Mowzie's Mobs

Mowzie's Mobs

热度 752433707
最近更新11 个月前
强大的主世界敌人及更多! Powerful overworld enemies and more!

要实现啦!Mowzie’s Mobs正在发起一项Makeship请愿活动,以制作霜牙兽毛绒玩具!!请愿活动将于周六启动,我们需要在10天内获得200个认捐,才能让毛绒玩具得以制作。点击此处查看请愿活动,并在活动上线时接收通知!
https://www.makeship.com/petitions/frostmaw-plushie


Mowzie's Mobs为《我的世界》添加了各种虚构生物,以其独特的人工智能、丰富的氛围和流畅的动画为傲。在新的首领和敌人面前证明你的实力,并夺取他们的魔法能力为己所用。
由Bob Mowzie、Wadoo、VakyPanda、Noonyez、pau101和iLexiconn开发。

- 用于开发预览、Mowzie's Mobs讨论和格罗托表情包

- 查看独家的开发中预览内容、研讨我即将推出的内容,并对新的模组版本进行beta测试

- 获得以Mowzie's Mobs首领为特色的战利品

Mowzie's Mobs由 BisectHosting 荣誉赞助!租用一台已配置好的服务器,与你的朋友在线畅玩模组化的《我的世界》!在众多预集成的模组包中,在线直面Mowzie's Mobs的怪物!使用我的促销代码 mowzie 可在首月享受25% 的折扣。
1.12或更早版本需要安装LLibrary模组才能运行!
怪物介绍:
弗洛利亚斯

(FOHL-ee-ayth或fohl-I-ath)
这些潜伏在丛林中的植物怪物一心只想吃掉任何移动的东西!它们可能看起来像普通的蕨类植物,但当你靠近时就会现身。你无法靠得足够近去攻击它们,所以得想些别的办法来杀死它们!它们会掉落弗洛利亚斯种子。
要种植弗洛利亚斯,获取一颗种子,然后右键点击草地或泥土进行种植。在两天的时间里,每隔半天向幼年弗洛利亚斯投掷肉类物品来喂养它。然后,它就会成长为完全成熟的弗洛利亚斯。要小心:成熟的弗洛利亚斯不会被驯服,仍然会攻击你!

铁铸守卫

(FER-us RAWT-nawt)
多年前迷失在地下,这些身披重甲的骑士既不是人类,也不是雕像。它们在守护着什么吗?它们已经忘记了。它们在等待着什么吗?它们已经忘记了何时。它们在哀悼某人吗?它们已经忘记了是谁。它们只知道要杀死靠近它们密室的人。只有一种方法可以伤害铁铸守卫;它的弱点需要你去发现。

只有最勇敢的冒险家才敢挑战铁铸守卫。被击败后,铁铸守卫会为胜利者掉落它的铸甲头盔和千金属斧。右键点击斧头可进行大范围弧形攻击,按住Shift再右键点击会产生一道冲击波,将目标拉得离你更近。这两件工具都不会损坏。

霜牙兽

(FROST-mah)

霜牙兽是一种危险的野兽,很少在雪地地区被发现。它们体型巨大、速度惊人,还能喷出强大的冰息,几乎无人能敌。如果在旅途中,你遇到一只霜牙兽在你的道路上睡觉,最好还是换一条路走,让它继续躺着。这种野兽守护着一颗珍贵的冰晶,当手持它时可以释放出纯粹的冬日能量。

格罗托

(GRAH-tohl)

这些可爱的水晶甲壳类动物生活在地下深处的洞穴和峡谷中。它们有时被称为 “活矿石”,因其作为钻石的稀有来源而备受珍视。但只有动作最快的冒险家才能在它们挖洞逃走之前抓住它们;格罗托速度非常快,而且出奇地聪明,甚至会使用矿车来躲避追捕者。请记住,只有铁镐或更高级的镐才能穿透它们的钻石外壳。

灯笼怪

(LAN-turn)

灯笼怪点缀在黑森林的树冠上,像水母一样发光。有些文化认为这些生物包含着刚去世者的灵魂。还有些人会像对着星星许愿一样对着它们许愿。然而,冒险家们知道,灯笼怪体内发光的胶状物是一种很棒的发光小吃,可以在最黑暗的夜晚短暂照亮周围。

纳迦

(NAH-guh)

沿海悬崖是危险的地方。冒险家们讲述着一种名为纳迦的有翼毒蛇,它们速度惊人,还带有危险的酸性毒液。尽管这些龙很善于躲避,但一支精准的箭可以将纳迦从空中射落;在纳迦准备攻击时把握时机射箭,你就能轻松击败它。

纳迦的酸性毒液很致命,但实际上可以用来中和其他毒药。它们死后掉落的毒牙可用于酿造解毒药和预防药。

乌姆武萨纳

(单数:oom-voo-THAH-nah | 复数:ah-bah-voo-THAH-nah)

阿巴武萨纳是热带稀树草原的灾祸。这些像鸟一样的生物会烧焦它们走过的地面,毫无节制地猎杀动物。它们与悬浮在发光头部前方的面具融为一体。在战斗中,阿巴武萨纳轮流用爪子攻击敌人。每个狩猎群体都由一只乌姆武萨纳猛禽带领,它有着特别长的爪子,用于阻挡攻击。阿巴武萨纳使得穿越热带稀树草原变得相当危险,因为它们可以迅速包围猎物并展开追捕。被击败后,阿巴武萨纳有时会掉落它们的面具,玩家可以佩戴。每个面具都会赋予不同的小增益效果。

