Exactly what I was thinking, these are really well balanced, with incredibly well throughout behaviours that have their own each unique strategies for countering. They're not harder because they are better than other mobs, they're harder because you have to consciously understand how to defeat them. Incredibly well executed.
don't be fooled, vampires and trolls are almost un killable bc of the fact that when they change states they become another entity which means they heal all they're health (at least in the version the steampunk lps modpack)
God i love the Starved Fossil mob, it has such a nice design and fits so well within the deserts! Also now you're obligated to make a mob based on the Irish Famine, would totally fit into vanilla :)
9:39 Magic combat is almost useless. That's why in my opinion there should be an enemy that can only be harmed by magic based damage (potions). In order to balance it out it should spawn either in the nether or in the end, so by the time players encounter it, they have already unlocked brewing
You can tell this is thought out. When you showed the sprinter I instantly thought "this will be horrible. I should suggest a stun to make them not overcrowd the player" and you had already thought to add it!
The door basher. A zombie that holds a door as a shield, not really its own mob but it is a unique enemy to fight. It primarily will shield arrows and most attacks coming straight for it. If you attack the shield with a sword or an axe you can break it. It has a limited amount of health, of which axes will deal a lot more damage than a sword. Once you break it the door basher will just be a normal zombie.
Funnier thing is that there actually IS a door zombie in a different related mod that also adds new enemies to the game, (Born In Chaos) it's called Door Knight. I don't think it has the mechanics suggested in the comment but it seems like a more armored variant of a normal zombie with the ability to block attacks and survive sunlight. It can also drop its door on death and can be used as an Iron Door. And yes, it's a PVZ reference, it has a bloody bucket on its head and even makes the titular metal *donk* sound effect when damaged.
A mob that uses a shield is something I've wanted for a while. I think this would work perfect and can double as a callback to PvZ. I also like the idea that axes aren't required, but do make the fight easier.
Minecraft really lacks mobs with interesting attacks other than the creeper. Everything just runs into you or shoots at you. I'd like to see more diverse attacks. Like a hulking beast that charges towards your position, but doesn't track so you can dodge out of the way. Or a plant monster that uses lingering poison clouds to force players away from it.
@@Wyi-the-rogueThe fire it leaves is interesting, since it forces you to adapt to a changing battlefield, but the shots themselves aren't really. Ghasts are pretty good by the same measurement.
Yup, I agree. I already wrote out a different comment saying something similar, but even in mods, I feel like a lot of hostile mobs can just repeatedly hit you over and over without much opportunity from the player to dodge, so a player has to either get strong armor and tank the hits or just stay out of range of the mob's hits from the get-go, which results in a lot of fights feeling "cheesed". A mob with a wind up punch or a charge could be cool. I think it would be good to incorporate that idea onto the Slugger or Tarantula since it would fit with their speedy vibe while adding a bit more variety than just "running at you but faster". Alternatively, that type of attack can just be added to a different mob entirely.
For your question, I'd love a new aquatic enemy that doesn't swim. I thought it would be some sort of undead tied to a chain attached to an anchor, which it would use to attack and pull you in towards it. It would also be more susceptible to tridents because people don't really use them that often. And if I were to give it a name, they would be called the Sullen, in reference to the second type of sinners in the layer of Wrath in Dante's Inferno (The passively wrathful).
I don't really like grabby mobs in minecraft cause they always teeter between unfair and harmless, tho if it just like a pull sort of a reverse knock back it could be fine. THO you could make it inflict a potion effect called like "lead weight" that causes you to be really heavy and sink super fast as if there were no water(still no fall dmg) like he's inflicting you with the same problem he has, could even maybe brew a potion of it out of some rusty chains he drops
Oh dear god please I want this so bad. Making a modpack for friends and currently with the pack's terrain mods the oceans are super deep. A mob like this would be fucking horrifying and I want that
I would love some underwater enemies! This is an often overlooked area, but there is potential for some crazy shit, like the leviathan from Cataclysm, the one from Alexs's Caves, and the one from doctor4t mod.
