Golem: First of Stone

Golem: First of Stone

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Remaining Legends Golem ideas

Ultimushadow opened this issue ยท 9 comments

commented

I figured I would shoot you some ideas for the last couple golems from Legends, obviously the big guys are cooler but the little ones could be useful too! I use a scale of low/decent/high for stats but I think the balance comes down to your implementation. Better yet, add config options in case people want to balance them differently!

  • Cobblestone Golems - They're primarily melee fighters in game, but they also do massive damage to structures when in large numbers. In Minecraft, this could translate to a weak melee, decent health, high defense. Out of combat, an ability to harvest blocks, setting the golems to an area to dig. For balance, I think logs, dirt/grass, and stones should be the extent, no ores (in MC:L this is designated as Allays as well). As for how to implement that, I think you could add a block as a marker which the golems can be assigned to, and they will dig in a radius around it in correlation with how many golems there are. The blocks are not collected, however, this is for destructive purposes only.
  • Plank Golems - Pretty simple implementation, they're just weaker versions of the First of Oak. This is not in MC:L, but maybe you add the ability to load them with different types of arrows to shoot. Their base damage should be pretty tame since it's infinite projectiles, but if you add regular arrows that base damage increases, this way there's an incentive to actually utilize this feature. As for other stats, decent health and defense.
  • Grindstone Golems - These guys launch at enemies to stun them, this would be accomplished by inducing Slowness and Weakness when hitting enemies. They would have high attack, but a long cooldown period once they hit, and low defense and movement speed during that cooldown. Decent health.
  • Mossy Golems - Their little sprinkler healing is a perfect support unit for what's already been added, potentially add the need to charge them with glistering melon so it's not too unbalanced. High health but low defense.

Now, this is a stretch, but it would be cool to see the other mobs with their functionalities added as well, but they aren't golems... So, I suggest just making them golems anyways lol, this could be cool for a couple reasons I'll touch on in a bit.

  • Zombie Golem - These guys have a decent melee attack, decent health, decent defense. This is a middle of the road option for melee units because of the Illager and Cobblestone golems being in the game.
  • Skeleton Golem - Higher base attack than Plank Golems, and much longer range. However, to compensate, low health and defense.
  • Creeper Golem - Well, they're creepers so they would obviously explode. I think having them not damage blocks would be ideal since, if you want to break blocks with one time use explosives, use TNT. Low health and defense but high movement speed.
  • Illager Golem - High melee attack and attack speed but low defense and health. It would be interesting to give them a berserker feature that heals them a little on kill, though.

These units would all be 1.5 blocks tall, and could be used by the other mobs against the player occasionally as well. Some Illager Golems in a Woodland Mansion/Pillager Outpost, Creeper Golems in Jungle Temples, Skeleton Golems in Fortresses, and Zombie Golems in ruined Villages/during the large zombie raids. They would have red eyes in their texture and could drop some lapis which is what I imagine you use as the item to craft the golems to reflect MC:L.
Let me know what you think!

commented

Hey there, with the introduction of all four small golem variants, I wanted to share some thoughts on the balance of the golems overall!

