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

    I noticed a while ago that Naga were rather jittery whilst flying. Has anyone else noticed this? If so, I was wondering if it was fixed in the latest patch or is planned to be fixed. Thanks!

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Dayum, that's one nice gorgon. Maybe make the statues a slight bit more detailed, so we can tell a zombie apart from a player?

    You can tell the difference because a zombie's arms are outstretched, whilst a player's are on his sides. More detail would be nice, but I don't think it's necessary, just something they could add in later on.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Shamos2000»
    also wasnt the next mob the gryphon/hippogryph?


    Yeah, that's what I thought was happening. It was a hippogryph, not a griffin, just to clarify. I sure hope the thing wasn't scrapped, as it was a great idea. Gorgon's are cool though.

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

    That Frostmaw looks awesome. I've yet to fiddle with it in game, but just looking at it it seems magnificent. Might have to take a break from ARK one of these days to check it out. Good job! :D

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Asdfghjkl1999»

    Every time a dragon uses a fire attack my game freezes. I've seen some other people with this problem aswell. Any way to fix? This mod is great and I want to keep it :(


    Edit: Sorry I just checked the config thing with the AI, that fixed the crash, but makes the dragons unable to move for me. R.I.P


    I have a similar situation. After a while if there was a dragon nearby the game would crash. I changed the config so that the better AI for flying is turned off, but now they spin in circles instead of actually moving. This drives me nuts.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Use the seed 'okay' and move to the huge plains biome. There should be a small hill with a nice cliff. Dig into the left end via staircase mine about 5 blocks back from the cliff, and keep going 1 block over, 2 down. Should end up digging straight into a fire dragon cavern.

    Some people, including myself, don't like to use seeds. I'll use one occasionally to explore it in Creative mode, but other than that, I like my worlds totally random. Thanks for sharing tho :D
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    It's a hippogryph. The difference between a hippyogryph and a gryphon is the back half, with a hippogryph's being that of a horse, and the griffin's a lion. It was previously pointed out that if you look closely that the model in the image is indeed that of a hippogryph.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from GunnarKelley»

    Hey, maybe you might be able to. From the pattern of the updates i've been seing, they release their new content to the newest version of minecraft at that particular moment. I could be wrong, but it seems to be the most likely pattern.

    Interesting. Thanks for sharing this information. Now it's just a matter of when the Hyppogryph is released, and when they'll role out a new set of bug fixes.
    Posted in: Minecraft Mods
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    posted a message on [1.10.X] Back to Life - "Bring Them Back" [WIP]

    Is this mod dead or alive? Looks amazing, but considering nobody's posted in over a month, I wanted to see what's going on.

    Posted in: WIP Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Wouldn't they technically be vulnerable in their stone statue state? They're just stone and completely immobile. A pickaxe is made to cut through stone, thus a gargoyle would be weak.

    I'm not sure how one would go about this. I guess it's just up to the creator whether or not the statue is invincible. While pickaxes are meant to cut through stone, I don't think gargoyles would be made of just normal, everyday stone you can find in caves. Maybe it's enchanted. idk
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from GunnarKelley»

    Neither. It's coming to 1.12. They only move forward.

    Really? Wow. While it's awesome that they're moving forward, it sucks that I won't be able to play with the Griffin with the other mods in my personal modpack.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Gargoyle :My ideas and those of the people on this thread rolled into one post. (sorta)


    1. Crafting/Building Your Own: If you were in a crafting table, you could obsidian around the edges and one of a few certain blocks in the middle, you could getan "Inanimate Gargoyle". Once you placed this down, you could right click with an "Essence of Life" on it, spawning your own Gargoyle. You'd obtain said "Essence of Life" by slaying another gargoyle, whether it's your own, wild, or someone else's. The block you would place in the center would influence it's stats and maybe it's abilities. (A material that's heavier would produce higher health, while a lighter one would have higher speed.)


