I still feel as though the dweller should start with a 0% chance to activate chase the first time you see it, increasing by something like 20% each encounter. It chasing you on the first encounter feels like wasted tension.
10000% this. bonus points if it tries to find a place to step out of line of sight of the player and disappears. Also, would be neat to have this thing spawn up mob drops near openings to caves as if it went and caught a cow that got too close or something.
Its really nice that you don't fall back on the trope of making it unkillable. Its so much better if its really hard but not impossible to defeat. I would recommend not destroying shields though, and instead disabing them. Axes can already do this, and the code is very simple to implement. It would help make the mob feel more like it's part of the game, and prevent the player from losing their decorated banner shield... Assuming they can get away.
an thing i'd add is false sense of security, the boat and water hesitate the dweller but after like 2-3 seconds it speeds up in water or leaves the boat and THEN ignores them completely
Ooh, yeah! The Cave Dweller should start as how it was originally. But with each encounter it _evolves_ to nullify the previous issues. Like, the first time someone poles up, it just stares up at you for a moment and after a while it leaves. But the next time someone poles up, it just starts climbing, destroying your safety. Then, as you said, if someone tries the water bucket, it works for a few seconds, then it just runs past through. So it feels like it's adapting to you. Another way is that doors can work on it. The Cave Dweller doesn't break it or anything, maybe it plays a block breaking noise for a second or two, but after that it stares through the window and just leaves. Next time however, you close the door and it just opens it right away. Making it seem like it learned from watching you how to operate that door.
A breath of fresh air. I was so tired of people trying to make the "creepiest" monster, while neglecting its impact on the game itself and you as the player. You pull out some good elements that are very nice to take into account!
I also like that he made it vanilla-friendly and limited it to only the caves. Unlike the new ones that essentially reduced Cave Dweller to a next-bot or a random and nigh-unavoidable death event. The only thing that I would change is the instant shield break because it comes off as very cheap/a band-aid solution.
Somewhat agreed, most of the copycats dwellers were made for the "creepy" factor without putting any thought or time into balancing making it either a 1 shot deathfest or extremely underwhelming, and since they appeared every 5 minutes it just became annoying.
@@CamoranWasTaken They still do not look "creepy" or "scary." They all look like a 10-year-old's Mary Sue Creepypasta or SCP OC. Mary Sue is also a fitting term for them, considering how almost all of the copycats had little to no weakness/counterplay.
@@Daralexen Long teeth, glowing eyes (and teeth for some reason, who is their dentist) and them being able to dunk on you is "scary" from what has been put out.
Perhaps also change the spawn rate depending on where you are. Give Lush caves the lowest spawn chance, upper caves a medium spawn chance and deepslate caves the highest for example. Mineshafts increase the chance of the current area. And perhaps there could also be certain bubbles where the chance of it spawning is amplified an additional bit, essentially making it a Cave Dweller Territory. Might be marked by half broken blocks and a unique tunnel formation and mob spawn rates slowly shrinking the longer you're in it. Of course, the current spawn rate of the dweller would have to be lowered. This way you could never be too certain when it'll spawn. Are you in danger? Could he be hiding with you in the mineshaft right now or can you get away from it before the cave dweller starts hunting you? Is this lush cave truly save or am I actually in Cave Dweller territory and need to get out quick? It would greatly enhance the atmosphere.
Here's a thought, when it's blocked off by the player after a case play the 'block breaking' sound. Nothing gets the heart pumping like seeing 'block breaking' in the subtitles.
@@Sixisinacavesomewhere I’m not a fan of the evolved look. Looks like something a 10 year old would be scared of. The look doesn’t fit Minecraft either. The original isn’t scary either but it’s design is believable to be in Minecraft. I wish someone would just port the original design to newer versions.
6:52 Instantly break the shield? That's very overkill, the axe has a unique mechanic to disable shields for a time which would be more fair for the dweller to have
@@skabop47 It's out of place. It doesn't do just durability damage like every other attack it just deletes the shield. What other interaction in minecraft could delete a full durability item with one use?
@@skabop47 imagine using the wrong tool to mine a block like an axe to stone, but instead of doing extra damage to the tools durability to show you shouldn't do that, it just fucking breaks it no matter how new it was or the enchants on it. How satisfying!
@@skabop47 idk man, i agree with the original commenter, it's kind of lame to just completely destroy the player's shield-which is an inconvenience to replace at best and can waste a complex banner or enchanted books at worst-when you could just disable the shield for a long time to have the same effect of "shield will only protect you from one hit"
@@jwyattjust make him be able to break all stone and dirt blocks with time so he can actually reach to you. But that needs to be slow, he should be breaking them not faster than wooden tools or it will be annoying and too op
Same, I know people are like "this was how Minecraft was supposed to be!!" like nah that's BS, some people have different tolerances for scariness. Minecraft was supposed to be chill and free roaming, which it is.
For me, that would be a HUGE problem, i literally built a MASSIVE structure which looks like a nether fortress in a massive cavern, like bridges and chambers built into the walls of the cave are almost everywhere, spent 3 years on it, so yea I would have to leave it all behind cus I'm a absolute PUSSY.