I would like to see some funny secrets, like a guy, who always spawns across the river from you and runs away while you are crossing this river. This secret would encourage players to build bridges, or spend enderpearls.
I love the idea of the equestrian, a fast mob that panics and flails around when hit is really cool, it would be even better if it could attack you during this state so you still need to keep your guard up while fighting other mobs requiring you to focus on multiple different areas. An idea that I have for a new undead mob would a shielded Zombie/Skeleton or somethinh similar, I find it really dumb how Axes and Piercing's main abilities are entirely useless in single player due to 0 mobs having shields, it would be such a cool mob idea if they added a shielded zombie that uses its shield to block attacks, it could move faster than regular zombies but due to it always wielding a shield it is slowed down, disabling its shield will prevent it from blocking attacks for a few seconds but will make it reach its full speed (around the speed of a wither skeleton but maybe a bit slower) however it is much more vulnerable in this state as it has much less health than a regular zombie. This could be a major buff to piercing and crossbows in general since bows are naturally much better due to the damage. Though i think it might be hard to counter early game so making the shield less durable, it could also make using an axe in bedrock edition as a combat tool as opposed to just a harvesting tool (the WEAPON smith literally sells it in both versions so i don't understand)
Me seeing this video: Huh, an expansion on enemies, that sounds a lot like one of my favorite mods, Enemy Expansion! Me watching the video: it IS that mod! This is one of my favorite mods!
oh man i really love that you incorporated the zombie horse! Your established principles on making these enemies are really smart and creative, hope mojang take notes from this!
How about some magic mobs with bizzare effects when you're near them? Like a creature that causes your arrows to sharply veer upwards, forcing you to adjust your firing angle. Or a mushroom creature that causes all your food (excluding potions and mushroom stew/suspicious stew) to be poisonous while you're in range of its toxic spore cloud. This could cause your hunger meter to be coated in purple slime until you're out of range.
Here are some of my ideas: 1 One that prevents a player from building away from encounters or rather helps other mobs get to the player 2 Something that encourages the player to wear armor that doesn’t just give them more armor. They need another way to defend themselves (for example parrying) and know that having netherite is not a garuntee to survival all the time. ie Give them a reason to wear armor that gives special effects 3 A mob that boosts xp dropped from enemies around the player. (Could be useful for farms) Enemy groups that conflict with each other like factions. Where the player may be a third party and could use that to their advantage.
so I had been playing this mod on a personal world, I do really enjoy it but I have some issues to report: The scorpion mobs are terrifying but from what I've seen they spawn in jungles and plains biomes (in this video you said they spawn in deserts so I dont know if that was intentional) both trolls and vampires have spawned in my very well lit mining areas (i dont know if they're supposed to spawn there) and the mod seems to be not very compatible with Born In Chaos (which is another mod that adds a lot of enemie varieties to vanilla mobs) Everytime I load up a world with them together the mobs from this enemy expansion seem to be everywhere but I never see any born in chaos fellas. I thought they would work really well together and make combat always an interesting experience with so much variety in both mods!
Awesome mod, i love playing it. This enemy expansion kind of mod is one of the first I search for while creating a modpack. There was primitive mobs for 1.12, and I see there is something better in its place for newer versions. Keep it up! Cant wait for the full selection in 1.20
If I were to add enemies to Minecraft: -A horde mechanic. I like the idea of hordes of enemies spawning that are supposed to be a challenge. Looking into the distance and getting a "first night" response after seeing a large group. Perhaps there are a few horde specific mobs that have very good loot, to reward a player for clearing a horde -I would love a "support" class of enemies. They'd obviously have to spawn alongside groups of existing enemies, maybe even in hordes. Mob healers, mob buffers and player debuffers could be fun. Examples of ideas for these include : . Ogre Spider. Irl this spider uses its large eyes to snipe prey with projectile webs. A ranged spider that shoots webs (that I'd imagine as a non permanent AOE projectile, rather than actual webs), as the player, that can drastically reduce their speed for a small amount of time. A player debuffer. .Brainling. A brain-like mob that is electrically charged. It can charge other mobs around it, giving them the charged effect, which adds a rapid after damage to attacks. Think a burn, or poison but incredibly quick. An enemy buffer. .Doctor. A Frankensteins monster style zombie in a doctors outfit. Lots of hp but slow. Heals enemies around it with its mind. I like the idea of a tanky healer, as it gives players a choice whether to try and kill the healer first, or the other mobs. An enemy healer. -More hyper-dangerous mobs like the vampire. I like the idea of seeing a mob you want to avoid, as it gives you a sense of progression when you can defeat it at a higher level of gameplay. I'm thinking stuff like werewolves or ufo's for this, as expanding the mob arsenal with other Halloween-y creatures seems fun.