Firstly, dropping the First's health to 500 is a decent change, 1000 is very high and while other mods might potentially introduce enemies to take them out, vanilla does not. There's a couple things I noticed about the First's though that I think can improve the feel while playing, namely their ai.
To start with, the First of Brick seems to only trigger when you've been attacked, which is useful but could be implemented to go into effect once an enemy is within range instead. Also, the Absorption effect is nice, but as this is a vanilla effect, it's easy to find instances where this no longer becomes helpful, like if the player has consumed an enchanted golden apple or another mod has granted the effect. I think instead, you could create a new "Brick Shield" entity, to be closer to MC:L. When a projectile hits the shield from the outside, it should flip its X and Z velocities but keep y the same. This avoids extra math needed to do true reflections and just sends the projectile towards the attacker. While inside the shield, you could give an attribute buff rather than a potion effect, as to not hit issues with other game mechanics. A small armor and armor toughness increase would be sufficient, I think.
The First of Stone seemed pretty well balanced, but the big slam attack does have the issue of missing - to the point that Cobble Golems are actually more effective in melee. The First tends to pause when being pushed around and takes a lot of hits while charging up, and then when it slams, the damage drop-off is pretty serious, leading to underwhelming results, at least in my testing. I think that the First should have some sort of resistance while charging, and the hits should both do more damage and deal full damage within its range. While this seems like a hefty buff, I think it's merely bringing the First to what you actually intended. A Cobblestone Golem can take out a zombie without even getting hit, while the First takes multiple hits and has to swing several times.
The First of Oak actually has a similar problem, it is just outclassed by Plank Golems. While I think the Plank Golems should be nerfed, I also think the First should be buffed - the damage is good, but it can't compete with the fire rate of Plank Golems. Also, for some reason, the First's projectiles seem very slow, and they also tend to miss, much more than Plank Golems do. I propose the damage is raised, the projectiles should move much faster if possible, and the piercing should be more significant (a second target takes maybe a heart or two). I think the idea behind the First is "sniper", but it does not quite hit the range, damage, or accuracy. If these values went up, maybe fire rate going down can compensate, but to be honest any lower and the Plank Golems will still be better. Edit I misunderstood the AOE and assumed it was piercing - honestly I think piercing might be the better bet since the AOE is barely any damage from my testing!
The First of Diorite is cool and I love the little pawns, only one complaint which is it takes forever for that first batch to get up and going. I understand having a long cooldown, but I think the cooldown should work differently. It would check for the cooldown, and if it's been long enough, the First can get down and spawn immediately rather than waiting. Given every other attacking golem will jump on an enemy immediately, it's hard to justify bringing this First anywhere aside from the fact it looks awesome.

The smaller golems could use some balancing too, more nerf than buff here:
Plank Golems shoot fast and do decent damage - I think they should deal less damage if they are going to shoot that fast, it's almost not even a fair fight for a majority of mobs. Their low health is great as is.
Cobble Golems almost never get hit when attacking a melee mob bc of their knockback. I think they should deal less knockback, but I also think that their pathfinding could use a bit of an improvement due to them shoving each other around and most of them missing the mob. If more than three golems are locked onto an enemy, the extras are essentially wasted and should at least attempt to target another mob if they can.
Grindstone Golems are by far the most in dire of a buff. They deal a single heart per hit, which is much too low to be useful. They may have been intended to compensate due to their charge being a debuff, but it doesn't stun like in MC:L. It only deals knockback, but this is made entirely useless because they take damage every time they charge into a melee enemy. The mob being farther away means nothing if they ram into them taking damage each time. They need invulnerability while charging to make them even close to useful, and either a damage buff or an actual stun to complement that, otherwise this golem will just never be used.
Finally, Mossy Golems are very very powerful, I believe a longer cooldown is all they need though. As it is right now, with two of them in a group, your golems become extremely hard to kill due to the almost constant uptime of regen.

Lastly, I wanted to mention the controls. While I don't think the item implementation is the way to go in the long run, it's definitely a viable method and gets around keybind bloat. However, attacking mobs is rather obnoxious - the golems following you will not attack a mob unless you tell it to. This means a mob attacking you, or the other way around, will not proc them to any action, including the First of Brick. When you do tell them to attack, though, they wander and no longer follow you. This system is rather clunky and not the most intuitive, not to mention drastically reduces the usefulness of your golems (Especially the Firsts, who all need significant time to do anything noteworthy, which is not in their favor when the mobs are already closed in). At the very least, attacking/being attacked should proc the golems to defend the player without unbinding them from following.
Another thing is that it's very difficult to direct your golems to an area, which is interesting given the way the attack item is pretty much already there. The whistle should be changed to the following:
Right click will call, holding right click will end current tasks for nearby golems and call. Shift right click will release.
Left click will deploy 1 of a selected golem type, holding left click will deploy all golem, shift left clicking will change golem type. I think this could also be used to put the mining/attacking onto the same item as well - attacking would be left click, mining would be right click. I don't see much use for throwing golems, but it is kind of funny, I would say to allow throwing the Firsts purely for the hell of it because it really isn't that useful otherwise
I think the only other thing I found is that the golems are very chaotic when following the player. I wonder if it would be possible to give them a kind of "sub follow" target. The player could choose the order of golems to follow them, and the golems would then attempt to follow the golem type ahead of them rather than the player directly, one at a time for the first and two at a time for the regular golems. This seems pretty technical though, so I don't know if it would work very well, would definitely need some kind of custom ai. The player config would basically give each golem a value 1-8, and the golem would attempt to follow whatever golem is itself -1 until it finds a match (0 would be the player).

