Mobs, dammit!
We've been discussing mobs recently, but any topic related to it had devolved into offtopicness. We need to decide what mobs will be in FC, what their purpose will be, and a basic concept of their appearance.
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Re: Mobs, dammit!
Idea:
Have the often-mentioned NPCs be basically recruited villagers, insert a mechanic so that every spawning planet has at least 1 village, add some code to ensure they can´t just die out (maybe village respawns somewhere else?) and improve Villager spawn-mechanics.
Have the often-mentioned NPCs be basically recruited villagers, insert a mechanic so that every spawning planet has at least 1 village, add some code to ensure they can´t just die out (maybe village respawns somewhere else?) and improve Villager spawn-mechanics.
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Re: Mobs, dammit!
Sandworm: Native to desert planets, burrowing into sand it it's main form of locomotion.
Kraken/Leviathan: Deep sea monster, either a large squid enemy (kraken) or giant serpent-like creature (leviathan).
@Ivan: I think testificates should be done away with. NCPs should be more like those in Millenaire. Players should have to supply housing for the number of usable NPCs to increase.
Kraken/Leviathan: Deep sea monster, either a large squid enemy (kraken) or giant serpent-like creature (leviathan).
@Ivan: I think testificates should be done away with. NCPs should be more like those in Millenaire. Players should have to supply housing for the number of usable NPCs to increase.
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Re: Mobs, dammit!
"Libyera" Raptor like animals that have horns on there heads, and run on 4 legs, are cold blooded, move in packs, and are very fast yet like 12 half hearts
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Re: Mobs, dammit!
Sandworms = F*** YO TOWN!
I would use them sparingly.
I would use them sparingly.
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Re: Mobs, dammit!
The only mobs I approve of are NPC goblins/humans. Preferably humans. And perhaps the occasionally OP space-monster...
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Re: Mobs, dammit!
That would be easiest.
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Re: Mobs, dammit!
Not necessarily. I think it would be more fun to incorporate the pre-existing Mineceaft story. We already have Testifticates, why not utilise them as a slave work-force?fr0stbyte124 wrote:That would be easiest.
I consider Testifticates to be goblins, if that wasn't clear.
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Re: Mobs, dammit!
And alien wildlife?
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Re: Mobs, dammit!
Not approved by Mackeroth => not in FCTacokingbob wrote:And alien wildlife?
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Re: Mobs, dammit!
We need some interesting wildlife mobs and enemies, as we're getting rid of skeletons, zombies, creepers, and the Nether.
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Re: Mobs, dammit!
You can always try groveling.Ivan2006 wrote:Not approved by Mackeroth => not in FCTacokingbob wrote:And alien wildlife?
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Re: Mobs, dammit!
Well, I suppose we could have generic mob behavior, simple stuff, and just have a range of different models to stick on top of it... Although, they' really just be for ambiance. And meat.Tacokingbob wrote:And alien wildlife?
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Re: Mobs, dammit!
I could make a few, after me and prototype have alot more more vehicles in the content packDr. Mackeroth wrote:Well, I suppose we could have generic mob behavior, simple stuff, and just have a range of different models to stick on top of it... Although, they' really just be for ambiance. And meat.Tacokingbob wrote:And alien wildlife?