乌姆武蒂,太阳鸟

(oom-VOO-thee)

乌姆武蒂是阿巴武萨纳的创造者,居住在热带稀树草原树林中王座上的固定座位上。它从太阳汲取力量,召唤出日炎、太阳耀斑和巨大的太阳光束。它还可以从面具中创造出乌姆武萨纳追随者——包括被称为乌姆武萨纳鹤的治疗者——在战斗中保护它。因此,它戴面具的孩子们将它尊为神明。装备不足的旅行者应该与它的树林保持距离,以免被它的太阳魔法击中。

然而,那些足够强大并能击败它的人,会得到它的面具作为奖励:日之面容。这个面具允许佩戴者为面具注入生命,创造出乌姆武萨纳追随者。不幸的是,这个面具不会赋予佩戴者太阳魔法;这种力量是乌姆武蒂与生俱来的,因此会随着它的死亡而消失。也许还有别的办法……?

通比,雕刻家

(TOHNG-bee)

很久以前,碎地僧侣在地球魔法的研究方面引领着世界。他们用强大的地脉魔法将山脉和悬崖塑造成修道院——祈祷和自卫教育的堡垒。但那些日子已经过去了。如今,修道院废弃破败。一种名为崖怪的元素怪物涌入大厅,被残留的魔法吸引而来。

只剩下一位僧侣:通比,雕刻家。作为地脉魔法的大师,通比在修道院的庭院中等待,向访客发起一场跑酷挑战。从来没有一个弟子能成功爬上这艰难的攀登,但成功的人将配得上碎地僧侣的力量。雕刻家会授予他们一件强大的神器,名为碎地护手,它能让使用者掌控地脉魔法。

崖怪


和烈焰人、微风怪一样,崖怪是元素魔法的具现。它们被强大元素力量的地方所吸引,因此在僧侣消失后,它们涌入了碎地修道院。

它们死亡时会掉落崖怪之杖,用于修复地脉魔法物品并开启雕刻家的考验。

展示

未来计划

宠物纳迦!也许还能骑乘?
宠物格罗托!如果你带它们到地下,它们会帮你在方块中寻找矿石。

要塞守护者 - 漂浮的护手,能抓取、猛击和拍打进行攻击。在要塞隧道中诡异漂浮,也许还能穿墙而过。
福本 - 恐惧之灵,生成于黑森林。挥舞恐惧魔法,手持灯笼,以及一把名为埃伊的黑暗注入长剑。与福本战斗需要谨慎而迅速地决定何时攻击、何时防御。
森林树精 - 作为对保护森林的感谢,会用她的魔法排箫交换玩家手中福本的灯笼。
比洛科 - 阿巴武萨纳的敌对生物。丛林群体猎手,潜伏在树冠上,然后扑向猎物。它们类人猿的特征、尖角、长爪和发光的红眼睛会让猎物心生恐惧。它们由一名施展月亮魔法的巫师带领。
云霭龙 - 飞行的蛇,头部和翅膀喷出云朵。在龙发动闪电攻击前,云朵会变成灰色。它在山顶巢穴中围绕着一颗蛋盘旋,击败母龙的玩家可以获得并孵化这颗蛋。
冬日秩序 - 一群居住在冰冻城堡中的冰法者联盟。

考虑中:
沼泽中的大型恐怖昆虫,也许还有与之相伴的大型恐怖蛙类生物
类似安康鱼的深海怪物
可以用物品从树木中创造出的树人。
可以用地脉魔法巨石创造出的傀儡。
驯蛇者 - 类人沙漠首领,生成于一座寺庙建筑中。他可以通过吹笛子召唤蛇灵,还能变成墙上的移动画来躲避攻击并在房间内移动。
就只是一只普通的龙。我想尝试一下这个永恒的怪物概念。

地狱中的熔岩海怪
在台地滚动的巨大岩石犰狳敌人。它们的外壳坚不可摧,但腹部很脆弱。诱使它们撞到墙上使其眩晕并翻身。

建议指南

我想为《我的世界》的每个环境至少添加一种怪物,而且我确实喜欢各种建议!但我对要做的内容非常挑剔。如果可以,我会采纳每个人的想法,但我只有这么多时间来开发内容。所以,以下是一些指南,帮助你的想法更好地符合我的标准。

不要建议的内容

我不会添加现有系列和媒体中的怪物。

我对直接加入现实动物不太感兴趣,除非这个概念有令人兴奋的创新。仅仅让动物比现实中更大并不令人兴奋。

我对现有神话中的生物不太感兴趣,除非这个概念有非常新颖的诠释。我对添加现有怪物的变体不太感兴趣,除非这个变体能直接扩展和增强原始怪物的特色。否则,我认为变体会让原始怪物变得不那么特别。例如,花森林中带花瓣褶边的弗洛利亚斯变体只会让找到原始丛林弗洛利亚斯变得不那么令人兴奋。而且,全新的怪物难道不是对我的开发时间更好的利用吗?