I should say, I do immensely appreciate the work put into the mod and it's a lot of fun having these guys in the game, this is by no means a demand, only a suggestion! Let me know if you have any questions about my findings

commented

Thank you so much for all this well-thought-out feedback! I will look over it and give some comments. I have been so focused on just developing the base functionality that i've barely thought about balancing much lol
I do agree with all or most of your balancing thoughts, so i might start working on those soon
For the dandori items, i was mostly inspired more by pikmin (hence the dandori name) rather than minecraft legends, which is why your followers will only ever attack specifically when you say they should. I agree that it is rather clunky and unsuited to what is currently available and will be switching it up for the most part. That's also the thought behind the dandori throw lol

commented

Oh, that makes sense! I really enjoy this mod as MC:L was rather fun despite the overall lack of gameplay, I look forwards to seeing what you tweak and add to the project
I enjoy play testing and game design so if you would like feedback on future features, I would be more than happy to contribute!

commented

Hey there, I saw the updates to the mod and I wanted to say they're all very good! The Firsts feel the right level of powerful, the regular mobs are not op but still very useful, and the banner looks really good in game!

When it comes to features, the banner is nice, is there currently a way to set the golems to "Patrol" instead of "Wander"? Sometimes I would like them to defend a certain location without wandering off, which seems is their favorite activity lol
Also, the terracotta golems don't want to leave me alone for some reason, even if I dismiss them they lock onto me again if I get near with the flag.
I was also thinking you could utilize the Copper and Tuff golems as combat units, with the Copper golem giving a small shock to enemies that chained between them if they were close enough, and the Tuff golems taunting an enemy and then temporarily turning into an invulnerable statue before taking a hit and then running away to repeat the process.
I was also also thinking about some synergies between golems (like the Mossy golem drenching mobs to take more damage from the chain shock, or mobs distracted by the Tuff golem get 50% more damage from a Grindstone hit since they weren't expecting it, etc) but that's definitely feature creep on my part ๐Ÿ˜… I love strategy games and making choices to boost effectiveness, if you're interested in at least hearing them out I can through out some more.

As far as balance goes I pretty much have no notes, besides the First of Diorite, as it is still lagging behind a lot of the other golems and does not quite hit the level the other Firsts are at. This is because while the spawning is a little faster, the limit to one does not distract enemies for long enough to avoid them dealing damage to the First. First of Oak can snipe mobs before they get close, Stone sends them flying into the air, even the regular golems can deal a ton more damage - and I think the fault isn't necessarily the First of Diorite's alone. The pawns are a good idea, I like the concept, but they are by far the least effective golem in the game. Their attack rate is slow, their attack range is small, their movement is unruly, their health and defense leave them dead in seconds, and they don't pull aggro off the First in time. I spawned 3 husks against all the other Firsts and three of each small golem, and (with the exception of the First of Brick and Mossy Golem) they all died very fast. The husks managed to take out over half the health of the First of Diorite in the same matchup, which tells me there's something very underwhelming in its implementation.