Two main issues for me: The first, I'll echo what a lot of others are saying; instantly breaking shields feels a step too far. Disabling them for a set time like axe hits or piglin brutes feels much more fair while still being a threat. Second, I feel like it should have a higher chance not to engage you on the initial encounter. If it attacks you with a decent consistency the first time it approaches you, that's a lot of wasted tension from knowing that it's HERE, and hunting you. The chance shouldn't be REMOVED, because then players would treat it similar to the warden where they can ignore the first time a shrieker goes off, but the chance it attacks you at the outset should be reduced.
@@coolkid006 that cannot be done when the chase is already engaged because of the lack of time to do so, and if one prepared beforehand, then I think it is fair to be rewarded for that preparation
1. Having the Cave Dweller break shields feels a bit overpowered, axes can already disable your shields and leave you in a vulnerable state 2. It would be a lot scarier in multiplayer if the game doesn't explicitly state "Player has been killed by Cave Dweller", changing the death messages to something more mundane like "Player died while swimming in lava" has more potential as it can create tension and trust issues while playing with a friend 3. The chase sound while scary to hear it at first, it will eventually get stale in future encounters! The creeper and enderman do not need a repeating droning sound when they're chasing after you to make them scary, just knowing that you're being chased is scary enough 4. The spawn rate of the Cave Dweller also needs some work, there's plenty of cave biomes you can take advantage of! Have it spawn more frequently in mineshafts while making it more rare for it to spawn in lush caves - providing the player a sense of comfort and a safe space is very important
I disagree. I think it should spawn LESS in safer places, but there should always be the looming threat. That's where the tension and fear come from, that you have no true safe place. Think of games like Slender, FNaF, The Forest, most of those games have a constant sense of building paranoia that your only safe space will be invaded any second.
The main problem I see with the dwellers is that its always constant unless you aren't in a cave, which makes it annoying to progress. It seems like its every five minutes you are getting attacked without a break in between all while there are normal mobs that will also attack. (maybe while the dweller is around, the surrounding area will have less mobs? Like its attacking them and giving the feeling that its after all living mobs then just the player?) I love the original dweller, even the reimagined version as well but it feels like it's too strong now, maybe instead of completely breaking the shield it causes a recharge like an ender pearl or when against a axe. Just my thought, still an amazing mod.
That problem of constantly being attacked does not apply to the copycats made after the original became TH-camr bait. The new ones would spawn every 2-5 minutes and are essentially just an RNG random death event or "you lose button."
This is the biggest reason why I think the Dweller Evolved mod is so much better, because the default Dweller just becomes an absolute nuisance after a while with how common it is. It's also just really poorly suited to long-term survival worlds, because there's _nothing_ you can do to prevent it from spawning, and it will be there harassing you anytime you need to do stuff underground. Making an XP farm? Using your XP farm? Lighting up caves for a surface farm? Digging a perimeter? Building an underground base? Building an underwater ocean base? He will be there, and you can't stop him from being there. I think he should take a page out of the Alien Isolation handbook because a big part of why that game is so great is that the Alien isn't always there, and it makes those unscripted random encounters so much more memorable and scary because of how it catches you by surprise.
I agree with one of the comments that says there should be an initial 0% chance for the dweller to chase you, to keep your blood pressure raising and to make sure people can progress through the game as well.
hope the design gets an update, i dont like the cave dwellers glowing teeth and more detail in the texture, currently it just looks like someone's uncle larry fell into a pickle juice vat
I feel that the main downside of the Dweller is simply its appearence. It's just a goofy lil guy, I think it'd be scarier to have some sort of twisted amalgam rather than a lanky smily boi
@@avacadotoast5571 That's the problem. The single "spooky" thing about the Cave Dweller is that of its long limbs. But in a game like Minecraft, where you can lift billions of kilograms and bees are almost as big as your head, being a bit longer than usual isn't really that much of a feature. The Dweller needs an updated appearance, to make him scarier than just being "the long grey guy"
Okay, feedback: The increase in vanilla cave noise is a good choice. In the previous versions, just having the modded noise as an explicit indicator takes away from the tension of “is there something there?” I might suggest also adding vanilla cave noises in the pool of noises it could possibly make, just to add a little more uncertainty. The shield instantly breaking seems like a good idea in concept but would be extremely unfair and may result in someone’s favorite shield breaking. Letting it block once then disable (like an axe crit) would be good. I don’t know how much armor pierce you gave the Dweller, but it shouldn’t be able to completely bypass. Let players still benefit from their progression, but still feel the pressure no matter how far along they are. It should still be slowed by water and it should take knockback while climbing. Not enough to knock it down or delay it indefinitely, but enough to slow it down. This rewards players for being clever and using their game knowledge, while still not allowing them to completely ignore the threat. Generally, in other horror games, you’re still able to get _good_ at fighting enemies/delaying a threat. Also, making it just flat-out faster may not be the best move. Maybe, instead, make it speed up as the chase goes on or make it run faster to close gaps but slow down when it actually comes near, to let the player have a chance to survive in a combat encounter. Overall, good ideas and I think this is a definite improvement to the original.