不要有破坏性行为或一击必杀的技能。

不要科幻元素。Mowzie’s Mobs是一个奇幻主题的模组。



“特色”

玩家倾向于拿着最强的装备冲进怪物战斗,然后不停地攻击怪物直到它死亡。但这很无聊。一个好的怪物设计会颠覆这种方式,让玩家在面对怪物时 思考
为了实现这一点,怪物需要一个特色——一个核心的游戏玩法和设计元素,让怪物变得有趣。这可以是一个弱点、一种优势,或者在游戏玩法中有特殊作用。怪物的所有能力和攻击都需要围绕这个特色展开,并以有趣的方式支持它。玩家应该能够了解并理解这个特色,并开发出新的策略和玩法。一个怪物之所以新,不仅仅是因为它看起来不同、名字不同,而是因为它让玩家以新的方式与游戏互动。

以格罗托为例。它的特色是一种你必须追着才能获得奖励的怪物——这在《我的世界》里以前并不常见。它对远程攻击有抗性,迫使玩家必须追着它用镐攻击。它可以跳进矿车逃跑。如果被追得太久,它可以挖洞消失。它的设计很可爱,死亡动画很让人怜惜,让玩家在追到它后会有一丝愧疚。所有这些都支持它的特色。(它还有一个围绕 “活矿石” 主题的次要特色,这使得你在杀死它时可以使用精准采集和时运附魔。)就是这样!它没有战斗能力,因为这不符合它的特色。

再看看乌姆武蒂。它的特色是一个强大的远程对手,但它不能移动。所以,它主要通过日炎和召唤乌姆武萨纳仆从从远处造成伤害。玩家无疑会靠近去攻击它,所以它会用具有高击退但几乎没有伤害的太阳耀斑把玩家推开,让他们回到日炎的攻击范围内。日炎一开始似乎是一种基本的远程攻击,但仔细想想,它们来自天空,聪明的玩家可以通过躲在下面或建造屋顶来躲避攻击。这是一个有效的策略,但一旦乌姆武蒂损失一些生命值,它就会获得新的能力来扩展它的特色,并打乱玩家的计划。它的太阳光束基于视线,但聚焦目标较慢,能攻击到躲在屋顶下用弓对着它的玩家,但攻击不到在日炎中快速奔跑的玩家。它的超新星技能是专门为了对付那些在它旁边的屋顶下或王座下把自己围起来的玩家而设计的。它会在周围造成巨大伤害,但需要很长的充能时间,这让没有把自己围起来的玩家有时间逃脱。它只会把怪物举起来并拉向自己,从而伤害那些在它王座下挖得很深并试图用箭射它屁股的玩家。每个能力都有其目的,相互配合并支持这个特色。它很精简:只有5个能力。如果我给乌姆武蒂一把大木棒来挥舞,可能看起来很酷,但这完全不符合它的特色——所以我没有这么做。

设计怪物很难,也需要时间。但我不需要一个建议里有完整的设计。我收到的一些最好的建议只是我没想到的很酷的特色。认真思考,找到那个特色。


想出特色的小贴士:


- 想出一个玩家可以使用的策略、物品、工具或增益效果,然后设计一个要么能克制这个策略,要么对这个策略很脆弱的怪物。例如,巴拉科亚对范围攻击很脆弱,因为它们专注于围攻玩家。铁铸守卫对弱但快速的武器有抵抗力,因为每次它的弱点暴露时只能受到一次伤害。霜牙兽对速度药水很有效,因为它可以冻结玩家并抵消他们的移动增益。


- 上述内容更极端的版本是,让通常对玩家有帮助的东西伤害他们,反之亦然。一个首领可能只有在玩家生命值低于一半时才能被攻击——再生和其他治疗效果会让首领更难被击中。火焰伤害通常会伤害玩家,但它能让玩家摆脱霜牙兽的冰冻效果,所以很有用。


- 给怪物一个 “资源”。资源是怪物用来与玩家战斗但数量有限的任何东西。这可以包括强大攻击的弹药、特定条件满足后的治疗或增益效果。这使得战斗比只是互相攻击有趣得多;怪物会试图积累这个资源,而玩家会试图限制它。关键是让怪物获取资源的方式和玩家限制资源的方式变得有趣。例如,一个怪物在附近的火焰方块越多时会变得越强——怪物在点燃地面时会给自己增益,而玩家可以专注于灭火,让首领再次变弱。也许一个怪物每次受到伤害时都可以使用一个大火球——玩家会专注于尽可能少的攻击次数杀死它,而怪物会专注于受到多次小伤害。

-


It’s happening! Mowzie’s Mobs is launching a Makeship petition to make Frostmaw Plushies!! Once the petition launches on Saturday, we’ll need 200 pledges in 10 days to make the plushies happen. Check out the petition here and get notified once it goes live!
https://www.makeship.com/petitions/frostmaw-plushie


Mowzie's Mobs adds a variety of fictional creatures to Minecraft, priding itself in unique AI, rich atmosphere, and fluid animations. Prove your might against new bosses and enemies and claim their magical abilities as your own.
 
Developed by Bob Mowzie, Wadoo, VakyPanda, Noonyez, pau101 and iLexiconn.