I have some suggestions to balance it back to where it should be (or at least, my interpretation of where it should be). In MC:L, the reason it worked was because the units it spawned were effective and actually defended it. I personally love the pawn idea and think you had a much better implementation in that regard, but as stated before they have little to no effect on the battle. I think you could fix this by doing a couple things:

  • First, return the spawn amount to 3 at a time, but keep the rate, it is not as strong as it sounds. Field tests are going to show more results than theory, and tests show that one at a time leads to the First taking constant damage
  • It keeps the faster spawn rate for two reasons, the mobs attacking it do not get distracted when the pawns are spawned so it's going to take hits anyways, and you can implement a 6 pawn limit, any time it spawns a new batch, any old pawns from 2 batches ago would die immediately.
  • Second, the pawns need some flair and some better stats, I have ideas for this but it's essentially three entirely new entities, so if you don't want to do that skip the next four points, but I think they're cool so maybe read it anyways lol
  • The Power pawn should act like a mini cobble golem. Have it walk at the same speed, hit at the same speed with the same damage, but it will have 30 hp rather than 75. This way you get the functionality but you still benefit from just making your own golems.
  • The Knowledge pawn should act like a mini plank golem. It would have the same movement speed and fire rate but slightly lower damage, however rather than arrows it would have little blue projectiles with a small 1 block radius on hit. To balance, it would only have 15 health - the weakest in the group.
  • The Foresight pawn could be something entirely unique, my idea is that it floats a block off the ground and randomly buffs the attack speed, attack damage, or defense of nearby units (not the player). While this is happening it would freeze in the air, making it an easy target for ranged mobs or melee if they aren't distracted with the other mobs.
  • The First would spawn a set with a max of 1 Foresight pawn, and either a mix or two of the same other pawns.
  • If you decide this is against your vision or would take too much work, then I suggest at least giving them another means of movement and buffing their health, otherwise the First is doomed.

Obviously my conclusions are taken from a one - three golem situation and not a large group of them, but to be honest any of these golems are broken in large enough numbers. I'm actually wondering now if you could implement a point tax, each golem type is worth a certain amount of points and the player can't surpass that limit until they level or earn some kind of upgrade. Perhaps the point limit is raised during a village raid, and if the player wins they get an item that raises their max points and therefore can start carrying around more golems, that kind of progression seems about right since you're defending villages. There's also some opportunity to make it collaborative, when multiple people are defending maybe there's a small flat boost to the reward you get per person, at the expense of a slightly harder raid. Either way, until there's a good way to address the multiple golem situation, I would suggest balancing them in a vacuum, and working on progression once you have everything the way you want it! Let me know what you think!

commented

I really super appreciate your insights and the time you've spent playtesting and brainstorming these out. Honestly, if i had an income right now, i'd want to pay you for this work lol

  • Patrol mode: i agree, it is a bit annoying having them just wander away. in the next update, i'll have the golems default to returning to the last place you left or sent them.
  • terracotta pawns: these are the ones intended to be basically pikmin, so they follow the player automatically when getting near. these are probably going to be changing a lot in the future lol
  • combat copper golem: this seems like a pretty cool idea, probably good for disruption or something?
  • combat tuff golem: seems like it would be very difficult to micro with the current tools, and would be very difficult to pull off without micro? i was thinking of having them throwing their held items maybe /shrug
  • synergy ideas: i'm probably not going to be working on those just yet, but i love hearing any ideas. one of the rules of brainstorming is to just throw anything out there and see if any of it sticks after all!
  • first of diorite: i'd been wanting to move pawns away from being basically slimes; i liked their cute movements, but they really are super ineffective, even with overwhelming numbers. it's not too much work to implement new pawn entities, especially if they're primarily reskins of other golems, so i'll try this out!
  • golem count limitations: i was trying to think of some ways to implement golem count limitations for a little bit, ranging from requiring players to use flames of creation to build their golems (with the flames being a bit more limited than any of the other materials), or loading the banner with flames, or something.
commented

That's generous, but I really just enjoy good mod ideas and playing with mechanics ๐Ÿ˜„ coding and balancing is the hard part

Glad to hear about the patrol mode and terracotta pawns, I do like their goofy design and I would say that the mod benefits from having a silly hidden mob - not entirely useful but anyone who figures it out would get some joy from their discovery

My original idea for the Copper Golem was damage only, but now that I think about it maybe a weakness effect would be more apt since they just got shocked, I think the stun from the Grindstone covers movement disruption already right? Either way, I imagine the golem working like a wind-up toy, it has to run around a bit to build up charge (stay close to wherever the player has them positioned, but run in circles around that point) and then release a shock which can bounce between up to 5 enemies. The running around part would be purely visual though so if that's too hard to implement it could just stand still, but then it would get beat up too fast I think?

