Here are a couple of answers to some of your questions from the last video: Will you add voice chat compatibly? : Yes, if I can, I will try to do that. Why does the Blind Wanderer not go after animals? : He does hear the animals, but he knows what they sound like, and he is only after the player. Add in a sniffing mechanic! : No, I don't want it to be too similar to the warden plus I don't really like that idea. Bro really just reskinned the warden. : Nope! I built this guy from the ground up and if you don't believe me, I have all of the handcrafted code to show for it! What version will the mod be for? : This mod will be for JAVA Minecraft and will only be made for Forge and will be on version 1.19.2 (the most popular Minecraft horror version) Add climbing/crawling/swimming. : No, he is not supposed to be inescapable. When will the mod be released? : I will be making 1 more video on him and then I will announce the release. Let me know if you have any other questions!
Here ist a concept make a event that Happens rearly the Event will be Red moon or night ans the He is super fast and aggressive even If you don't make a noise so you can only hide During this night
I just noticed an awesome contrast between The Blind Wanderer and The One Who Watches. I guess it's kind of obvious just from their names, but they're like opposites. TOWW is all about stalking and staring, observing from a distance and always being aware of where you are. Being a constant presence but rarely an active threat. Meanwhile TBW is constantly actively looking to seek and destroy you, but your one saving grace is that he CAN'T see and DOESN'T know where you are. No idea if you did that on purpose or not, but either way it's a really cool dynamic between them.
On that note, I think it'd be cool if there was some way the two could interact with each other. I feel like it would be difficult to code in, but if they had some sort of symbiosis where they worked together in some way to hunt down the player... It would make them feel even more intelligent and dangerous.
I think during weather events like rain and thunderstorms, the noise pollution should act as a sort of veil for the player, drastically reducing the detection radius of the monster. This would deepen the gameplay of the mod by giving players a random grace period that they’ll want to take advantage of :)
You made a really good point about the fact that it deepens the gameplay. I hadn't thought about that but you are right. It makes the occasional rainy days a huge advantage and strategic time frame to work on stuff.
@@pixelcoder Thanks! I think it’s really important that mods like these flow more fluid and naturally with things that exist in the base game; while mixing it up and veering in your own direction is good (even better, if you’re making creepy things that are supposed to stand out) cohesive and dynamic gameplay will always be best for immersion and player retention.
@@pixelcoder oh do please keep adding to this mod to make it more in depth and immersive, be it weaknesses for the player that make it harder for you, and stuff that strengthens your ability to hide like that rain and thunderstorm/noise pollution idea. I would honestly look at the "Quiet Place" game for any inspiration, and tbh, probably is the best way to have something like that in minecraft too without well... your base being absolutely demolished by six death angels because of a door opening or something XD!
Even though he's scary, and his actions are randomized, the fact that his animations make him move in a way that resembles any basic normal mob ruins the immersion. Since he's themed around trying to listen to the player, when he spawns and roams, give him animations that make it look like he's trying to look for something, even though he has no eyes, as if he's trying to carefully listen. Also, him jumping down the water in the cave was genuinely creepy, felt like it was a player and not a mob, add more onto that aspect, that was very good behavior.
The jumping down into the cave part was nothing that I coded in. That was all him, and his random movements. His pathfinding just happened to work right at that exact moment. Also I don't really see how his animations look like any normal mob? I do know that they aren't perfect though.
@@pixelcoder i don't know how to explain it then, i guess it's something that not everyone really notices. But if you "pay attention", for example, all minecraft mobs just "kind of" move the same way because they're all built on the same movement and animation AI model. If i had to give an example of a mob that feels like it's moving absolutely differently from regular mobs, it'd be something like the Warden from the caves update. I'm sure you'll figure it out, if not, or you won't bother implementing such a design element, I'll just take it as my own loss i guess.
The reason why they look the same is cause every mob has the same ai base. Even the warden has the same movement base as every mob, the only thing different about him are the animations and his custom behavior. Same with the ender dragon.
Something that I think is missing in the whole "being watched or hunted" sort of thing are like signs that you know somethings there. Like traces for example the Oak Signs from Herobrine or the Scratch Marks from the One Who Watches. I think something like dug out tunnels with bones and what not WOULD BE INSANE for this guy. not like Straight 4x4 tunnels but more like twirly tunnels like a mole
I swear man, I always enjoy seeing you cook a 5 star chef specialty dish for us! Already made a BANGER of a mod and currently in the kitchen cooking another!
I know this may sound really difficult to code, but for me, a lot of these "Blind monster" mods don't have idle behavior, like if you see an animal wandering, it would at least do something, like sniff, eat, or even sit down. And also, the blind wanderer should probably dig itself underground during daytime, and if there is a player nearby, it will pull them down to a random cave system, and just leave.
You should add a feature so that if another mob that is within like 8 blocks of him makes a sound, he will instantly kill them, and then resume tracking you.
I feel like there should be some blocks that make noise alerting the creature, like a twig, crunchy leaves, a loose rock. something depending on the player needing to watch where they are walking to avoid making noise.
Would be cool if he could open doors, but just REALLY slowly...draw out the tension, same for crouching or climbing walls. imagine you pillar up and he starts slowly climbing up to you. another idea, what if sound could be dynamic by using pathfinding? the more blocks the "sound entity " travels to get to you, the quieter the sound. could be interesting in listening for the dweller, or hiding your own sounds inside you house. but leaving your door or a block open to pathfind would make him hear you, and you hear him.