 - for development previews, Mowzie's Mobs discussion, and Grottol memes

 - to see exclusive work-in-progress previews, workshop my upcoming content, and beta test new mod versions

 - for loot featuring Mowzie's Mobs bosses

 
 
Mowzie's Mobs is proudly sponsored by BisectHosting! Rent an already-configured server to play modded Minecraft online with your friends! Face the monsters of Mowzie's Mobs online in one of many pre-integrated modpacks! Get 25% off of your first month by using my promo code mowzie.
1.12 or earlier versions require the mod LLibrary to run!
The Mobs:
Foliaath

(FOHL-ee-ayth or fohl-I-ath)
These jungle-lurking plant monsters want nothing more than to eat anything that moves! They may seem like ordinary ferns, but they'll emerge if you come close. You can't get close enough to strike them, so find some other way of killing them! They drop foliaath seeds.
To grow a foliaath, obtain a seed and plant it by right clicking on grass or dirt. Every half-day for two days, feed the baby foliaath by tossing it a meat item. Then, it will emerge as a fully grown foliaath. Be careful: grown foliaaths aren't tamed and will still attack you!

Ferrous Wroughtnaut

(FER-us RAWT-nawt)
Lost underground many years ago, these heavily armored knights are not men nor are they statues. Are they guarding something? They have forgotten what. Are they waiting for something? They have forgotten when. Are they mourning someone? They have forgotten whom. All they know is to slay those who approach their chambers. There is only one way to damage a Ferrous Wroughtnaut; its weakness is for you to discover.

Only the bravest of adventurers would dare to challenge a Ferrous Wroughtnaut. Upon defeat, the Wroughtnaut will drop its Wrought Helm and its Axe of a Thousand Metals for the victor. Right clicking with the axe attacks in a large arc, and shift-right clicking will create a shockwave that brings targets closer to you. Neither tool can break.

Frostmaw

(FROST-mah)

Frostmaws are dangerous beasts found rarely in snowy areas. Their massive size, impressive speed, and powerful ice breath make them near-impossible opponents. If, on your travels, you encounter one sleeping in your path, it's likely best to take a different route and let it lay. The beast guards a precious ice crystal that can unleash pure winter energy when wielded.

Grottol

(GRAH-tohl)

These adorable crystal crustaceans live deep underground in caves and ravines. Sometimes called “living ore,” Grottols are prized as a rare source of diamonds. But only the quickest of adventurers can manage to catch them before they burrow away; grottols are very fast and surprisingly clever, even using minecarts to escape pursuers. Keep in mind that only iron or stronger pickaxes can penetrate their diamond shells.

Lantern

(LAN-turn)

Lanterns dot the canopy of roofed forests, glowing like jellyfish. Some cultures believe that these creatures contain the souls of the recently deceased. Others wish on them like stars. Adventurers, however, know that the luminous jelly inside lanterns is a great light snack that will briefly illuminate the darkest of nights.

Naga

(NAH-guh)

Coastal cliffs are dangerous places. Adventurers tell of winged serpents called nagas with impressive speed and menacing acid venom. Though these drakes are evasive, a well-placed arrow can knock a naga right out of the sky; time your shots to hit when the naga is preparing an attack, and you can defeat it with ease.

Naga acid is deadly, but can actually be used to neutralize other poisons. The fangs they drop upon death can be used to brew poison antidotes and preventatives.

Umvuthana

(Singular: oom-voo-THAH-nah  |  Plural: ah-bah-voo-THAH-nah)

Abavuthana are the scourge of the savanna. These bird-like creatures scorch the ground they walk on and hunt animals with little restraint. They are one with the masks suspended in front of their glowing heads. In combat, Abavuthana take turns use their claws to slash at foes. Each hunting pack is led by an Umvuthana Raptor, which has extra long talons it uses to block attacks. Abavuthana make traversing the savanna quite dangerous, as they can surround their prey quickly and put up a good chase. When defeated, Abavuthana will sometimes drop their masks as items that the player can wear. Each mask bestows a different, small buff.

Umvuthi, the Sunbird

(oom-VOO-thee)

Umvuthi is the creator of the Abavuthana, residing in a stationary seat upon a throne in savanna groves. He draws his power from the sun, calling forth sunstrikes, solar flares, and massive solar beams. He can also create Umvuthana followers - including healers called Umvuthana Cranes - from masks to defend him during combat. As such, his masked children revere him as a god. Unequipped travelers should keep their distance from his grove, lest they be smitten by his heliomancy.

Those strong enough to face and defeat him, however, are rewarded with his mask: the Sol Visage. This mask allows its wearers to breathe life into masks to create Umvuthana followers. Unfortunately, the mask does not bestow heliomancy upon its bearer; this power is innately carried by Umvuthi, and thus dies with him. Perhaps there is another way...?

Tongbi, the Sculptor

(TOHNG-bee)

Long ago, the Earthrend Monks led the world in the study of earth magic. They used their powerful geomancy to shape mountains and cliffs into monasteries - bastions of education in prayer and self-defense. But those days have passed. The monasteries stand today abandoned and dilapidated. Elemental monsters called Bluffs flood the halls, drawn to the magic left behind.

Only one monk remains: Tongbi, the Sculptor. A master of geomancy, Tongbi waits in the monastery’s courtyard, challenging visitors to a parkour test. Never before has a disciple reached the top of this arduous climb, but the one who does will be worthy of the power of the Earthrend Monks. The Sculptor will grant them a powerful artifact called the Earthrend Gauntlet, which gives its wielder control over earth magic.

Bluff


Like Blazes and Breezes, Bluffs are elemental magic given form. They are drawn to places of immense elemental power, and so they infested the Earthrend Monasteries after the monks disappeared.