Re:Tuff Golems throwing their items, I actually thought about this too but found it may be a pain if they're holding something for legitimate decoration and a mob gets into the base or something. Even if they're not, giving them something like armor or a weapon would be actively detrimental if the item drops and the attacking mob picks it up lol, they'd be arming the hostiles
My idea came from their ability to stand so still they're essentially a statue, and I found the lack of a taunt in the current set up to be a bit difficult to reliably take out mobs before they beat the shit out of whoever they're locked on to (like the poor First of Diorite lol). I wonder then, if when the player sends them to a location in patrol mode, the Tuff Golem will periodically cause nearby mobs to lose their target? I know how to do this with datapacks, or at least I'm pretty sure since I believe the mob keeps track of its current target in it's nbt? but I don't know if you would use the same method here

Synergies are fun, I'll try to pair up each golem with one other golem type so they all get something, but, I wonder if you could make a little skill selection and have the play choose which synergies they want, then we could come up with something for every pairing (but also code one for every pairing so mayyybe not ๐Ÿ˜‚ )

  • As mentioned, an enemy that wanders in to the radius of a Mossy Golem will take 3x damage from the shock of a Copper Golem. The multiplier is relatively high since my concept of the Golem is to deal little damage (like 1 lightning damage). I think this would need to be play tested a bit to determine where the line is!
  • When a Grindstone Golem is near a Snow Golem, the Snow Golem could launch it at the target in a giant snowball, freezing the target. If a Grindstone Golem hits a frozen target, they shatter, sending a bit of AoE ice shards (thinking small, like 1 point of freezing damage within 3 blocks).
  • When an Iron Golem and a Plank Golem are near each other, they can help cover each other's weaknesses. The Plank Golem will link to and follow the Iron Golem, and any flying mobs it hits are brought to the ground for the Iron Golem to hit. The Iron Golem will tank hits for the Plank Golem, and any Endermen hit by the Iron Golem will be able to be shot by its linked Plank Golem.
  • This leaves Cobble with Tuff, but since we haven't worked out what the Tuff Golem's combat ability will be, I can't say anything with too much certainty. I'll assume that the Tuff Golem has some sort of taunt/distraction, and when mobs are distracted by a Tuff Golem, it takes 2x damage from nearby Cobble Golems for a couple hits, would need to be play tested and balanced but about 3-4 hits should probably be max?
  • Oh and, like I mentioned, the Terracotta Golems are just goofy little guys so instead of synergizing with the other golems they just gain a Jump Boost based on the amount of other Terracotta Golems there are. This would be a secret synergy if you like the unlock idea, and can only be viewed if the player has actually made a Terracotta golem. Is this useful? No, but it is hilarious
    I don't know that the Firsts actually need any synergies since they are already powerful, but maybe rather than a Synergy you can unlock an alternate kit mode for them:
  • First of Oak will no longer pierce, have a greatly decreased fire range, but will shoot 5-7 arrows in a Multishot-like spread. Thinking much lower damage, but maybe a higher fire rate? Should be about the same power level as normal, just a closer range application.
  • First of Stone will hit one enemy rather than an AoE. This enemy is not going to have a good day. The First will pick them up and slam them into the ground, dazing the mob. (I think you can accomplish this by having the mob ride an entity located at the end of the First's hand, tracked to the animation?)
  • First of Brick will stay non-damaging, but rather than shield their allies, they will create an emerald vortex which pulls in mobs to a central point. Basically Venti from Genshin Impact, if you've seen how that works
  • First of Diorite could be how the little mob golems I suggested before get implemented. When it gets into the spawning position, a mirror will appear above its head and point towards the nearest hostile mob. If it's a Zombie, Skeleton, Creeper or Illager, it will shoot a little harmless effect beam at the mob and spawn 3 of that type of replica to attack it. If it's not a recognizable mob, it could spawn a set of three randomly from those options.