Rain makes him deaf by the noise Lightning makes him retreat to the caves for 2 days And you should get a lightning rod, a bell, some deep dark materials, and a trident to craft a new item to fend it away. The thundering roar It'll look like a siren with a lion like appearance With a trident impaling its head It's only activated by a (4 Redstone blocks) around it. The blocks will be broken into 1 to 3 Redstone dust each You'll have to replace them every time you use it It'll begin spinning the trident as it charges THEN BOOM it's struck by lightning, and the lion ROARS OUT like a shrieker with a golden hue instead of the deep darks cyan As it roars, the lion spins around to send the noise to all directions Giving the player immunity effect from the knocker called: The hide of the namean lion On a 20 chunk radius Once you leave, the effect wears off And you have to reactivate the thundering roar once every 21 days (12 days would be cruel. I wanted to reference heracles a bit more) Though in rain, he can hear you, but only if he's in a 2,3 blocks radius from the noise. Like the Rake from that horror 1v4 game where the Rake player is legally blind will not receive sound once it rains Having to rely more on its scratched out eyes to find the others EDIT: TO TELL HOW MANY DAYS LOOK AT THE LIONS GLOWING EYES IF THEY ARE SLOWLY BLINKING WEAKER AND WEAKER GROWING SMALLER AND SMALLER TO A PIXEL IN SIZE IT MEANS YOU NEED TO POWER IT UP AGAIN BEFORE THE LIGHTS FROM ITS EYES FADE INTO BLACK
@nopenopee2992 THATS IT! A BASKET! it's open, so no hinges, And it stores stuff! The door is tricky A CURTAIN DOOR like the Japanese shops! Make the paper craft it with a wool block To make *cloth* ENCHANT THE CLOTH Once it's enchanted, it'll become a *(warding curtain)* To put on the door-less doorway! It'll allow neutral and passive mobs But it won't allow others Like the knocker But it has a flaw It's only one block tall And can only be placed under full blocks Not the sides Not above Under Like a lamp for ceiling only But Placing a carpet of the same color as the symbol on the warding curtain As it is randomized Will work as a floor ward too. Making it a 2 block tall entry for you. Another catch if you want a 2x2 door The wards are to be of the same color or it'll cancel itself allowing enemy mob entry You can't repaint You can't place it again and again like a painting block You'll have to make another and pray it's the same color.
Do you think you could make a mechanic where it has a large radius that either scares away or paralyzes all non player mobs? I think it would be neat. If you went the paralyzing route it would be like all the mobs know what it is and have learned to stay completely still when near it, having the added effect of making it feel like everything you were doing has been temporarily put on pause until it goes away. If you made it scare mobs away you would know it’s coming before you hear the sounds as it clears a large area through presence alone, and if you see a large group of monsters bunched together and running the same direction you would have to question for a second if it’s there and they’re running from it
heres my suggestion, make it so that wearing heavy armor makes more noise, also give him a mechanic that makes him more likely to path to you while injured, (almost like smelling blood), i also think that crouch walking should have a time limit or something to prevent u fro just staying crouched the whole game, either that or add random blocks that make noise like leaves or sticks or loose rocks
I dont know if this is possible or not, or if you will do it but it would be a really cool idea if the blind wanderer is able to detect if youre so close to a door or if youre inside a building and it would slowly pathfind to the door, and instead of just breaking the door it would be cool if it were to make a noise at the door as if it were trying to open the door, and after a certain amount of time it would open the door and wander into the house (if the door is even big enough to fit him in it) instead of him just always being beside a window and being trapped inside, but maybe if it were only a small chance for him to do this. Maybe if it were a small chance it could catch people off guard if he did this and add more fear factor as they dont know if he would go into the house. Of course I have no idea if any of this is possible but it is a really unique concept that would definitely be cool if you added it!!! Also, I really like your work you are doing a really good job on these mods and The One Who Watches is probably my favorite horror mod as its so unique, and this one is really unique too!!! also youre very talented with modding! This is only a suggestion really but, Overall I think this mod is already so good! Will definitely be in my top mods to play with as dar as it goes with horror mods!
What if rain was a saving grace when dealing with the Blind Wanderer? When it's raining you can make a bit more sound as the Wanderer's overwhelmed with noise from all directions?
I have a suggestion for the mod! The mod's yours though, so feel free to do whatever you want, and even feel free to ignore this. What if TBW would "investigate" areas that have been changed recently? Like, if the player was to, for instance, build a house, it would recognize that that hadn't been there before, and sort of stalk around the area for a bit, looking for you. Also, maybe it could attack villagers too? I know that looking back at the comments you said it was specifically after the player, but think about it. The player and a villager are both humanoid creatures of the same shape, and about the same size, so it would make sense for them to confuse it. Or if that wouldn't work, maybe villagers could be used as a sort of "veil", kind of like that rain suggestion someone else made. TBW would think the player is a villager if they are close enough to a village. Obviously TBW would eventually discover the difference, but I feel like it could be a cool addition! Another suggestion is that he could hear your heartbeat if he got within 1-2 blocks of you. And finally, perhaps he could push other mobs out of the way to get to you. Just like, gently shove them out of the way before continuing to move toward you. Anyway sorry if I overloaded you with suggestions
would you consider adding a mimic aspect to it? like while its searching it would make a cow sound, or if you do add voice chat compatibility add some lines from some of the people that have spoken.