They drop Bluff Rods on death, which are used to repair Geomancy items and to start the Sculptor's test.

Showcases

Future Plans

Pet nagas! Maybe rideable?
Pet grottols! They'll search for ores through blocks for you if you bring them with you underground.

Strongholder - Floating gauntlet that grabs, pounds, and swats to attack. Floats eerily through stronghold tunnels, maybe passing through walls.
Phoben - Fear spirit that spawns in roofed forests. Wields fear magic, a lantern, and a long, darkness-infused blade called Ej. Fighting the phoben will involve carefully but quickly deciding when to strike and when to block.
Forest Dryad - Will grant players her magic pan flute in exchange for the Phoben's lantern as thanks for defending the forest.
Biloko - Rival creatures of the Abavuthana. Jungle pack hunters that lurk in the canopy before leaping down on their prey. Their simian features, pointed horns, long claws, and glowing red eyes strike fear into their prey. They are led by a warlock who wields moon magic.
Nimbus Drakes - Flying serpents with clouds billowing from its head and wings. The clouds turn grey before the drake unleashes its lightning attacks. It circles an egg in a nest on the top of its mountain, which can be claimed and hatched by the player who defeats the mother.
The Winter Order - A league of cryomancers residing in a frozen citadel.

Considering:
Large, scary insects in swamps, maybe large, scary frog-things to go with them
Anglerfish-like deep sea monster
Ents that can be created from trees using an item.
Golems that can be created from Geomancy boulders.
Snake Charmer - Humanoid desert boss that spawns in a temple structure. He can summon snake spirits by playing his flute, and can transform into a moving painting on the wall to dodge attacks and move across the room.
Just a plain dragon. I'd like to try my hand at this timeless monster concept.

Lava kraken in the nether
Giant rocky armadillo enemies that roll around mesas. Their shells are impenetrable but their bellies are vulnerable. Trick them into rolling into walls to stun them and flip them over.

Suggestion Guidelines

I'd like to add at least one mob for each of Minecraft's environments, and I do like suggestions! BUT I'm very picky about what I work on. I would add everyone’s ideas if I could, but I only have so much time to develop content. So, here are some guidelines to help your ideas better meet my standards.

What not to suggest

I will not add monsters from existing franchises and media.

I’m not interested in directly implementing real animals unless the concept has an exciting spin on it. Simply making the animal bigger than it is in real life is not exciting.

I'm not interested in creatures from existing mythologies unless the concept is a really original take on it. I’m not interested in adding variants of existing mobs unless the variant directly expands on and enhances the hook of the original mob. Otherwise, I believe variants make the original mob less special. For example, a petal-frilled foliaath variant in flower forests would only make finding the original jungle foliaath less exciting. Besides, aren’t brand new mobs a much better use of my development time?

No griefing or one-hit-kill moves.

No sci-fi. Mowzie’s Mobs is a fantasy-themed mod.



The “Hook”

Players are inclined to rush into mob battles with the strongest gear they have and simply hit the mob until it dies. But that's boring. A good mob design subverts this approach and makes players think about the mob encounter instead.
To achieve this, mobs need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.

Take the grottol for example. Its hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.

Now take Umvuthi. His hook is that he’s a powerful ranged opponent, but he can’t move. So, he mainly deals damage from far away with sunstrikes and summoned Umvuthana minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Umvuthi loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Umvuthi a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.

Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.


Tips for coming up with a hook:


- Think of a strategy/item/tool/buff players can use, then design a mob that either counters or is weak to that strategy. For example, Barakoa are weak to area attacks because they focus on swarming the player. The Ferrous Wroughtnaut is strong against weak-but-fast weapons because it can only be damaged once every time its weakness is exposed. The frostmaw is effective against speed potions, because it can freeze players and nullify their movement buffs.


- A more extreme version of the above is to make something that usually helps the player hurt them, or vice versa. A boss could be only damageable by players at less than half health - regeneration and other healing effects would make the boss harder to hit. Fire damage normally hurts the player, but it allows players to escape the frostmaw's frozen effect making it useful.


- Give the mob a 'resource'. A resource is anything the mob uses to fight the player, but has a limited amount of. This can include ammo for powerful attacks/heals or buffs after specific conditions are met. This makes the fight much more interesting than just whaling on each other; the mob will try to accrue this resource while players will try to limit it. The key is to make the way the mob obtains the resource and the way players can limit the resource interesting. For example, a mob could get stronger the more fire blocks are nearby - the mob would buff itself as it sets the ground on fire and players can focus on extinguishing the fire to make the boss weaker again. Maybe a mob gets to use a big fireball each time it takes damage - players will focus on killing it in as few hits as possible, while the mob will focus on taking many small hits of damage.

- Puzzles! While they are way harder to design, logic and reasoning challenges are super interesting. Finding the Wroughtnaut's weakness, realizing you can sneak into Barakoa villages, figuring out how to steal the ice crystal, and discovering that pickaxe enchantments work on grottols are all examples of puzzles. There are two important things to keep in mind, though. First, your puzzle needs to be understandable and solvable without consulting a guide or a wiki; players should be able to use preconceptions and in-game rules to find the solution. Second, the mob still needs to be fun even after solving the puzzle; players will solve the puzzle once, but encounter your mob many many times afterward.