I definitely like their little hops and sounds but yeah, unfortunately they can't effectively throw hands if they don't have any ๐Ÿ˜… I know that third idea was a little out there compared to the other two which were just reskins, so if you were looking for an easier implementation perhaps they just give a Strength buff similar to the Mossy Golem's Regen buff?

Oh I think that the flames idea is great and warrants its own list of inspiration, here's what I came up with:

  • Breaking a spawner block will give the player 1-4 "cage fragments" (affected by Looting). A recipe with 4 Lapis in the corners, 4 Cage Fragments on the sides, and a Lapis Block in the middle, you can craft an empty Creation Cage
  • Placing the Creation Cage down on a beacon like structure (3x3 of Cobble, Moss, Smooth Stone for Grindstone though) will lock that Cage to the golem of that material.
  • Inputting the 2 blocks it takes to make that golem (Iron Golems would only take 2 in this concept as well), and a Flame of Creation, the Creation Cage will summon a golem of that type. Since the golems are a little uneven, I think that it could spawn a different amount per golem type (1 Iron/Mossy, 2 Copper/Grindstone, 3 Tuff/Plank, 4 Snow/Cobble) (oh and 5 Terracotta if they stay silly).
  • The Flame of Creation would be a resource, but not an item, rather than the spawner block itself - every hostile mob not from a monster spawner has a chance to drop a "Spark of Creation", with 9 being made into the full flame.
  • Since the flames are essentially a scoreboard value, we can show the player how many flames they can hold at one time when they enter the GUI of a Creation Cage AND use that menu to actually craft the sparks into flames.
  • The amount of flames a player can hold is essentially the amount of times a player is allowed to spawn golems. This method does mean that we have to keep track of the golems kinda, but I don't think that's too much of an issue? We can keep an internal number of golems the player has spawned and allow them to recall the golems - this gets into some tricky territory depending on how this is done.
  • Let's say the player can 4 flames. They can spawn 4 Iron Golems or 16 Cobblestone Golems. Internally, a scoreboard for that golem type is added to, and the entity spawned will have nbt of the UUID of its owner. The player decides on Cobblestone Golems, goes out on an adventure, and loses 6 golems. Each time a golem dies, the UUID gets pulled and that player gets a decrease of whatever golem type that was - after golem deaths equal the spawns for said golem, the player gets a flame slot back but not the flame itself, they will need to craft a new one. The player with 6 lost Cobblestone Golems now has the ability to craft their 4th flame back and spawn something else, but, you'll also notice they lost 2 more golems than is a full slot. The player can go back to the Creation Cage and recall golems, up to a full set. This player will recall 2 golems, which will essentially just despawn (maybe we call it "deconstruct"), and we tick two more scores down to a full set of 4, giving the player another slot back. The only thing this does not account for is unloading
  • A golem in player tracking mode that gets too far away from the player will simply teleport to them. A golem in sentry mode, however, would stay in one spot until they are unloaded. This hurts my deconstruct idea since we can't access an out of bounds mob, so, we just don't. The crux of this is limiting players to only being able to set golems into sentry mode if their sentry capacity has room, and sentry capacity is equal to the flame capacity. Players will only be able to sentry as many golems as they can hold, but, sentried golems still tick down our active golem counter just like dead ones do. This means that the player can theoretically have twice the amount of golems as the flames limit them to, but half those golems would always be in sentry mode. When a golem is in sentry mode and gets unloaded, we don't even really need to care about keeping track of them. Being unloaded means the player either went really far away or changed dimensions, so they can set up another base with the same amount of sentries sure but they can never double up. I personally find that to be balanced, and it only requires us to ask the sentry entities what their flame value is when they're loaded and add it to the player total, we'd also probably want to proc once in a while to check the sentries again. Maybe every minute? Either way, I think this a) avoids the unloading issue, b) provides the player clear guidance on how many golems they can have active and c) allows the players to have multiple bases, but the same effective amount of golems!
  • Lastly, how does the player increase their flame capacity? I think that the first kill of the Ender Dragon, Wither and 3 Elder Guardians should each grant an additional flame capacity. That way, they can't be farmed. I also think that completing a raid for the first time each tier should grant a flame (i.e. a tier 1 raid will grant 1 if you haven't done any, a tier 2 raid will grant 2 if you haven't done any but only 1 if you already completed a tier 1 raid, etc). These things can of course all be kept track of with advancements and scoreboard if need be, I'm mot experienced with datapacks so that's what my mind defaults to.
  • The player starts with 2 flame capacity, and at the end of their journey would increase that to 10. I think a config option to allow tier 5 raids to always give a flame capacity could be interesting but my only worry is raid farms. Potentially, a config option that allows the user to add a list of advancements that should also grant a flame would be nice, so players could add modded bosses to the list of things that give flame capacity!
  • Finally, we could use this same kind of system as a way to unlock the synergies from earlier if that interested you. Essentially, after you have max 4 flame capacity, you can use sparks to unlock one of the synergies. At levels 6, 8, and 10, you are allowed to unlock one more synergy. Also, each time you unlock a synergy, you can choose a First to unlock the alternate form of. You must craft another head of that First's type and a LOT of sparks, but once unlocked you can switch in between them any time you go to a Creation Cage.
  • Just as an added note, given no changes to what I suggested, the easiest way to keep track of the data would be to set the active golems score to max out at flame capacity x 12. This is because a single Plank Golem is equal to 1/3 of a spawn, or 4/12 flame capacity, while a Cobble Golem is 1/4 of a spawn, so 3/12 flame capacity. The scoreboards or whatever data tracking for the player would need: Current flame capacity, current total used capacity (maxed at 12 x flame capacity), golem counter for each type, and sentry capacity equal to 12 x flame capacity. Nice integers, no fractions
commented