alright, having seen both videos, don't know if the third one is out yet nor if it will have anything new, but here's atleast what "I" would alteast personally love to see in it. obviously 1, someone already made the suggestion of rain/thunderstorms or any noise pollution that is natural to the world, make it easier for you to not be heard. so rain, thunderstorms being louder and thunder itself, maybe water flowing(if somehow, it has to be enough flowing water, like a river, not just a few buckets placed around, if at all possible to make differentiate at all.) and similar could help. 2: similar to sculk, maybe there should be some form of way to soften your steps, so that your not always HAVING to sneak, but instead of it being easily accessable like wool, maybe it could instead be moss carpet, or something made FOR the mod instead that you add yourself, that way it isn't easy to aquire. 2.5: I'm on a quiet place kick so tbh, that "scanning" clicking the death angels could do is on my mind where it tries to look for you a LOT more intently would be interesting, maybe for it's "aggressive" mode. but that's probably just because of the kick i'm on. lol. 3: you mentioned it only goes for the player, and it know's what animals and mobs sound like, however, that could be aggrivating noise pollution, got a farm? too noisy right? maybe there should be a way to QUIET your farm mobs, so it doesn't slaughter them to find you more easily~. 3.5: on that same vein, maybe hostile mobs annoy it too for the louder more noisy ones, skeletons less likely, creepers impossibly unlikely, and zombies most likely, zombies can clump up around you if they know your location, so maybe it aggrivates the wanderer, and so it goes into aggressive mode more easily because of it, or even rampages lightly until it's just about you and it. 4: you mentioned not wanting it to be inescapable, so no climbing, crawling, swimming, but what if you do something unique with each~? **swimming**, it's slow, a way to evade it if you really have to make some distance **climbing,** also slow, VERY slow, but something to make it so tall mountain bases, or cliffside/wall bases aren't impossible for it to atleast get NEAR. **Crawling**, it already gets low, but maybe it's something it can do to ABSOLUTELY TRY and get to you, thing looks like it could get stuck, maybe you can make it crawl as last resort, but it can get stuck for a short time, allowing the player to have a way to go hide/run away for a bit. 5: a small thing, but it'd be cool if it's head snapped to face you when it heard a sound first, then a second later, either wander towards you, if it thinks it's you, or continue patrolling, as if it's trying to determine if it's you or not. a sort of "determining" Phase where it's short, and mostly resumes it to follow where it heard you, but could also happen at maybe louder areas, areas with a few or more zombies, small or large farms, etc, noise pollution, to see if your within that area of noise. Optional #6: I thought of a sort of "hard mode" config option maybe that you could have, maybe makes it more aggressive, but also, more dangerous, walls seem to protect you from it, and while sure, making it super destructive can be hard, what if unlike other mods that do a similar destroy to get to player, it does it slowly, like, what if, like an enderman, it could grab blocks, and place them aside, until an area big enough where it heard you make noise was, to enter where you were? like, imagine; your inside, it's at the window, it heard you place something or move, and you see it grab a piece of glass...set it aside...grab some wood... set it aside, repeat, until a hole was big enough for it to enter your home... TL;DR: great mod, great potential, hope to see the next video, and what ever you make next, be it an update for this mod, or new stuff, found you through this ones previous video, hope to see more cool stuff!
Something I think would be interesting, is add a system that makes all armor, except leather, make extra noise and that way when late game comes you need to be even more careful, since metal armor isn't quite
I got a suggestion to make him a little more threatening since if you crouch and just slowly walk away you're going to be fine. What if you add a control breathing mechanic a minigame that plays when he's nearby as in within 20 blocks or less idk (No need to make it a hard minigame just to add more tension) if it's possible that is.
Im only about halfway through the video, but I do have some points. While A Quiet Place style monster is cool, it doesn’t really seem scary (so far). Sure, there’s a giant monster that’ll kill you if you make any sounds, but it doesn’t really do that. If you’re really just careful at night and pay a little more attention, you can easily counter it by just standing still and waiting for it to leave. I feel like it should have a mode where if you stand still for a bit too long, it "echolocates“ and persuades you *just a bit* to risk making some noise to move away, or if you decide to still try to cheese it, it echolocates around the area until it stumbles upon you, maybe some animation plays and it hunts you down. Also, I know it’s supposed to still feel like Minecraft, but it feels too much like a Minecraft mob. It’s kind of predictable. If it maybe had some idle animations, like one commenter mentioned, listening, it’d be much more uncanny. Also, while I get it appears during the night, I feel like it should occasionally pop up during the day, just to keep players on their toes.
Imagine the horror mods are packaged in with the infection/parasites mods in a modpack while rl craft difficult and most things immediately are after you that are like normal mobs or fantasy related mobs from that of the Lycanites and Alex's caves!
This might be a complicated thing to code, but I like the idea of it needing to discern between sounds. Like if it hears a zombie growl or a pig noise, nothing really happens, but if a door opens or a noisy block (basically not anything wool) is placed, then it perks up and starts inspecting the direction the noise came from (and maybe make its hearing slightly better when it's on alert or something). That might also lead to it being a bit distractible though...
I think proximity chat interacts with sound reaction, unless this mob isn't using a similar hearing system as the warden. I only bring this up, because if you don't want to use proximity mod itself, and make your own think, you could still probably look at the code to figure out what has made it possible for The Warden to hear proximity chat.
So I figure I could throw a suggestion to maybe make him a little more dangerous, especially considering hes a surface mob. Perhaps you could add enviromental "threats" that help make him a little more intimidating when hes around. Maybe add things like twigs and leaf piles that crunch when you step on them. Now that doesn't really stop people from just standing still but it would be an interesting addition to add pressure especially when players are escaping other mobs in an effort not to be heard but the Wanderer.
So this may be a stupid idea, but maybe there could be a third monster after the blind wanderer who uses echolocation, kind of like a “the one who speaks” or some shit. And having all three mobs being like a play on “Hear no evil, See no evil, Speak no evil” possibly even have them all combined into a single mod.
In 4:06, there was black smoke and assumed it was the blind wanderer that disapeared But maybe it was a torch Also I just realised you took inspiration of the EMMI from metroid dread. Nice touch (Btw my comment got deleted so I hope it won't be again) Considering what you've said I think I understand the path you've chose for him It would be cool if the blind wanderer could give you an effect of paranoia that prevents you from sleeping. But maybe it's too much Anyway it looks just awesome
Can you throw something to lure him away or shoot a bow, and can you activate fireworks and stuff to "blind" him kinda like a quiet place. Or can you activate redstone that can also lure him away.