@@jesusitabetances2435 true but imo there should be more, especially ones that spawn in tandem with other mobs. There's countless basic offensive mobs so some fun supports could be cool
@@jesusitabetances2435 I am open to criticism but I disagree with this too. I wouldn't consider a horde of piglins terrifying. Only the brutes which are in bastions. Additionally, I'm thinking wayyy bigger than a piglin horde and maybe with a boss bar. Perhaps you'd even get a cool item for beating the whole horde
I think It would be cool to have "non-default terrain" enemies, as most of the fights happen on land, so enemies underwater could get a little love, as such, a flying battle type combat could be cool to! Like using a flying mount or the elytra to battle some enemy that flies way to high to fight with a bow, or even above the build limit.
It would be interesting to see a weapon in fashion that does something if you twist it with the mouse in a special way. For example, a crossbow with endless shots that reloads when the player rotates around its axis, or a sword that deals critical damage if you move the camera from top to bottom twice.
this is genuinely maybe the best minecraft mob addition type mod i have literally ever seen. i am in love with how uniquely these are all made and how WELL DONE they are! Please keep it up, I think you are onto something really great here.
I feel like the phantasm armour should give you feather falling effect too considering you can brew potions of it from phantom membranes. Also the zombie head crab shouldn't be just your average pet after tamed. Maybe you can temporarily tame it until it starts to feel hungry or maybe it latches into heads of other mobs controlling them which gives us an even bigger ally.
An undead "captain" of sorts that spawns with 3 lackeys. One lackey is a flying ranger. One lackey is melee focused and tanky. The last is a lackey that heals/buffs the others. Meanwhile, the captain has damage resistance until his lackeys are killed. Oh, and he summons basic undead creatures, maybe the adorable zombie heads you added? Obviously this is more "boss" like, but these could spawn by themselves, or just do the 3 lackeys without the boss. Any variation really. Just an idea, thought it'd be fun to join the conversation ;P This mod is so good by the way, I am beyond impressed and this will likely be a staple for me.
Ooh, Absolutely love this idea! I've wanted to do a summoner mob for a while and this might be a good way of going about it! :D Thank you so much, super glad you enjoy the mod!
I think it would be really cool if there was a new boss with like 200hp and has some crazy melee and ranged attack and upon death it dropped an egg that you can hatch and keep it as a pet. The boss maybe could be a giant lizard that uses sound to attack.
A niche i wanna see in minecraft is a "Evil Equal", bascially the players skillset used against them. Dark link from zelda and the marauder from doom. Also a bonus idea: Hostile mob who gets "distracted and entranced" by a certain item or block
Amazing mod I absolutely love the variance of mobs if I were to add one, I would have a creeper based enemy that would spit out explosives instead of blowing up
These are actually... some great designs! I am very used to seeing some mods thaf simply go for their own "thing" isntead of following something closer to Minecraft's identity (nowadays at least), and there's no problem in that but, I just kinda wanted something that feels more "Minecrafty", and this is just exactly it! Great work my guy!
The Thistle. A thorny bush creature the size of a medium slime (with a cooky jack-o'-lantern esque face) found in most biomes. It spreads a carpet of thorns onto nearby blocks in a moderate radius to damage any player or peaceful animal standing on them. Kinda like evil Snow Golems crossed with an invasive weed. Focusing on creating unique ways to damage the player, I thought it'd be interesting to have a mob that spreads a carpet of thorns for a floor-is-lava dynamic. Probably best if the thorns are mine-able but not collectable and only eventually disappear.
