanic. This would mean that the freezing mechanic won't actually influence how a player fights this mob besides giving the mob some bonus health. Maybe instead the mob could be invincible while lava, and has to be forced into water to harden it into cobblestone. Then the player could kill it with a pickaxe once it freezes.
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