If you don't mind but I would like to suggest my idea for the next horror mod you can make it would be very cool and terrifying to make a flying horror mob that can pick you up and see you form a very far away Edit I thought about something you can do with this thing maybe it's can Camouflage I would also say it can fly and run on the ground It would probably never spawn in caves (btw it's ok if you can't do the camouflage) thing maybe it can have a very long tong I would think this thing is like a giant flying monster Chameleon like creature it's name can be the bleeding hunter or something you can probably come up with a better name bit this was just a suggestion in not going to assume you will use this but I still want to give my idea Another edit weaknesses would be tall trees caves and it can break any blocks because it doesn't really have arms it its arms are wings so if it trys to break a block it will just hurt itself witch might be a cool Feature maybe it can keep on hitting blocks and over time the block would break but it has to leave to go heal
make it so that if you make a sound it will just slowly walk towards you and try to touch you to check if you are actually the player, so you have to constantly move back without making any sound And if you do move back making sounds it will chase you
Would it be cool to give this thing an ‘Agitation meter’ where the more and more repetitive noise type that happens around it within a very short amount of time (let’s say for example a bell on a somewhat repetitive redstone loop), the more and more agitated it gets until eventually it decides it has had enough of being distracted by the noise and rushes over and destroys the source of the noise, effectively making noise machines only a temporary solution.
Bro your mod looks like it's one of the best horror mods ! Is there any chance you add it to 1.20.1 ? There are tons of cools mods for 1.20.1 so I would like to avoid going to 1.19 for now but I love this guy damn
After The One Who Watches, we have The One Who Listens. Now I wonder how a scent-based ennemy would work in Minecraft, maybe by following scent trails or scents carried by the wind...
Something like this- something that hunts you actively & you have to be careful about your movements is the kind of horror I like I'm looking forward to this when it releases. Though I do have a question- Do you plan on making this dweller immune to damage, and how is its despawn timer like? I'm only asking because I've discovered an unfortunate lack of self preservation on my end if I become stuck and the only way to allow the entity to despawn is to die (breaking immersion - because it happens even if you are not aggro'd).
Maybe he should be able to burrow through soft ground. Like he could be semi subterranean and use burrowing as a hunting strategy and how he gets around so fast.
i love this concept, i tried one similar to it but it was jank and wasn't scary. one thing that would be a godsend would if it could be available for 1.20.1 as it is one of the most modded versions of minecraft (like 1.12 but modern). it's ok if you don't want to though!
It would be super neat if he had an action where he stands still and kinda gives a subtle cock of his head as if he's standing there to listen for the player. Would be even more sick if, when the player makes noise too close to them, he was able to turn his head in the direction where they last heard the player.
Would be cool if he had animations of crawling out of the ground/into the ground instead of appearing/fading out of existence. Would make more sense for his design and make him feel less like another cave dweller.
Are you going to add a setting to reduce how often he spawns one the mod comes out. I feel like having a setting to make him a little rare would help the mod
A few ideas that would make this mod a whole lot scarier: 1. Make him hear more sounds(eating, hurting mobs, etc.) 2. Make him attracted to noises not made by the player, attacking mobs and such, so he can be distracted 3. If he's ~10 blocks or less away, make it so he can hear you moving even if you're crouched 4. If he's 3,4 maybe 5 blocks away, make him hear you breathing, and add a breath holding mechanic 5. Add suspicion, if he's heard you a few times, he won't get distracted by other sounds, or if he's been distracted by other noises(maybe other mobs or you threw a snowball or something to distract him) and found nothing, he will stop being distracted by those noises. I think wirh these mechanics, this mod would go from good, to terrifying, cause right now, he's pretty easy to deal with.
is something like a heartbeat system planned for the wanderer? also another question: can the creature break blocks are why are you even in the hause silent?
Here are a couple of answers to some of your questions from the last video:
Will you add voice chat compatibly? : Yes, if I can, I will try to do that.
Why does the Blind Wanderer not go after animals? : He does hear the animals, but he knows what they sound like, and he is only after the player.
Add in a sniffing mechanic! : No, I don't want it to be too similar to the warden plus I don't really like that idea.
Bro really just reskinned the warden. : Nope! I built this guy from the ground up and if you don't believe me, I have all of the handcrafted code to show for it!
What version will the mod be for? : This mod will be for JAVA Minecraft and will only be made for Forge and will be on version 1.19.2 (the most popular Minecraft horror version)
Add climbing/crawling/swimming. : No, he is not supposed to be inescapable.
When will the mod be released? : I will be making 1 more video on him and then I will announce the release.
Let me know if you have any other questions!
Can you make Like a copy but Whit swimming/crawling/climbing a Harder version
Make it so that when hes really close to you, the footsteps also shake ur screen a tiny bit. So u know if u should rly just focus on being quiet.
Here ist a concept make a event that Happens rearly the Event will be Red moon or night ans the He is super fast and aggressive even If you don't make a noise so you can only hide During this night
Will it be as complex as the one who watches in mechanics ?
Add a thing if he hears you in a house may e make it so he can break windows and doors.
I just noticed an awesome contrast between The Blind Wanderer and The One Who Watches.
I guess it's kind of obvious just from their names, but they're like opposites. TOWW is all about stalking and staring, observing from a distance and always being aware of where you are. Being a constant presence but rarely an active threat.
Meanwhile TBW is constantly actively looking to seek and destroy you, but your one saving grace is that he CAN'T see and DOESN'T know where you are.
No idea if you did that on purpose or not, but either way it's a really cool dynamic between them.
On that note, I think it'd be cool if there was some way the two could interact with each other. I feel like it would be difficult to code in, but if they had some sort of symbiosis where they worked together in some way to hunt down the player... It would make them feel even more intelligent and dangerous.
Wow, no it wasn't really intentional but those are some really cool points that you made.
@@ScareSansor if they actively were fighting eachother and would distract from you
plus! toww is white while mr blind guy is like a dark gray.
I think during weather events like rain and thunderstorms, the noise pollution should act as a sort of veil for the player, drastically reducing the detection radius of the monster. This would deepen the gameplay of the mod by giving players a random grace period that they’ll want to take advantage of :)
Yep, I will be adding this. I actually thought about that after it came up while playing.
@@pixelcoder great to hear!
You made a really good point about the fact that it deepens the gameplay. I hadn't thought about that but you are right. It makes the occasional rainy days a huge advantage and strategic time frame to work on stuff.
@@pixelcoder Thanks! I think it’s really important that mods like these flow more fluid and naturally with things that exist in the base game; while mixing it up and veering in your own direction is good (even better, if you’re making creepy things that are supposed to stand out) cohesive and dynamic gameplay will always be best for immersion and player retention.