Ohhhh that's a lot longer than I thought it was going to be ๐Ÿ˜… welp

commented

Played through with the recent changes, here's my take on it:

  • LOVE the new pawns, I do think the strength buff should be lowered a tad because the melee pawns were dealing upwards of 10 damage to the husks I test with, potentially lower to 2-1?
  • The patrol mode is very nice and compliments the auto attack ready mode! I was wondering about two things:
  • I couldn't figure out how to send all of a mob type to a location? Might just be me being dumb, but I thought there was a way to send all of a mob. If there's not, maybe sneak + right click will change between global, individual mob type, and group mob type?
  • Patrol golems tend to wander in a strange pattern, walking off in one direction and then booking it back to their focus point. I was wondering if you could either make them stationary (like they are when following the player, when the player stops they just freeze unless there are enemies nearby), or find a set pattern to wander in (like a circle around the point instead)
  • If a following golem gets stuck somewhere, which can happen quite a bit with the ai, could you implement a teleport feature similar to pets? MC:L functions similarly and the tracking in traditional Minecraft has even more hurdles to overcome
  • Last thing from my testing is that Grindstone Golems have inconsistent launch heights, which isn't terrible, but that means the mobs take wildly different damage between hits. I would call this low priority though, as theoretically while a mob is launched, the other golems aren't really able to hit it, so you aren't really losing any damage and you're only gaining damage in a 1v1 scenario if you get a high hit

Super excited to use this mod in my pack, if the wandering patrol is something you really want to stick with would you consider a sentry option in config? Thank you again for all the work you put in, I hope people enjoy the mod so far!

commented

I do need to figure out configs at some point, it'll be helpful probably.
I think you can send all golems to the same deploy position if you don't have any golem type selected maybe and then hold right click?
I will consider adding a different wander goal when they're in patrol mode. I do kinda like having them wander around a little, but it is a little wacky having them constantly change their minds like that lol
Will consider a TP feature.