- Play other games. Other video games are great sources of inspiration and can provide new insight into game design. See if you can identify the hooks of enemies you encounter in other video games and think about how those hooks could work in Minecraft.

These aren't the only types of hooks or ways to think of hooks, but I hope this helps get you thinking in the right direction.



Simplify

When it comes to mob design, less is more! Players need to be able to understand everything about a mob without consulting a wiki or a guide, so simplicity and succinctness is key. It also makes it easier for me to read and understand your idea; some of my favorite suggestions have only been a few sentences. If your ideas are paragraphs upon paragraphs of detail, your idea is probably to complex or convoluted. Here are some things to look out for.

Disjointedness - When features or mechanics of a mob don’t come together to support the hook, those ideas are disjointed. Imagine if frostmaws could teleport; it would certainly make them stronger in combat, but it doesn’t work with any of their other themes or abilities. If an ability doesn’t support the rest of the mob design, scrap it.

Redundancy - Think about what role a mechanic or ability fills in a mob’s design and make sure none of the other abilities are filling that same role. For example, a mob that can blind players probably wouldn’t also need an ability that lets it turn invisible. A mob that drops a powerful sword for players to wield probably wouldn’t also need to drop an axe. If two aspects of a mob overlap, pick one instead of both.

Numbers - Exact numbers for movement speed, mob health, attack damage, etc in mob suggestions do not help explain your idea and distract from the rest of the idea. I always change those numbers while playtesting anyway. Instead, try using qualitative descriptors for the mob’s attributes - “a lot of health”, “a little bit bigger than a player”, or “high damage” for example.

Lore - Mobs don’t need complicated backstories. In fact, leaving out a lot of the details behind a mob’s origin or story can help add to the mystery and interest behind the mob. That’s the beauty of ambiguity; players’ imaginations will fill in the blanks in more exciting ways than you can.



Gameplay First


Carefully consider the gameplay your mob introduces. Mowzie's Mobs is a mod for a video game, so before anything else, players' experiences need to be fun and engaging.

Fun, not frustrating - Nobody wants a mod that makes them feel cheated or frustrated. Features that punish players without their agency or force them into unwinnable situations create this sense of frustration, even if they sound like fun on paper. See below for a breakdown of common frustrating and not fun mechanics to avoid.

Idealism over realism - Minecraft is a video game, not a real-world simulator. Certain simplifications are in place to make gameplay simpler, more intuitive, and more fun. Livestock, for example, have a lot of such simplifications. They don’t have food or water needs and they can breed without any notion of male/female. It’s important to prioritize gameplay over reality in mob designs. Unless it’s necessary for a mob’s hook, avoid mechanics like mobs leaving corpses behind when they die or dropping items like “[MOB NAME] meat” or “[MOB NAME] skin”. Just because they would in real life doesn’t mean they should in-game.

Don’t break the rules - Certain gameplay mechanics are already established by vanilla Minecraft and are understood by players. Unless it is necessary for the mob’s hook, don’t break these rules. For example, players understand that undead mobs burn in daylight. So, if you suggest an undead mob, it should probably also burn in sunlight.

Use preconceptions - Players will try to apply their existing knowledge of fantasy and the real world to mobs. They might assume that a frog-like mob enjoys being brought bugs as a snack. They might assume that a necromancer-like boss can summon undead mobs. Don’t fight these tropes, lean into them and let them inform your mechanical designs. Players love it when their assumptions about a mob are correct. It helps them better understand what is going on and what they should do.


Keep it interesting - Players download mods to add new content to the game. Mobs that are mechanically identical to vanilla mobs don’t add anything new to the game and are often boring. Sometimes, even new mechanics are boring; a new mob that does nothing but bite and claw at players is not particularly exciting. Change and enhance the way players play the game with your mob.

What will players do? - Players will always find and take the most optimal action. Try to imagine a player encountering your mob and the actions they will take. If a powerful boss only drops coal, players won’t ever fight it; they’ll choose to get coal more safely by mining. If a mob offers players a choice, make sure that the rewards for each choice match the challenge. For example, a mob that is hard to kill but easy to tame should offer the player a greater reward for killing it; otherwise, players will only ever tame it. Make sure your rewards don’t make other rewards obsolete; a flying mount that is easier to obtain than an elytra makes elytras pointless.

Understandability - Players need to be able to fully understand a mob without consulting a guide or Wiki. Things that behave the same should look and sound the same. Things that behave differently should look and sound different. Mobs need to Telegraph their abilities and give players an opportunity to learn what they do and how to react to them. Mob weaknesses or taming mechanics need to be discernible through observation or clever thinking.

Balance - This goes without saying, but balance is extremely important. Rewards should be proportional to the challenges in their way. Particularly powerful rewards/mobs should have drawbacks or weaknesses. Keep in mind the stage of the game a player might face a mob or obtain a reward, and balance it to match; for example, no early-game weapon drop should be as strong as a diamond sword and no tamed mob should provide flight before a player obtains an elytra.


Fun, not Frustrating

Here are some common mechanics I see in mob suggestions that are almost always more frustrating than fun. You’ll notice a lot of overlap around player agency and unavoidable danger.

Punishment without reason - Anything bad that happens to players needs to be the players’ faults. Undetectable traps, invisible foes, random dangerous encounters all rob players of agency in what difficulties they face. Players need to agree to put themselves in danger by approaching a boss fight, entering a dangerous structure, or exploring a more dangerous biome/dimension.