@@pixelcoder oh do please keep adding to this mod to make it more in depth and immersive, be it weaknesses for the player that make it harder for you, and stuff that strengthens your ability to hide like that rain and thunderstorm/noise pollution idea.
I would honestly look at the "Quiet Place" game for any inspiration, and tbh, probably is the best way to have something like that in minecraft too without well... your base being absolutely demolished by six death angels because of a door opening or something XD!
*insert the one who watches shocked face*
pixel casually manufacturing sleep paralysis demons one mod at a time (i cant wait to add him to my world)
hehehe
Even though he's scary, and his actions are randomized, the fact that his animations make him move in a way that resembles any basic normal mob ruins the immersion. Since he's themed around trying to listen to the player, when he spawns and roams, give him animations that make it look like he's trying to look for something, even though he has no eyes, as if he's trying to carefully listen. Also, him jumping down the water in the cave was genuinely creepy, felt like it was a player and not a mob, add more onto that aspect, that was very good behavior.
YES
I'm sure pixel will work on animations in the future, just give it some time. It's not easy to animate or code
The jumping down into the cave part was nothing that I coded in. That was all him, and his random movements. His pathfinding just happened to work right at that exact moment. Also I don't really see how his animations look like any normal mob? I do know that they aren't perfect though.
@@pixelcoder i don't know how to explain it then, i guess it's something that not everyone really notices. But if you "pay attention", for example, all minecraft mobs just "kind of" move the same way because they're all built on the same movement and animation AI model. If i had to give an example of a mob that feels like it's moving absolutely differently from regular mobs, it'd be something like the Warden from the caves update. I'm sure you'll figure it out, if not, or you won't bother implementing such a design element, I'll just take it as my own loss i guess.
The reason why they look the same is cause every mob has the same ai base. Even the warden has the same movement base as every mob, the only thing different about him are the animations and his custom behavior. Same with the ender dragon.
Something that I think is missing in the whole "being watched or hunted" sort of thing are like signs that you know somethings there. Like traces for example the Oak Signs from Herobrine or the Scratch Marks from the One Who Watches. I think something like dug out tunnels with bones and what not WOULD BE INSANE for this guy. not like Straight 4x4 tunnels but more like twirly tunnels like a mole
I swear man, I always enjoy seeing you cook a 5 star chef specialty dish for us! Already made a BANGER of a mod and currently in the kitchen cooking another!
Hahaha, thanks man, I appreciate it! Can't wait to see you (possibly) and others play with this thing 😆
I know this may sound really difficult to code, but for me, a lot of these "Blind monster" mods don't have idle behavior, like if you see an animal wandering, it would at least do something, like sniff, eat, or even sit down. And also, the blind wanderer should probably dig itself underground during daytime, and if there is a player nearby, it will pull them down to a random cave system, and just leave.
Look at him smile, he's such a happy fella! :D
You should add a feature so that if another mob that is within like 8 blocks of him makes a sound, he will instantly kill them, and then resume tracking you.
And maybe even have the mobs run away before the Wanderer spawns, almost like a forewarn for the horror to come.
@@OGSonicMaine this is fr brilliant
Acording to Mr. Pixel Coder himself, He knows what animals sound like, and is not out to get them... ONLY the player
I feel like there should be some blocks that make noise alerting the creature, like a twig, crunchy leaves, a loose rock. something depending on the player needing to watch where they are walking to avoid making noise.
You should add that bird and wilderness sound to the game and when it's near everything goes, dead quiet
Would be cool if he could open doors, but just REALLY slowly...draw out the tension, same for crouching or climbing walls. imagine you pillar up and he starts slowly climbing up to you. another idea, what if sound could be dynamic by using pathfinding? the more blocks the "sound entity " travels to get to you, the quieter the sound. could be interesting in listening for the dweller, or hiding your own sounds inside you house. but leaving your door or a block open to pathfind would make him hear you, and you hear him.
adding custom silent doors/chests would be a cool addition to the mod
Rain makes him deaf by the noise
Lightning makes him retreat to the caves for 2 days
And you should get a lightning rod, a bell, some deep dark materials, and a trident to craft a new item to fend it away.
The thundering roar
It'll look like a siren with a lion like appearance
With a trident impaling its head
It's only activated by a (4 Redstone blocks) around it.
The blocks will be broken into 1 to 3 Redstone dust each
You'll have to replace them every time you use it
It'll begin spinning the trident as it charges
THEN BOOM
it's struck by lightning, and the lion ROARS OUT like a shrieker with a golden hue instead of the deep darks cyan
As it roars, the lion spins around to send the noise to all directions
Giving the player immunity effect from the knocker called:
The hide of the namean lion
On a 20 chunk radius
Once you leave, the effect wears off
And you have to reactivate the thundering roar once every 21 days
(12 days would be cruel. I wanted to reference heracles a bit more)
Though in rain, he can hear you, but only if he's in a 2,3 blocks radius from the noise.
Like the Rake from that horror 1v4 game where the Rake player is legally blind will not receive sound once it rains
Having to rely more on its scratched out eyes to find the others
EDIT: TO TELL HOW MANY DAYS LOOK AT THE LIONS GLOWING EYES
IF THEY ARE SLOWLY BLINKING WEAKER AND WEAKER
GROWING SMALLER AND SMALLER TO A PIXEL IN SIZE
IT MEANS YOU NEED TO POWER IT UP AGAIN BEFORE THE LIGHTS FROM ITS EYES FADE INTO BLACK
@nopenopee2992 THATS IT!
A BASKET!
it's open, so no hinges,
And it stores stuff!
The door is tricky
A CURTAIN DOOR
like the Japanese shops!
Make the paper
craft it with a wool block
To make *cloth*
ENCHANT THE CLOTH
Once it's enchanted, it'll become a
*(warding curtain)*
To put on the door-less doorway!