A mob that I would like to see added would be a Clay Golem it would have half the hp and damage as an Iron Golem and be around the same size but would move a little faster than an Iron Golem and would naturally spawn in both woodland mansions where they would fight alongside the Illagers and in villages where they would fight alongside the Villagers not to mention they would also spawn in raids. (And also add the Illusioner)
I've played with this mod for so long, I really enjoy the enemies you've already made. I would really like to see an enemy that holds up a shield that requires you to break it with an axe. Something that I feel is missing is more "PvP" mechanics in PvE, since something like shield breaking is only encountered in multiplayer. The only instance that we get of shield breaking is Piglin Brutes breaking YOUR shields, but there isn't any opportunity for you to break another enemies shield in singleplayer. (Not sure if there is an enemy with this mechanic in the mod already, since I have not played Minecraft in a while)
I think headcrab-like zombies could be interesting enemies due to the fact that they can be tamed for short battles, but would create problems by making killed enemies into hostile headcrabs. But now it's just a copy of a dogs.
Been playing with your mod forever I LOVE IT! My absolute favorite is the meature! Although whenever its in a monster spawner it hasn't spawned for me (1.19.2) The vampire being a near match as favorite with the biter helmet being my favorite armor piece from any mod!
About your question, I'd personally start by rebalancing tridents. Right now they're only useful in early game (because in late game you can have enchanted netherite swords which are just better in every sense). But getting them during early game is very hard due to the low drop rates. And even when you do get them they probably have a very low use count making the trident useless unless you've got mending (and if you have mending you probably have better weapons). I think what Mojang was going for with the trident is kind of like what Terraria does. Terraria has tons of niche melee weapons that have a 1% chance to be dropped by enemies, like the Bat Bat or the Cascade. I think Mojang tried to make the trident a very niche weapon that makes you go "oh I didn't know this thing existed!". But since it's the only one it doesn't really work. I personally think tridents should be craftable and have tiers like swords do (wood, stone, iron, etc). But most importantly, tridents should be able to have sharpness 5. The fact that they don't renders them useless in the long run.
This mod is one of the best I've seen, and mostly because it actually takes into account what *would* fit in the game, rather than adding mobs for the sake of adding them. I'd love if you made a fabric version of this mod, as this is my go to mod loader... Thanks and good job!!
Thank you so much, that means a lot to me! I've tried very hard indeed to make it fit right in with the base game's content, and I'm super glad that comes across! :D Due to my limited budget and time, I can't get the mod ported to Fabric right now - But maybe someday in the future! Consider donating to the Patreon to help me make it a reality eventually ;D HAHA
I'd see to see more Spider Variants, perhaps some that make use of webs, spiders themselves seem a little underdeveloped when it comes to features and I think more can be done with them(You should also add support for spiders 2.0, or whatever the current version of that mod is now, for your current spider variant as well as your other walking bug mobs, at least if you haven't already implemented something like that). Might be cool to have a hostile bird mob, like Terror Birds, and maybe something based on the Thunderbird from Native America Folklore(Idk from which specific culture or cultures at the moment) More Biome Specific Mobs could good too, like for Jungles, Swamps, and Snow/Cold Biomes. We could use more Nether Mobs as well, like a Hostile Lava Mob, and maybe one or more Soul Sand Valey Specific mobs(Maybe something like the Headless Horseman). For the End, like how the Phantom was originally an end Mob, we could use a Hostile Flying mob in the end. Would also be cool to have some hostile mobs in the Mushroom Island Biome, perhaps something to make it worth going there.
The Ghoul. It looks like a zombie but lime green and skeletal. It has the ability to vomit a slew of rot that poisons you and deals more damage than a skeleton, but has less rage. It also is a bit smarter than the usual undead and runs under a tree or gets in a pool in case it sticks around till daytime.
