Mob Ideas

SuperCode
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Mob Ideas

by SuperCode » Sun Aug 03, 2014 21:42

I have a few ideas regarding mob mods:

1. Very Hostile Mobs
This mod would consist of very dangerous mobs. Mobs that have a high level of defense or a very high HP. Mobs that bust down doors, kill other mobs, and can break blocks that can be broken by hand or weak tools, and set things on fire to get to you and kill you. These mobs would appear above ground or below ground. Although they could break any block breakable by hand and certain middle of the road blocks (cobble, cactus, etc.) they could not destroy stronger blocks (metals, mese, diamond, stone brick, etc.)or chests. Some of them could also carry wooden wepons/tools. They also can not climb ladders. These guys will avoid light (although not take damage unless in sunlight) unless they are trying to attack you.
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2. Bosses
These guys would spawn ONLY in their tower(s) and their towers (tall towers made of wood, cobble, and mossy cobble). Their would be a variety of bosses in their own unique towers. Their towers (depending on the boss) would spawn randomly (but sort of rarely) on a specific type of block (similar to the Prymide Mod). Once you can find their tower you can enter and start climbing up it and fighting smaller mobs on your way. Once you get to the top you can enter the Boss's room and he will lock you in to the completely inescapable area with an inactive portal and a chest. Once you defeat him the chest will become accessible and full of good items. Once you empty the chest the portal will become active and allow you to transport right next to where the tower was. Also when you teleport the tower will instantly disappear.
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3. Ore Mobs
These guys would spawn on the ore they are made of (a steel monster on a steel ore, a mese monster on a mese ore, etc.). These guys would need a weapon of their material to be defeated. They would also have a very large amount of hp.
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4. Store Clerk
This guy would buy and sell all nodes, tools, ores, and tools found in vanilla minetest. His store would be found in villages. He would probable give you a currency for giving him supplies, which in turn you could use to buy supplies.
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5. Villages
These would randomly spawn on flat areas of dirt. They would be full of villagers who fight hostile mobs. The store clerk would be found in here. This village would be made of houses (some occupied by villagers who will attack you if you attempt to modify their house) other that are empty and open for you to build in. Villagers would either have unlimited HP or respawn very fast. They would also have some guarding the gate of the village. Most of the village would be covered with a wall, however there would be a big entrance to the village in the front with nothing but guards. Villagers will NOT attack you unless you attack them or their houses/village. Villagers would also repair damage done to walls and their houses done by players or mobs.
 

Nathan
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Joined: Thu Jun 12, 2014 23:00

Re: Mob Ideas

by Nathan » Sun Aug 03, 2014 21:49

Oh Cool. this would be awesome if some of these could be developed. Although an idea of mine is that the towers that the bosses spawn in could have a "Destroy" switch on the outside that could be used before and/or after the boss if defeated. And once it is destroyed it would completely disappear including the boss and other mobs inside the tower.
 

Sokomine
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Re: Mob Ideas

by Sokomine » Tue Aug 05, 2014 14:54

SuperCode wrote:4. Store Clerk
This guy would buy and sell all nodes, tools, ores, and tools found in vanilla minetest. His store would be found in villages. He would probable give you a currency for giving him supplies, which in turn you could use to buy supplies.

My mobf_trader mod does that to a degree. Selling *all* nodes via one guy does not work well as it would be too much. Instead, they're specialized on trading what they did in their "job" in their medieval villages in exchange for the materials they need in order to produce those things. A currency might make things a bit easier. Existing mods for multiplayer servers (money and money2) can be used for that purpose.


SuperCode wrote:5. Villages
These would randomly spawn on flat areas of dirt. They would be full of villagers who fight hostile mobs.

I'm working on Nores village generator. It has progressed far and can by now spawn villages in "normal" worlds (not only those with mg mapgen), but there are still issues with griefing through cavegen and mudflow which may not be easy to solve. And there are no villagers in it so far. Perhaps you'd like to take a look at AdventureTest? That already has villagers, who even fight hostile mobs :-)

SuperCoder wrote:The store clerk would be found in here. This village would be made of houses (some occupied by villagers who will attack you if you attempt to modify their house) other that are empty and open for you to build in. Villagers would either have unlimited HP or respawn very fast. They would also have some guarding the gate of the village.

Right now, there's just a message that the villagers do not allow modifications to their village. That is far easier to implement than to actually send a mob out to fix damage done by a player. I'm planning to offer a possibility to buy village houses in the future. The mobf_traders cannot be killed. The villagers from AdventureTest protect each other.

SuperCoder wrote:Most of the village would be covered with a wall, however there would be a big entrance to the village in the front with nothing but guards. Villagers will NOT attack you unless you attack them or their houses/village. Villagers would also repair damage done to walls and their houses done by players or mobs

A wall around the village may only work for some village types.
A list of my mods can be found here.
 

playzooki
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Re: Mob Ideas

by playzooki » Tue Aug 05, 2014 20:40

id like to see mods that kill each other

fight! fight! fight!
 

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HeroOfTheWinds
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Re: Mob Ideas

by HeroOfTheWinds » Tue Aug 05, 2014 22:38

SuperCode wrote:I have a few ideas regarding mob mods:
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2. Bosses
These guys would spawn ONLY in their tower(s) and their towers (tall towers made of wood, cobble, and mossy cobble). Their would be a variety of bosses in their own unique towers. Their towers (depending on the boss) would spawn randomly (but sort of rarely) on a specific type of block (similar to the Prymide Mod). Once you can find their tower you can enter and start climbing up it and fighting smaller mobs on your way. Once you get to the top you can enter the Boss's room and he will lock you in to the completely inescapable area with an inactive portal and a chest. Once you defeat him the chest will become accessible and full of good items. Once you empty the chest the portal will become active and allow you to transport right next to where the tower was. Also when you teleport the tower will instantly disappear.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
3. Ore Mobs
These guys would spawn on the ore they are made of (a steel monster on a steel ore, a mese monster on a mese ore, etc.). These guys would need a weapon of their material to be defeated. They would also have a very large amount of hp.


Regarding bosses, the current basic mob APIs are a little too weak to make for a tough boss that wouldn't just be "cheap" and move like an idiot while having too much HP and too high of attack. There has yet to be a heavily modified version of a mob API to support pattern based attacking and interpolated movement (something that probably would have to be implemented in the engine first). I certainly like the tower ideas though, I AM working on automatically spawning "Dungeon Master fortresses" in CaveRealms (maybe I'll have a pic in a while).

As to the Ore Mobs, this could be expanded, but take a look at Zeg9's zmobs, which contain a Mese Monster that basically is a winged block of Mese spawning around Mese.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 


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