Random/Unavoidable boss encounters - Forcing players to fight powerful mobs or bosses is very frustrating. Players need to be able to prepare for danger and choose when to face it. In most cases, players should be able to run away from an encounter if they feel they’ve made a mistake in taking it on.

Unavoidable attacks - Mob attacks need to be telegraphed and avoidable. Players should theoretically, if skilled enough, be able to beat a mob without getting hit.

Stealing items - Until a player dies, their items belong to them. Mobs that can take a player’s powerful sword that they worked so hard to make are infuriating and disappointing. Mobs that steal items from chests are even worse, as players likely won’t notice the theft until long after it has happened and can’t do anything to stop it.

Grabbing/immobilizing the player - This one is tricky, as there are ways to do this right. But generally, players don’t like having their controls taken from them. Anything that grabs or immobilizes the player should be brief and/or easily escapable through intuitive means.

Undetectable danger - Players need to be able to see or notice anything that might hurt them. Invisible traps or invisible mobs are, in effect, unavoidable.

Randomness - Randomness needs to be approached with care and restraint. Damaging players purely randomly robs players of agency and can count as an unavoidable attack. For example, a chest-mimic mob that immediately damages a player that opens it would be, in effect, unavoidable. Such a mob would need an indicator that it is a mimic so players can learn to avoid it, or a telegraphed moment before attacking so players can react to it. Another example of frustrating randomness is when the same ability/mob hurts a player by random amounts. Players will become confused and frustrated if a mob’s fireball projectile deals 2 damage the first time it hits and 10 damage the next time. Instead, some sort of indication is necessary to communicate the increased danger.

Griefing - Players work hard to build their bases and become very invested in their creations. Mobs that destroy their hard work by blowing up walls, setting fire to things, raiding players’ homes, or even placing/replacing blocks are frustrating and not fun because they ruin players’ hard work. Even mobs that damage the landscape can create eyesores and frustrate players that value aesthetics. Avoid griefing if possible, or limit it to places players won’t build in or see often. Alternatively, limit block breaking/placing to be temporary effects.

Hyper-specific weaknesses: Mobs that can only be damaged with a particular item (tridents, tnt, etc) are frustrating, as players who aren’t equipped with these items will find themselves unable to fight the mob. Instead, consider making the mob weak to a broader class of items or damage types (projectiles, explosion damage, water).


The Design

A mob’s design is just as important as its gameplay. What it looks like, its personality and atmosphere, and the story it tells are key to a compelling mob idea.

Fitting in - A mob needs to match the environment and atmosphere of the location it is found in. A mob with water-themed abilities shouldn’t appear in dry deserts. An intense brutish warrior might not fit so well in the peaceful flower forests. An acrobatic flying beast might not be the best fit for low, murky, still, and slow swamps of the world. Consider not just the content of the environment, but the intensity of that space as well. Certain biomes, like plains and forests, are more “pedestrian” than their extreme counterparts, like deserts and jungles. The mobs in these biomes should reflect that, with less difficult and less exotic creatures in the pedestrian environments of the world.

Making sense - Think logically when developing and expressing the story of your mob. If something doesn’t make sense, change it. For example, a race of aquatic warriors would be strong swimmers and likely wouldn’t be found in boats. A mob that eats fish shouldn’t be spawning in deserts. On a similar note, it’s a bit strange to see sentient/civilized mobs wandering around randomly in the wilderness; they often feel out of place. Try to convey what the mob is doing there or consider placing such mobs in structures to better anchor them in the world.

Match the mechanics - A mob’s appearance and setting is the first thing a player notices about it. These design elements need to be directly informed by the mob’s gameplay and mechanics. For example, a mob that has ice abilities shouldn’t be bright red and spawn in forest biomes. A mob that attacks a player on sight should look scary and mean, not cute and cuddly. This ensures that your design clearly communicates to players what your mob does.

Mowzie's Mobs License and Terms of Use:

All Rights Reserved unless otherwise explicitly stated.


This document will outline the terms of fair use of intellectual property (including ideas, names, code, models, textures, sounds) collectively comprising the modification "Mowzie's Mobs" for the video game "Minecraft". All assets and ideas present in the mod are property of the individuals aliased "Bob Mowzie" and "pau101" with the following exceptions: code present in packages labeled "LLibrary", code annotated through comments or filenames to credit another author, and sound assets edited from other media (specifics listed in "Credits" section of the mod description on Curseforge).

Cases of private use do not fall under purview of this license. This includes standard modded play, private modpacks, or customization through configuration files or direct editing of modded contents as long as the project, associated files, or related media content (i.e. Youtube videos) are not made available to the public. Any use of Mowzie's Mobs intellectual property that is distributed or made available to the public (via download, screenshots, video media platforms, etc) becomes subject to the constraints presented in this license.

Credit Constraints
All use of Mowzie's Mobs intellectual property must credit the original mod by name ("Mowzie's Mobs") with some form of access or direction to the official mod page on Curseforge (found at this URL: https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs). Distributors may not claim authorship or ownership of Mowzie's Mobs intellectual property.

Profitability Constraints
Direct sale of Mowzie's Mobs content or assets is strictly prohibited. Ad revenue and download-link revenue is acceptable provided all other terms of this license are met.