It'll allow neutral and passive mobs
But it won't allow others
Like the knocker
But it has a flaw
It's only one block tall
And can only be placed under full blocks
Not the sides
Not above
Under
Like a lamp for ceiling only
But
Placing a carpet of the same color as the symbol on the warding curtain
As it is randomized
Will work as a floor ward too.
Making it a 2 block tall entry for you.
Another catch if you want a 2x2 door
The wards are to be of the same color or it'll cancel itself allowing enemy mob entry
You can't repaint
You can't place it again and again like a painting block
You'll have to make another and pray it's the same color.
Love this mob! keep up the great work!
Thanks! I will!
I like how he gives us actualy unique dwellers and not just reskins of goatman and not the some look away and move crap.
Your mom is dweller, TOWW and TBW isn't.
Do you think you could make a mechanic where it has a large radius that either scares away or paralyzes all non player mobs? I think it would be neat. If you went the paralyzing route it would be like all the mobs know what it is and have learned to stay completely still when near it, having the added effect of making it feel like everything you were doing has been temporarily put on pause until it goes away. If you made it scare mobs away you would know it’s coming before you hear the sounds as it clears a large area through presence alone, and if you see a large group of monsters bunched together and running the same direction you would have to question for a second if it’s there and they’re running from it
heres my suggestion, make it so that wearing heavy armor makes more noise, also give him a mechanic that makes him more likely to path to you while injured, (almost like smelling blood), i also think that crouch walking should have a time limit or something to prevent u fro just staying crouched the whole game, either that or add random blocks that make noise like leaves or sticks or loose rocks
If you remember that the wool block or carpet would reduce the sound (its proven by skulk), but of course it sholdn't mean by 100%
I dont know if this is possible or not, or if you will do it but it would be a really cool idea if the blind wanderer is able to detect if youre so close to a door or if youre inside a building and it would slowly pathfind to the door, and instead of just breaking the door it would be cool if it were to make a noise at the door as if it were trying to open the door, and after a certain amount of time it would open the door and wander into the house (if the door is even big enough to fit him in it) instead of him just always being beside a window and being trapped inside, but maybe if it were only a small chance for him to do this. Maybe if it were a small chance it could catch people off guard if he did this and add more fear factor as they dont know if he would go into the house. Of course I have no idea if any of this is possible but it is a really unique concept that would definitely be cool if you added it!!! Also, I really like your work you are doing a really good job on these mods and The One Who Watches is probably my favorite horror mod as its so unique, and this one is really unique too!!! also youre very talented with modding! This is only a suggestion really but, Overall I think this mod is already so good! Will definitely be in my top mods to play with as dar as it goes with horror mods!
What if rain was a saving grace when dealing with the Blind Wanderer? When it's raining you can make a bit more sound as the Wanderer's overwhelmed with noise from all directions?
This mod looks so good
The GOAT returns, I love watching your work sir 👍
Thank you! I appreciate your support!
You made the one who watches and now you made the one who listens. Now we need the one who speaks.
Absolute genius
I have a suggestion for the mod! The mod's yours though, so feel free to do whatever you want, and even feel free to ignore this.
What if TBW would "investigate" areas that have been changed recently?
Like, if the player was to, for instance, build a house, it would recognize that that hadn't been there before, and sort of stalk around the area for a bit, looking for you.
Also, maybe it could attack villagers too? I know that looking back at the comments you said it was specifically after the player, but think about it.
The player and a villager are both humanoid creatures of the same shape, and about the same size, so it would make sense for them to confuse it.
Or if that wouldn't work, maybe villagers could be used as a sort of "veil", kind of like that rain suggestion someone else made. TBW would think the player is a villager if they are close enough to a village. Obviously TBW would eventually discover the difference, but I feel like it could be a cool addition!
Another suggestion is that he could hear your heartbeat if he got within 1-2 blocks of you.
And finally, perhaps he could push other mobs out of the way to get to you. Just like, gently shove them out of the way before continuing to move toward you.
Anyway sorry if I overloaded you with suggestions
Interesting ideas, thanks for the concept!
bro, that's a great idea!
would you consider adding a mimic aspect to it? like while its searching it would make a cow sound, or if you do add voice chat compatibility add some lines from some of the people that have spoken.
alright, having seen both videos, don't know if the third one is out yet nor if it will have anything new, but here's atleast what "I" would alteast personally love to see in it.
obviously 1, someone already made the suggestion of rain/thunderstorms or any noise pollution that is natural to the world, make it easier for you to not be heard.
so rain, thunderstorms being louder and thunder itself, maybe water flowing(if somehow, it has to be enough flowing water, like a river, not just a few buckets placed around, if at all possible to make differentiate at all.) and similar could help.
2: similar to sculk, maybe there should be some form of way to soften your steps, so that your not always HAVING to sneak, but instead of it being easily accessable like wool, maybe it could instead be moss carpet, or something made FOR the mod instead that you add yourself, that way it isn't easy to aquire.
2.5: I'm on a quiet place kick so tbh, that "scanning" clicking the death angels could do is on my mind where it tries to look for you a LOT more intently would be interesting, maybe for it's "aggressive" mode. but that's probably just because of the kick i'm on. lol.
3: you mentioned it only goes for the player, and it know's what animals and mobs sound like, however, that could be aggrivating noise pollution, got a farm? too noisy right? maybe there should be a way to QUIET your farm mobs, so it doesn't slaughter them to find you more easily~.
3.5: on that same vein, maybe hostile mobs annoy it too for the louder more noisy ones, skeletons less likely, creepers impossibly unlikely, and zombies most likely, zombies can clump up around you if they know your location, so maybe it aggrivates the wanderer, and so it goes into aggressive mode more easily because of it, or even rampages lightly until it's just about you and it.
4: you mentioned not wanting it to be inescapable, so no climbing, crawling, swimming, but what if you do something unique with each~?
**swimming**, it's slow, a way to evade it if you really have to make some distance
**climbing,** also slow, VERY slow, but something to make it so tall mountain bases, or cliffside/wall bases aren't impossible for it to atleast get NEAR.
