lol... my eyes hurt now
Quote from Ouatcheur
The idea has merits, however the best approach would be to just remove the main complaint that is in the way.
So don't call it or make it a golem. Golems are player buildable. Thus, make it into it's own mob. And not iron golem shaped. Why would a monster disguising itself as ore need to be humanoid shaped anyway?
Since many veins are actually based on the 2x2x2 shape, then just use that simple shape: 2x2x2 or a bit smaller.
Don't make it exist in several types, one for each type of valuable ore. Just one type is enough.
Iron? Too plentiful, too essentuial for starting players, and it would make this creature look way too close to the iron golem.
Diamond? Too rare, and it would be really nasty and sadistic to have the player, when he FINALLY finds diamonds, not only not get those but also getting attacked by a very strong monster too. because anythin made of diamond surely must be quite buff, right? Too hard.
So gold& Yep, it definitely is the best choice here.
The mob could be more-or-less cubic shaped but not perfectly like a slime.
Gold is a good choice because it can be thought of, in Minecraft logic, to be:
- Highly magical (it is the best material for enchants, after all)
- Fast (tools made of it work the fastest),
- Not to strong (smallest durability) (you don't want the mob to be too hard).
Also, gold is not an essential ore, except for some specific usages, so the player could actually CHOOSE to avoid this mob altogether by not mining any gold he finds. Golds is also abundant enough that making what seems like a gold vein patch turn out to be this new mob, would not be a frequent occurence: only a small minority of gold "veins" would have the mob.
Essentially, we have a new gold block, "false gold", looking exactly like gold, that "contains" the mob just like the special stone blocks that contain silverfish. You break any one of the 8 blocks, the game engine also removes the 7 others nearby false-gold blocks, and spawns the gold mob. Note that upon world generation or spawning, no two "2x2x2 false gold cubes" should overlap, ever. Or even touch. If the game is trying to place a second "false gold 2x2x3 cube" in that way, then the second one isn't created.
Also, the mob doesn't come from normally gworld generated gold veins which then have a chance to get replaced by this monster, but the false gold bloks are a true addition, overall making gold "veins" now seem to be just a LITTLE bit more abundant than before.
How would we name it? It's a cube, more or less, but it's hard metal, unlike a slime. Yeah, gold is the csoftest of metals but it's still harder than say spider flesh.
Gold cube? That is a name that is way too similar to Magma Cube. And also lacking the "magical stuff" aspect of gold.
I'd simply call it Animated Gold, implying that gold being so highly conductive to magic, sometimes it "gets alive" all by itself. It would not need to be a perfect cube, either. Or even have eyes. Kind of like a gold "elemental" maybe. Grossly shaped.
There would be a way to distinguish false gold from true gold: with the help of the new animation-supporting texture layers! False gold would have a *tiny* number of its pixels that seem tio shimmer if only a *tiny* bit as if they had the "magical enchanted item aura" effect, albeit in a drastically reduced fashion, so that only very *careful* observation would allow one to see it. In addition, when displayed at any distance bigger than 1 block, false gold would instead use the normal "static" gold texture. So you'd really have to stand right next to it to be able to see the difference.
Animated Gold would animate 100% of the time when actually breaking one of it's blocks, or when damaging it by a sufficient damage. Also, each tick of trying to break one of it's false gold blocks or point of damage applied would also have a say 10% chance of "waking" it. Thus, more often than not, it would animate relatively quickly and unpredictably, definitely not "only whren the block is finally broken". Might catch some totally off guard. Even if you don't try to break it, it would also have a few "% per second" chance to animate anyway, but only if you stand right next to it. so even oming close to examinte harbors some risk of waking it (albeit only a relatively small risk).
Animated gold has the "magical item" aura on all of it's surfaces, all the time. It is thus clearly some form of "magical" creature.
In all cases, upon animation after it's "appearance" animation, it's first attack is before it actually moves from it's initial spot and will always be a critical hit, taking but a bit longer than normal (giving you a little chance to dodge it), it will deal this attack im empty space EVEN if the player clearly has already moved out of the way. Animated Gold is totally immune to damage until 100% activated (after it,s "coming into existence" animation is finished, which include the initial attack, so even putting TNT right beside it's false ores will only serve to animate it.
The mob is surprisingly fast, like gold should be: a tiny bit faster than a walking Steve, in fact, but clearly less fast than a running Steve. It would not t move by jumping like a slime or magma cube or by sliding like a silverfish at all. Rather, it would "roll" towards you, trying to crush you as if it was a ball (even tough it looks more like a mishapen cube shape with protruding gold cubes). On a succesfull attack it would deal a LOT of knockback and will itself also bounce "rolling back" somewhat.