I love this mod! You really steped up to the task and absolutely nailed it! One small change I had in mind, I think it might be a good balance if you made the Meat Chair/Meat Head pet burn in the daylight
Lots of super cool and vanilla feeling mobs! An idea I had from rewatching this video recently would be to increase the health and/or armor of some of the arthropod mobs, which not just makes Bane of Arthropods more useful, but also adds more realism! Something often forgotten is that a lot of arthropods are very durable for their size, meaning if they were scaled up into larger, fantastical versions they would be pretty tanky (the ones currently in MC like spiders and silverfish are fine though, as silverfish and most spiders are on the softer side of creepy-crawlies IRL), but the new mobs like the scorpion, ladybug, and maybe even the tarantula are contenders for buffs. (Also If you want to buff frailer, swarmier bug mobs you could buff their speed since Bane of Arthropods applies Slowness 4!)
Oooo!! I actually really like this idea!! My other mod, Overtime, actually makes certain mobs faster the longer they're targeting you, which could be perfect for the Arthropod enemies! :D (There's a vid on the channel about if if you want to check that out too!)
The Bog Blanket. A large, flat, carpet-like mob that spawns in Dark Forests, Swamps, and Lush Caves. They appear similar in colour and texture to nearby grass/moss and reveal a huge, toothy mouth across their top surface if you step on them, causing damage. They skulk across the ground but stop moving when the player is looking towards them.
I wish mobs would try to siege your base somehow. This would make base defense more interesting. Like in old minecraft when everyone would still try to build moats and walls to defend their base.
Been playing Minecraft for well over a decade and I gotta say, this is one of the best hostile mob mods I’ve used. Recently started a 1.20.1 world with this. It really does feel Vanilla+. The mobs make me feel uneasy every time I go into caves, which is something I haven’t felt in a really long time. The creeper variants in particular are kinda terrifying - so is the vampire. I’ve died to the Faller a few times now lol. Nice job with the mod.
This may be really ambitious but I always thought that Minecraft could use some form of a "Big danger to the world" type aenemy, like a Lich in a dark tower slowly gathering anarmy of skeletons, they could be plain old skeletons but there could be the armoured one, there could be the ones with spears and shields from MC Dungeons, there could be undead horse riders, but also just more variants of skeletons could be fun, I mean we have zombies, husks and drowned, skeletons only have the basic ones and Strays (I don't count wither skeletons to that bunch) A jungle skeleton, covered in moss could be fun. Also an idea for some sort of a pit trap/insect valley, remember the giant bugs from 2005 Kong movie? some place to which you fall where massive larvae are waiting to consume you would be wacky and cool! Oh and we could use more allies, possibly some new golems or a Bee Queen which we can befriend? and since we are on this topic and you already added wasps, how about giant ant colonies, there could be different ant species fighting between themselves and players could choose to join one side and possibly trade with ants similarily to how we trade with piglins
To answer your question, I would like to see some kind of swamp/mangrove tentacled sort of creature that would try to pull you into some sort of whirlpool. Also, I think it would be amazing and hilarious to have troll statues turn back into trolls during nighttime.
Building and breaking blocks is a large aspect of minecraft that aside from maybe silverfish and endermen/wither skeleton fights just arent used in combat. Id like to see some bosses or regular enemies that encourage you to place blocks, like some mob that charges you and takes damage upon running into blocks (similar to goats i suppose) And maybe a lich like enemy that dpawns blocks nearby, and breaking them deals massive damage to it. Could be considered a boss
You could add an enchantment to the crossbows called FURY it can go to FURY III fury I gives you fire aspect for 25% of your shots FURY II raises it to 50% and FURY III gives you 100% of your shots and strength one this is my idea so hope you like it !
The cauterizer, a nether mob that briefly sets you alight but inflicts you with a short-medium length fire immunity ~2-3 hearts afterwards, making them useful in a scenario where you’re surrounded by blazes or lava(?) It seems really annoying and situational, but I think if workshopped it could be a cool idea. Just something off the top of my head. Great work, and this looks like a really cool mod!