Non-Compete
For projects utilizing Mowzie's Mobs ideas, code, or assets, competition with the original mod is not permitted. A project is considered in competition with Mowzie's Mobs if it offers to players gameplay features or interactive content from Mowzie's Mobs on the Minecraft Java Edition or Minecraft Bedrock Edition platforms.

Non-Imitate
Projects not directly utilizing the complete original Mowzie's Mobs mod may not present themselves as affiliated with the official Mowzie's Mobs mod. Such projects must denote their status by including the phrase "Unofficial", "Fan-made", or any other equivalent language somewhere clear and readable to players on any platform showcasing the project.

Non-Manipulate
Alterations to the ideas, assets, and source code from Mowzie's Mobs are permitted so long as such changes remain faithful to the source material. This can include integration with modpacks or story-related changes for modpacks, adventure maps, and video content. Exceptions to this clause can be made on a case-by-case basis; please contact Bob Mowzie if you are planning more drastic changes to Mowzie's Mobs for a project.

The author of Mowzie's Mobs, Bob Mowzie, reserves the right to alter this license as necessary to protect his work in the future.

Frequently Asked Questions:

I wish I could respond to every comment from the community, but doing so takes up a lot of time and involves answering a lot of the same questions repeatedly. As such, I've listed my answers to popular questions here and will no longer reply to questions answered by this FAQ.

Why were the Barakoa changed to the Abavuthana?
Please read my statement announcing the change. It will explain: https://www.youtube.com/channel/UCD4MbLGV73aB99lrXbAlJDw/community?lb=Ugkxym5AKgYt7WXzrKDfo4AuYCxApc2v4fUuhttps://www.twitlonger.com/show/n_1ss9ifk

My game crashed! What do I do?
Thanks for reporting the crash! It's very important that I hear about crashes so that I can fix them in future releases. But in order to help you, I need to see the crash log. Please upload your crash log to a website like Pastebin and link to it in your comment or Github issue!

Are you going to release the mod for Minecraft 1.20?
Yes! This version port is being worked on right now. The 1.20 port will be released as the next mod update. I have no idea at all how long it will take. The new sculptor mob will come after the port.

Will you maintain the 1.12-1.18 versions of the mod after updating to newer Minecraft versions?
Porting forward takes a tremendous amount of work and time, and porting backwards will take just as much. I will continue to fix bugs in the old versions, but no new content will be added to it.

When will the update be ready?
I really don't know! I would tell the community if I had a date in mind. I work on the mod in my free time, which can be very unpredictable. I also don't know if I'll get stuck fixing a bug somewhere. I'm not a professional studio with a release schedule, I'm just a guy with a hobby.

Will you create a Fabric or Quilt port?
No, sorry. This would require me to reprogram the mod from scratch. It would take far too long to do.

Will Mowzie's Mobs mobs spawn in modded biomes, like those added by Biomes O Plenty?
Yes. Mowzie's Mobs uses Biome Tags from data packs to determine spawn locations. As long as the modded biomes are tagged correctly, my mobs will spawn in them.

If I add Mowzie's Mobs to a preexisting world, will the mobs still spawn?
Yes, but you will have to travel to new chunks to find certain mobs like the Wroughtnaut, Frostmaw, and Barako. These mobs spawn during world generation as structures instead of over time.

Does Mowzie's Mobs work on Bedrock/Pocket Edition?
Yes! There is an official Mowzie's Mobs Bedrock Add-On! Get it here: https://www.minecraft.net/en-us/marketplace/pdp?id=9afc43e7-dc2c-44c0-a3b8-7107fa9da196

 
Sources Used:

Some sounds edited from:

Super Smash Brothers Ultimate

Pokken Tournament DX

Dota 2

Credits:

The Mowzie's Mobs Team:

Bob Mowzie (https://x.com/bobmowzie)

Wadoo (https://x.com/Wadoo_Gazoono)

VakyPanda (https://x.com/Panda1Vaky)

Noonyez (https://x.com/noonyeyz)

pau101 (https://paulf.me/)

Contributors:

Sculptor texture by Probleyes (https://x.com/probablyeyes)

Foliaath textures by Monky (https://x.com/MonkeyMork)

Ferrous Wroughtnaut by Frenderman (https://x.com/Frenderman2)

Lantern textures by ron0mc (https://x.com/ron0mc)

Naga textures courtesy of Lk_ (https://x.com/ln23143363)

Umvuthi and Umvuthana sounds by MrCompost

Sculptor’s Theme composed by Nicholas Escobar (https://nicholasescobar.com)

Petiole music disc by LudoCrypt (https://ludocrypt.bandcamp.com/track/petiole)

Frostmaw and Wroughtnaut boss music tracks by Rotch Gwylt

(https://www.youtube.com/channel/UCW-dK8RVFOste3gk-BZhqyw/videos)

Umvuthi boss music track by Flowerhead Music (https://twitter.com/flowerheadmusic)

Umvuthana Grove and Monastery builds by TheMaximusJk (https://youtube.com/@themaximusjk?si=eQU853M6Jf8LHTMl)

Thank you to Restioson for naming Umvuthi and the Abavuthana, and for miscellaneous cultural consultation.

Very special thanks to RafaMV for his collaboration on animation tools.

Thank you to min01 for porting Mowzie's Mobs from 1.18 to 1.19!

Thank you to AzureDoom for updating the 1.16.5 version to work with newer Geckolib versions!

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