The mob is also about 1.7 blocks in width, length and height, so it CAN move in 2x2 wide spaces. When it spawns it looks as if all the gold concentrates into the mob's fimal shape while a useless but thick shower of cobblestone particles is thrown away, shaking quickly and violently back and forth on itself (rolling madly) a couple times, kind of like when a dog tries to remove water out of it's wet hide. The effect is that of a race care wheel with bad suspension revving up to speed.
While active, Animated Gold always makes a background magical noise, in addition to his attack sound, that seem to coïndice with it's movements.
When killed, Animated Gold does not drop the 8 gold ingots from the ore it initially seemingly was made of.
Instead it drops:
0-3 gold ingots
1-5 gold nuggets
0-1 enchanted gold
Those drops are thown all over the place in random directions as if the mob "exploded upon death".
Also, a tiny explosion centered upon the mob and dealing occurs right before these drops are created. This explosion makes a magical boomy sound, like a magic spell that went out of control on a flash.
Rare drop (2,5% chance, replaces ALL other normal drops): 1 gold block. That drop falls flat right where the mod was. There is a magical sound of "magic suddenly stopping dead flat".
The Enchanted Gold drop looks like a gold nugget item but with the magical item aura on it. It can be brewed from a Potion of Healing II (the potion using the ingredient that also contains gold) into a Bottle o'Enchanting (this becoming the 2nd way to get this potion in Survival apart from trading with a priest villager). Trying the same thing on a Potion of Healing I will also work but also make a tiny explosion, just enough to break the brewing stand, and all of it's content, thus the Bottle o'Ehcnating will exist only for a short time and immediately drops it 3-11 experience. Trying to brew a Bottle o'Enchanting in any manner will also make this same small explosion.
Animated gold makes sounds that appears as a mix of weird metallic and magic, nearly sing-songly, but quite grating on the ears. The faster it circles or moves, the more strongly this sound it. When it breaks to turn, it becomes high pitched. When it accelerates, it becomes more roaring and lower piched. When it is knocked back, this sound stops to be replaced by a really weird sound that could be interpreteted as the magically metallic way of saying "Ouch?" A nearly comical sound.
Animated Gold stats:
Hit points: 40. This is a relatively big and rare mob after all.
As strong as an Enderman, however because of the way it bounces back after attacking, it will strike much less frequently.
However, the main danger comes from the fast that Animated Gold has "invisible equipment slots" specifically for enchants. Just like zombies can have powerful gear, so can Animated Gold can appear with special powers. Some of the possible enchants can make it deadly, others no seem to do anything at all. Respiration III on an Animated Gold is pretty useless if no water is around! But a Sharpness IV enchant can make it quite deadly. These enchants are determined the moment the Animated gold activates, so if the Regional Difficulty rule is applied, this can make "later appearing" Animated Gold *very* dangerous -- if they get the right combo of powers. And since there is absolutely no way to tell which powers an Animated Gold has, each one can be a surprise.
Animated Gold starts to occur at the same Y elevation as gold, but at a relatively lower frequency, and becomes the most abundant right under the lava layer Y = 10), but is still quite uncommon even then.
Spawn: Overworld Layers 4-29. Mostrly upon world generation only.
Afterwards, the spawn rules are:
- Check if targeted spawn block is gold (thus cuts down on the actual spawning of this mob a LOT, as areas wihout gold at all cannot get this mob).
- If yes, "teleport" the spawn point to another random spot within 30 blocks X-Z distance and 10 blocks Y distance.
- The new spawn point is the actual spawn point. Check if it is stone and at least 5 of the other blocks are also stone. remaining blocks in the 2x2x2 volume can be air, dirt, or gravel only. If not, no spawning.
- Finally, check if out of sight and of any player, using a bigger than normal minimal spawning distance.
This means animated golds *will* eventually "respawn", but only very, very rarely.
Experience: 10. Counting the 50% odds of getting the 3-11 Exp in a Bottle o'Enchanting from the enchanted gold special drop, then on average this means this mobs actually gives 13.5 experience, making it the highest experience paying mob in the game (non-boss). However, given that it is harder to kill than a blaze, which actually can come in hordes from a monster spawner too, this doesn't make this mob's all that good as a good Experience source. But since experience in the game is the cost of magic, then the higher Exp also go in accordance with the "high m
agic gold" principle of this mob.