you could add Enemie Healers, i saw an Allay/Vex like mob at the left when you showed the mostly removed enemies, so as an idea you could add those green allay/vex like mobs as a summon from another mob just like evokers summon vexes, but these would instead of chasing the player heal nerby enemies, so you gotta focus on the "evoker like mob" so they dont summon more healers
This is utterly fantastic! You've clearly put a lot of thought into the design of these mobs. I really enjoy how you've approached reintroducing the danger of going outside at night, since sprinting has rendered the game far easier and made night pretty irrelevant. I do have a few critiques if you're interested: 1) The Starved Fossil is one of my favourites out of the set and I love the design, but I worry that the opening mechanic would be a bit unintuitive without watching your demo of how it works. Kind of like how there's no reasonable in-game way to know how to build a nether portal without having seen it done before by someone else. If I hadn't watched your video and just wanted to experience the new mobs by myself, I might not have known what to do with the fossil. As there are no other enemies in the game that double as a storage chest, perhaps texturing their faces to look more like a chest could better communicate that they can be opened? Something to that effect, anyway. 2) Flutterflies might have a similar problem. Great idea, but not sure how the player could ever figure out that they can be bottled. Most of Minecraft's mobs can be pretty well understood by new players; they have clear 'affordance'. Perhaps if Flutterflies were dripping with nectar, you might be able to guess the bottle mechanic, but they don't look small enough to fit in a bottle (nor a bucket) and no other enemy can be bottled in this way. Bottling them also removes their risk factor entirely which may or may not be what you're going for. Perhaps simply having them drop an edible Flutterfly nectar/wing/flower would be more straightforward? Also, personal note, I'd love if the Flutterflies had a more contrasting body compared to the wings so I could see their faces more clearly. Mobs' faces give them a lot of character. On a similar note, it might be nice if the zombie variants had sightly different faces too, as zombie faces are already everywhere and it could make them feel more unique. 3) Love the Ladybug! Though again, I'd never guess to feed them spider eyes. The healing eyes are quite intuitive once you have them though, since right clicking to eat them is the first thing you'd try. 4) Making Phantoms more useful is a great idea, but they're still fundamentally flawed to me, since they encourage more sleeping, which trivialises the night time rather than punishing players for skipping the night too often. That said, this means you're forced to stay awake if you want the special armour which is a great idea since it's challenging, but there's also no reason *not* to skip night once you have the armour, making it less useful. I'm conflicted. They also aren't a very intuitive mob to begin with, so... good luck figuring it out! :) The vampires, trolls, scorpions, and sprinters are truly perfect. I adore them. Minecraft already had a theme of including classic horror monsters (zombies, skeletons, even slender man) so vampires fit particularly well and I love their creative mechanics. Looking forward to seeing more.
I think there should be mobs that expand on the magic mechanic. Magic attacks will pierce strait through armor, which is an interesting mechanic. I would add more mobs that deal magic damage, alongside ways to deal it yourself and ways to protect from it. Some mobs will also gain magic damage instead of or alongside physical damage. Elemental mobs like blazes and breezes now deal magic damage, alongside shulkers, the ender dragon, guardians, and probably a few more. New mobs added would either deal magic damage or be protected from it, or both. Some could also give status effects to other mobs, like armor piercing, which is something unseen outside of witches (very rarely) And then, of course, there would be new weapons. Wands would cast a usually magic spell when attacking, but they often have a decently long cooldown, and every wand only has one spell. There would also be an update to potions so that they are more intuitive and useful. There would also be enchantments to convert some physical damage to magic damage. Then, there would be armor. There would be new amythest armor that is especially magic defensive, but not very physically defensive. Of course, there would also be an enchantment to convert part of physical defense into magic defense.