**Crawling**, it already gets low, but maybe it's something it can do to ABSOLUTELY TRY and get to you, thing looks like it could get stuck, maybe you can make it crawl as last resort, but it can get stuck for a short time, allowing the player to have a way to go hide/run away for a bit.
5: a small thing, but it'd be cool if it's head snapped to face you when it heard a sound first, then a second later, either wander towards you, if it thinks it's you, or continue patrolling, as if it's trying to determine if it's you or not.
a sort of "determining" Phase where it's short, and mostly resumes it to follow where it heard you, but could also happen at maybe louder areas, areas with a few or more zombies, small or large farms, etc, noise pollution, to see if your within that area of noise.
Optional #6: I thought of a sort of "hard mode" config option maybe that you could have, maybe makes it more aggressive, but also, more dangerous, walls seem to protect you from it, and while sure, making it super destructive can be hard, what if unlike other mods that do a similar destroy to get to player, it does it slowly, like, what if, like an enderman, it could grab blocks, and place them aside, until an area big enough where it heard you make noise was, to enter where you were?
like, imagine; your inside, it's at the window, it heard you place something or move, and you see it grab a piece of glass...set it aside...grab some wood... set it aside, repeat, until a hole was big enough for it to enter your home...
TL;DR: great mod, great potential, hope to see the next video, and what ever you make next, be it an update for this mod, or new stuff, found you through this ones previous video, hope to see more cool stuff!
Something I think would be interesting, is add a system that makes all armor, except leather, make extra noise and that way when late game comes you need to be even more careful, since metal armor isn't quite
You always create the most terrifying horror mods! I’m so excited to see what you have planned in the future!❤️
Thanks, I am glad you like them!
I got a suggestion to make him a little more threatening since if you crouch and just slowly walk away you're going to be fine. What if you add a control breathing mechanic a minigame that plays when he's nearby as in within 20 blocks or less idk (No need to make it a hard minigame just to add more tension) if it's possible that is.
I don't know what is it but...
I LOVE IT
You should add a mechanic where if he's in a aggresive state he can do a leap attack
bro, i love this mod, I LOVE IT
Im only about halfway through the video, but I do have some points.
While A Quiet Place style monster is cool, it doesn’t really seem scary (so far). Sure, there’s a giant monster that’ll kill you if you make any sounds, but it doesn’t really do that. If you’re really just careful at night and pay a little more attention, you can easily counter it by just standing still and waiting for it to leave. I feel like it should have a mode where if you stand still for a bit too long, it "echolocates“ and persuades you *just a bit* to risk making some noise to move away, or if you decide to still try to cheese it, it echolocates around the area until it stumbles upon you, maybe some animation plays and it hunts you down.
Also, I know it’s supposed to still feel like Minecraft, but it feels too much like a Minecraft mob. It’s kind of predictable. If it maybe had some idle animations, like one commenter mentioned, listening, it’d be much more uncanny. Also, while I get it appears during the night, I feel like it should occasionally pop up during the day, just to keep players on their toes.
Imagine the horror mods are packaged in with the infection/parasites mods in a modpack while rl craft difficult and most things immediately are after you that are like normal mobs or fantasy related mobs from that of the Lycanites and Alex's caves!
Also make it as grindy as Greg Tech New Horizons, To y'know make it more hellish and chaotic haha!
This might be a complicated thing to code, but I like the idea of it needing to discern between sounds. Like if it hears a zombie growl or a pig noise, nothing really happens, but if a door opens or a noisy block (basically not anything wool) is placed, then it perks up and starts inspecting the direction the noise came from (and maybe make its hearing slightly better when it's on alert or something).
That might also lead to it being a bit distractible though...
It already does that. It only goes after player made sounds
One feature you could add is a little animation for when he disappears in day time. It means he won't just pop out of existence.
Introducing TOWW's blind anime antagonist brother
this is really cool so far! can't wait to add this to my personal spooky pack!
I think proximity chat interacts with sound reaction, unless this mob isn't using a similar hearing system as the warden.
I only bring this up, because if you don't want to use proximity mod itself, and make your own think, you could still probably look at the code to figure out what has made it possible for The Warden to hear proximity chat.
So I figure I could throw a suggestion to maybe make him a little more dangerous, especially considering hes a surface mob. Perhaps you could add enviromental "threats" that help make him a little more intimidating when hes around. Maybe add things like twigs and leaf piles that crunch when you step on them. Now that doesn't really stop people from just standing still but it would be an interesting addition to add pressure especially when players are escaping other mobs in an effort not to be heard but the Wanderer.
Not a bad idea
So this may be a stupid idea, but maybe there could be a third monster after the blind wanderer who uses echolocation, kind of like a “the one who speaks” or some shit. And having all three mobs being like a play on “Hear no evil, See no evil, Speak no evil” possibly even have them all combined into a single mod.
I actually cant wait for this to be downloadable!!
In 4:06, there was black smoke and assumed it was the blind wanderer that disapeared
But maybe it was a torch
Also I just realised you took inspiration of the EMMI from metroid dread. Nice touch
(Btw my comment got deleted so I hope it won't be again)
Considering what you've said I think I understand the path you've chose for him
It would be cool if the blind wanderer could give you an effect of paranoia that prevents you from sleeping.
But maybe it's too much
Anyway it looks just awesome
Feature suggestion: Rain dampens his ability to hear the players' actions.
You created art
Can you throw something to lure him away or shoot a bow, and can you activate fireworks and stuff to "blind" him kinda like a quiet place. Or can you activate redstone that can also lure him away.