    2. How They Behave: I think it would work best gameplay wise to have the gargoyles only awaken if it is dark enough. (ie. low enough light level for zombies and such to spawn.) They would not awaken underground, (below a certain Y coordinate, that is) as that's the monster's domain, not the gargoyle's. The gargoyle would fly around, killing every hostile mob within fifteen blocks of it's statue, but there wouldn't be a drops. (So that you can't use one of these to farm stuff, you have to do that yourself.) "Wild" Gargoyle statues could be found in Roofed Forests. The statues would be invincible, but when they woke up, the Gargoyle would be especially vulnerable to pickaxes, and could be put back to sleep by placing a light source near by. If you attacked the statue, nothing would happen. But if you attacked the gargoyle while it was awake, it would attack you. Whilst their damage wouldn't be amazing, it's nothing to scoff at either.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from WolfRaptor»

    Maybe different features for different looking gargoyles? So you could choose a really fast gargoyle but with low heatlh

    That's pretty cool. Huge but very slow gargoyles, small but really fast gargoyles, and everything in between.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    In real life, gargoyles were created to ward off evil spirits. Perhaps Gargoyles work like this:
    The spawn like a statue, they can't move nor can they be hurt. They are also in a squatting position.
    When a hostile mob is detected in a certain vicinity (15 blocks?), it gets up, and flies at the mob and attempts to kill it. It will try to kill all hostile mobs within a 15 block radius of its original resting place.

    Sound like a good start?



    In real life, gargoyles were created to ward off evil spirits. Perhaps Gargoyles work like this:
    The spawn like a statue, they can't move nor can they be hurt. They are also in a squatting position.
    When a hostile mob is detected in a certain vicinity (15 blocks?), it gets up, and flies at the mob and attempts to kill it. It will try to kill all hostile mobs within a 15 block radius of its original resting place.

    Sound like a good start?

    This does indeed sound like a very good start. But, like any concepts, tweaks have to be made. If these things were invincible, they'd be overpowered. You could just build a base right next to it and watch as the mobs fall over left, right and center. I'd imagine they would be pretty powerful stat-wise. A good amount of health, decent damage, but fairly slow. The monsters should fight back if attacked, but they wouldn't be able to do much to the Gargoyle. In my opinion, these things could spawn everywhere above ground, as that's the monster's home turf. More could be added on this, but what remains to be seem.
    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from BobMowzie»

    The issue here is that the baby frostmaw, a powerful ally, becomes a reward for simply finding a frostmaw cave: pure chance.

    The frostmaw drops it's ice crystal upon dying, so perhaps the baby frostmaw will follow you if offered a frostmaw crystal instead of meat. But that feels kinda strange to me, to tame a frostmaw by killing another one.


    That's a really good point, I didn't think about that. Something so powerful should not be based on RNG to acquire. This might seem a bit weird, but what if you had to offer it Foliath seeds. Foliaths themselves aren't easy to find, and the seeds aren't nearly as easy to get as normal raw meat. I could very easily see Frostmaws being omnivores. but that still leaves the issue of finding a baby Frostmaw. Every other randomly generated structure in Minecraft (In vanilla at least) can contain some valuable loot, though they are dangerous. Just waltzing into a cave with only a cub inside entails no real danger, and a tamed Frostmaw would be much more useful than any other tamed (vanilla) mod. I don't like the concept of having to kill the parent(s) yourself to tame one, because it doesn't seem proper. At least, it shouldn't be that simple. Parents have to feed their young, so the mother (assuming Frostmaws breed and raise their young like bears, which seems best to me) would have to go get food. Whilst the mother is away, you could sneak in and offer the Frostmaw cub food (whether it's Foliath seeds, meat, etc.). If the mother does manage to see you, you have to either

    a. Stay and fight, but killing a grown Frostmaw would probably be nigh impossible in melee combat
    b. Run for your life.

    You'd have to feed the cub consistently, say, once per in-game day, for one in-game week. If you miss a day, you have to restart the entire process.
    For the caves, they would be relatively rare and maybe only found in Ice Spike Plains. This are rare biomes on their own, so finding a cave would not be easy. Once you feed the baby Frostmaw enough, when you go to exit the cave it will follow you, but don't stick around, because if the mother comes home to find an empty cave, she won't be happy. As a side note, there would probably only be one cub per cave.
    Posted in: Minecraft Mods
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