Some sort of swamp dwelling mob could be cool. Kinda like some sort of biological iron golem. A giant lumbering figure made of moss and other things from the swamp. Maybe looking a bit like a fish? Or betrer yet, a GIANT TOAD. Usualy hiding in the ground or water compleatly dormant with only a piece of it sticking out over the surface to indicate where it is. If approached it would be spooked and immidietly go on the offensive to protect its swamp at all cost, even attacking other hostile mobs if woken up by them, its moves consisting of powerfull but telegraphed swings of its arms that disable and demage shields, and lastly... A vine or tongue attack... A ranged move that pulls people to it if they are too far away and are just trying to cheese its slow movement at long range or height where it cant reach. Monstly to prevent the darn pillar method from being abused, alternatively tossing stuff could work as an alternate solution with the projectiles dealing knockback but being blockable with a shield, this mob would promote hit and run tactics while keeping yourself reletively close. This mobs main function is to add SOMETHING intresting and threatening to the swamps as for now in the game those are severely lacking in anything of the stort, they have no exclusive hostile mob to them so this could fix the issue. But it could have a diffrent function too, if you were to show it you are not a threat to its home or life(probably by waking it up by sneaking to it, and than tossing it gifts) this beast would become pacified. When pacified this thing will not despawn and instead will wander around functioning like... Well an iron golem, or just sleep in the ground from time to time. Going after other hostile mobs and even coming to your aid if you are demaged by someone close by to it. It could probably use some passive regen too... Just so it can heal itself over time very slowly. Or a way to repair it like a golem. It could also be that before being pacified villagers and illagers fear it and golems attack it but when pacified they no longer do so, pillagers tho still would be afraid tho as it would still beat them up. Tldr, a swamp beast of sort to make the swamps more dangerous and intresting. One promoting hit and run tactics abd keeping at mid range. With a way to pacify it to get basically a less powerfull but versitile iron golem. Could be called "The lurker" or "monstrum" or simply "Swamp beast" Aldo movable with a lead if passive for conveniance sake.
Super cool idea! Swamps absolutely need more unique enemies, and I really like the sounds of this >:D May I potentially utilise something like this idea in the future?
Born in Chaos and Enemy Expansion are one of my most favorite mods, and the latest update has truly brought the best mobs while removing those that didn't quite fit. Hats off! As for suggestions, here are a few ideas: Abyssal Spider: A slightly larger spider with obsidian/purplish or black/goldish legs. It moves slower than regular spiders, but if it lands a hit, it blinds the player. Combat blindness can induce confusion and panic, forcing the player to find a quick solution. Spectral Hound: Possessing similar properties to a Vex, this enemy has lower health and deals minimal damage. However, it can pass through walls, making it exceptionally annoying. It has the ability to walk in the air and has a high spawn chance when a dog/wolf is killed. Hollow Guardian: A sizable mob surrounded by four shields. It can reflect any projectile type, is immune to fire, and has high resistance to blast damage. This slow-moving mob boasts a considerable amount of health but, if it manages to hit you, you'll receive Slowness 2. Engaging in melee combat is the only way to defeat it, making it a formidable opponent. Watch out, as getting hit by the Hollow Guardian could allow monster swarms to overwhelm you if you don't use a pearl to escape, for example.
I can think of the three main areas where Minecraft most desperately needs an Expansion on Enemies: The Oceans first and most of all (Preferably a different kind of mob for every ocean biome, hunting down boats is a MUST, boats are way to OP regardless if they're being used as intended or not), The End ( its the END of the game, and the only nonboss mob there is passive unless you look at it? There should be at least one legitimate, near- unavoidable threat! Maybe rarely some islands have a burrowing wyrm creature, so you have to be cautious on each new end island you reach, just in case one is lying in wait to ambush you), and finally, and this one is just personal preference as it definitely doesn't need enemies as bad as the oceans or the end - badlands. It's just such a unique biome, with all the gold and terracotta and surface mining shafts. I think there ought to be red sand Starved Fossils and a more dangerous scorpion variant there at least. Maybe some goblin raider hideouts? Also you didn't talk about those corpse fly things or the Rocky Roller dinosaur looking guy in the Dripstone caves! The Rocky Roller is legit my favorite and I was hoping to remember it's real name from this video lol 😅 10/10 mod excellent work
Thanks a ton! I agree with all of these - The End having some more unique mobs especially would be amazing. And sorry for not mentioning them, I was focusing on my own mod, haha!
i know this would sound controversial but i feel like we need more enemys like the creeper, can you imagine diffrent mobs can distory blocks too, they would be a rare mob of course
I would add some more under water mobs for sure. Let’s face it, drowned kinda suck. So I’d love more aquatic predators and monsters, and a better way to fight them or maybe even tame them.
ideas : a mob on the ceiling of a cave, waiting for players to jump on them, but to make them fair, they are glowing in the dark. As a design, I think a sort of "light" slime would be sick. I wish for a mob that you need to focus first, by enhancing other mobs.