If you don't mind but I would like to suggest my idea for the next horror mod you can make it would be very cool and terrifying to make a flying horror mob that can pick you up and see you form a very far away
Edit I thought about something you can do with this thing maybe it's can Camouflage I would also say it can fly and run on the ground It would probably never spawn in caves (btw it's ok if you can't do the camouflage) thing maybe it can have a very long tong I would think this thing is like a giant flying monster Chameleon like creature it's name can be the bleeding hunter or something you can probably come up with a better name bit this was just a suggestion in not going to assume you will use this but I still want to give my idea
Another edit weaknesses would be tall trees caves and it can break any blocks because it doesn't really have arms it its arms are wings so if it trys to break a block it will just hurt itself witch might be a cool Feature maybe it can keep on hitting blocks and over time the block would break but it has to leave to go heal
make it so that if you make a sound it will just slowly walk towards you and try to touch you to check if you are actually the player, so you have to constantly move back without making any sound
And if you do move back making sounds it will chase you
Would it be cool to give this thing an ‘Agitation meter’ where the more and more repetitive noise type that happens around it within a very short amount of time (let’s say for example a bell on a somewhat repetitive redstone loop), the more and more agitated it gets until eventually it decides it has had enough of being distracted by the noise and rushes over and destroys the source of the noise, effectively making noise machines only a temporary solution.
Bro your mod looks like it's one of the best horror mods ! Is there any chance you add it to 1.20.1 ? There are tons of cools mods for 1.20.1 so I would like to avoid going to 1.19 for now but I love this guy damn
Another masterpiece you genuinely cooked...You never burned, you perfectly cooked.
Thank you. Hahaha I try my best.
After The One Who Watches, we have The One Who Listens.
Now I wonder how a scent-based ennemy would work in Minecraft, maybe by following scent trails or scents carried by the wind...
Something like this- something that hunts you actively & you have to be careful about your movements is the kind of horror I like I'm looking forward to this when it releases. Though I do have a question-
Do you plan on making this dweller immune to damage, and how is its despawn timer like? I'm only asking because I've discovered an unfortunate lack of self preservation on my end if I become stuck and the only way to allow the entity to despawn is to die (breaking immersion - because it happens even if you are not aggro'd).
Maybe he should be able to burrow through soft ground.
Like he could be semi subterranean and use burrowing as a hunting strategy and how he gets around so fast.
You should add like breathing sounds to the player when the blind wanderer gets close
Fire mods as always from pixel coder
Looks insane
i love this concept, i tried one similar to it but it was jank and wasn't scary. one thing that would be a godsend would if it could be available for 1.20.1 as it is one of the most modded versions of minecraft (like 1.12 but modern). it's ok if you don't want to though!
I would but the problem is that the mod has a risk of breaking when porting to other versions of minecraft so for now I'll keep it at 1.19.2.
@@pixelcoder oh ok fair enough
If it was me playing this mod, I would honestly start dancing when he’s in his aggressive state
Imagine getting scared by your own mods
Could always be me
it would be so cool if he could mimic the mobs around him so he would be harder to notice :)
I bet Calvin will end up using this mod in his Survive The Night series before it's released 😂
It would be super neat if he had an action where he stands still and kinda gives a subtle cock of his head as if he's standing there to listen for the player. Would be even more sick if, when the player makes noise too close to them, he was able to turn his head in the direction where they last heard the player.
"Don't worry he's not dead" now I'm worried
Due to the fact TBW has no eye's but is clearly organic in nature I'd have to say that maybe it evolved in caves
now I just want a button to hold your breathe if it's like, three blocks away from you, XD!
gotta have that hardmode option type scary~
How far away can he hear from himself? Also how close can he get before he will notice you even if you don't make noise?
Pixel coder never fails to keep me up for nights🥰
that creeper did not deserve that...
i know you dont want to add climbing and crawling but you could make him break windows just to scare you
This is one of those mods that will traumatize someone if they play alone.
idea! when he hears a sound he could do an alert noise or like bare its teeth or something!
Me see title me say "Oh man what has pixel done again" 😭
Would be cool if he had animations of crawling out of the ground/into the ground instead of appearing/fading out of existence. Would make more sense for his design and make him feel less like another cave dweller.
NEW VIDEO LESGO‼️‼️
YAY hes addin the vc compat
Are you going to add a setting to reduce how often he spawns one the mod comes out. I feel like having a setting to make him a little rare would help the mod
bro js made a scarier and better warden lowkey
Dude with everything you make you just cook
Thanks! I try my best.
When the creature spawns you text should say “the hunt has started, get ready…” in red text
You should make it so if he is nearby and the player is targeted by a mod it will hear it.
pitbull named daisy
Loving this creature ❤
Thanks!
A few ideas that would make this mod a whole lot scarier:
1. Make him hear more sounds(eating, hurting mobs, etc.)
2. Make him attracted to noises not made by the player, attacking mobs and such, so he can be distracted
3. If he's ~10 blocks or less away, make it so he can hear you moving even if you're crouched
4. If he's 3,4 maybe 5 blocks away, make him hear you breathing, and add a breath holding mechanic
5. Add suspicion, if he's heard you a few times, he won't get distracted by other sounds, or if he's been distracted by other noises(maybe other mobs or you threw a snowball or something to distract him) and found nothing, he will stop being distracted by those noises.
I think wirh these mechanics, this mod would go from good, to terrifying, cause right now, he's pretty easy to deal with.
When i saw the thumbnail i thought it was a starved stalker update till I realised that pixel coder didn’t make the starved stalker
"...that would be your mother" - blu spy
you have crated HIM
I wonder, can you mask your footsteps from this thing with wool floors like with the warden?
2:11 we're gonna add THINGS and STUFF to it.
i basically just take quotes from videos i watch and put them in the comments
You should add quotation marks to them
U should code bob to fight it
Looks good.
Who let pixel coder back in the kitchen
"hello mr pig -_-" DIES* >:)
I think it would be cool if you made it so if he touches you or bumps into you he will know that's you.
Not gunna lie. I honestly think it's cute. I'd name him George 😊 give him a little top hat n a bow.
I think George would definitely like a top hat and a bow :D
is something like a heartbeat system planned for the wanderer?
also another question: can the creature break blocks are why are you even in the hause silent?
Can u make Michael myers cuz it’s spooky season, also I subbed :D
I wish someone make Chupacabra dweller
PIXEL MY GLORIOUS KING COOKING AS ALWAYS