I would add the Minecraft Earth exclusive mobs, such as: The Lobber, a zombie who can ‘lob’ rotten flesh at you. The Bouldring, a zombie that can climb. The viler witch, a stronger witch who uses invisibility potions and splash potions. A few others maybe as well.
As to your question, I think that a mob that isn't (much of a) a direct threat may be interesting. I'm sort of reminded of the ai of Grunts from Halo. By themselves, they don't do very much. Some of the time, they even run away from the player, until siding up with an Elite. Going with that in mind, it would be interesting to have a mob that can detect the player from father away, and instead of charging them, rallying nearby mobs/alerting them to your presence, and having them all attack the player at once. I have no idea how realistic this concept is, but the idea of maybe some kind of insectoid hissing really loudly while scampering around a cave to gather up zombies (like farm animals following a player holding food) sounds really neat.
Could you maybe do something with explosions, or even better, like maybe an over charged version of bow boosting, maybe like some sort of rocket jump? Idk just maybe a mob more… movement related.
Can't wait to see what else you do with this mod or any others you work on! For your question, if I added another mob to the game, it would be something that takes advantage of and could even slow down the attack speed. Maybe a larger wolf that's always hostile but can still be tamed and drops wolf pelt upon death as a stronger variant to leather.
This is so, so cool!! Uh.. If I were to add any mobs to Minecraft’s combat .. I’m not really sure. In general I’d love to see more illager types, more golems and expanded village protective, etc
This mod, and Born in chaos, are my favorite MCreator mods. They are SO good despite being from mcreator. Love it to the bones. Mob concept: support for range enemies; it hovers right above you (so in order to attack him you have to look directly upwards) and pulls you in air, lifting slowly and immobilizing.
I've been playing with it for the past few days and it's been the most difficult + infuriating time I've ever had playing minecraft. Good job making this lol
Oh, i know! You can add something like colored attacks from Undertale, which you can only dodge without moving, or vice versa, you can’t dodge while standing still.
When I first played Minecraft I was under the impression slimes disguise themselves as other blocks in caves, I don't remember why. It'd be interesting to see a mod disguising itself as an ore on the walls of a cave and attacks you if you try and mine it.
Followed the development of this for a while and I actually agree with you on it feeling too overboard and bloated. Not because of too many mobs though, but because of style. On one hand you had the absolute horror masterpiece that was the Kelpie alongside the panic inducing Troll and Wolfsbane, but placed in the same mod as an exploding cake goblin and a zombie with sprinting pants on. Felt like there was always mobs to disable spawning no matter what style of experience you were trying to go with. It might be worth looking into the idea of having two separate mods, one with the more eerie and gothic rpg enemies and one with the silly vanilla style enemies. Cutting the fat was the right move either way, even if I did personally love some of the more serious mobs.
Thank you for the comment! I've never strongly considered the stylistic separation between those two categories before, that's fair... The rebuild is definitely focused a lot more on serious presentation this time around, which I'm happy with. I wanna bring the Kelpie back in the future if I can help it!
I think a enemy that dont attack you directly but instead heal or/and buff other enemies, something like the enchanter from Minecraft Dungeons. It would add new layer od complexcity and challenge in minecraft combat, specially while fighting hords you maybe need to strategize to focus on this enemy.
I would add 2 species of kobolds, forest and cave kobolds, the forest kobolds look more like canines , they would attack if attacked or if you get too close to its village, they could attack with bows or sword jumping behind the player when taking some damage Whoever if you give raw chicken for one they would grant a effect that make em not attack you and if earning the chief trust he would grant you a helmet that makes the tribe not attack you The cave variant would look more like reptiles attackin the player and spiders, they can be calm down with spider eyes, they would poison the player on hit and dig down to attack sometimes You could tame both of them The forest variant by giving them honeycombs while having the chief trust and the cave one by giving them raw porkchops while calm