I love all these changes! I do think the Cave Dweller should instead shield stun rather than instantly break a shield, but other than that it's an awesome improvement!
I doubt you will see this but a cool idea I have is maybe a mob spawn reducer effect. Like as it gets closer, even the hostile mobs like zombies or skeletons start running or hiding. Maybe even showing weird behaviors and don't even aggro onto the player at all.
I would make the Cave Dweller stun shields instead of breaking them. The only thing holding it back now is how it doesn't fit with Minecraft. It's in desperate need of a remodel
I feel the same way. While the design isn’t terrible persay it’s very mid 2010s creepy pasta. It’s a tall guy with a weird face, lots of characters do something more evocative with that basic premise. And all the minecraft original monsters, especially the warden manage to be scary or imposing and also have a unique flare to them. In the first video he said the noises were meant to be bug like, I say lean into that. Give it mandibles and extra limbs. Make it weird and monstrous. I would even argue you could theme it to be another manifestation of the skulk. Take away it’s eyes, make it blue, it could work. The fact that it would still “look” at you and reacted to visual stimuli even though it was outwardly blind would make it even more intimidating. Assuming you didn’t change it further to be more inline with the vibrational nature of the skulk.
@@mlp_firewind8129I think the only part of its design that does work is the eyes. Seeing them from a distance is terrifying. I also think that while a cool and unique idea, the bug concept strays too far from Minecraft in terms of design. Including all of those elements would make the design too detailed, too un-minecrafty, or too cluttered
My two cents is that its coloring is too bad and it’s too thin. We are genetically predisposed to fear things taller than us, so that is great, but the clammy ass skin has to go for something more unique, interesting, and better suited for Minecraft. The main issue is its size however (which is why I specifically mentioned his height being great) Endermen work because of two main things, their unsettling looks, with their height and then bodies seeming different than the other monsters in an eerie way. As well as their teleportation, because when they do give chase you are left with no clue where they are. This doesn’t work for the dweller because unlike endermen, it actively sprints and hunts you down. The mod tries to break tension into terror through the chase. Endermen on the other hand never play into terror, and only play on the tension of finding them. So their weak frame is fine. But the dweller simply can’t be scary when it’s built like a starving African child whose diet is nothing but rice bought from $1 donations from people in America. It needs to be thicker. This is done super well with the warden. I absolutely am not saying the dweller should be as thick as that unit, considering a leaner build works better for his mechanics and overall design, but the warden’s presence during a chase is overwhelming not just because of the inevitably of your doom, but how large of a presence he has. To summarize, make him larger and give him a demanding presence, redo his color scheme, and while we are at it for no reason in particular, we should work with Minecraft references to get him in a spot where a non-player can’t call him out from other vanilla mobs easily. A creative redesign is also needed, as I feel the monsters design as a whole feels frankly uninspired and basic. The most typical monster design out there.
@@Churros_are_Overrated This opinion is coming from someone named "Curros_are_Overated". I think while the design could be better, it is perfect for what its trying to portray. A tall, lanky creature that almost fits into the uncanny valley because it is almost humanoid but at the same time it isn't humanoid enough to bring confusion to the player, only terror.
I think something you said offers an interesting perspective on why a lot of people think that Minecraft and horror are difficult to mix. You mention that the best horror games make the most of their scares and high-intensity moments by talking away the player's options and accentuating their fear of a monster with the feeling of helplesness. The thing is, Minecraft is a sandbox game, a game that is designed around letting you do whatever you can imagine. It is, by definition, a game that gives you options, that gives you control. As a result, a lot of horror mods either fail to take away enough control and end up getting stuck in boats, or they take away so much that the experience ceases to be interesting. There are other problems, sure, but i think the fact that Minecraft's design philosophy is antithetical one of the fundamental aspects of horror game design might be the root of the issue.
Would be nice if you weren't constantly attacked and could progress, like if the stalking phase was really long instead. It's a problem I see a lot of "dweller" mods have, you just instantly die and can't do anything. It would be cool if the beginning of the stalking phase was like a timer, if you don't get out of the cave and up to the surface in time it attacks.
I appreciate trying to make the dweller more dangerous but I think the armor pierce and instantly destroying shields is way too much, especially instantly destroying shields. A problem a lot of dweller monster mods have is they try to make their dweller constantly dangerous at all times, and while logically this makes sense with the point of the mob they go way overboard to the point where the mob is just not fun at all to deal with and just makes it so your only good option is to just run until it despawns. Thoughts on armor pierce: I dont like this because this just invalidates the player's progression. I am not a Minecraft modder or know anything about coding but I'd rather the damage be something like it partially pierces armor, like it pierces 50% of the total armor and it could justifiably ignore enchantments outright because you still get the benefit of armor protecting you. Shield breaking: Just a huge no on this, this is annoying and feels like the idea was only considering the dweller himself and not everything else the player would have to deal with afterwards. A lot of people suggested doing the axe thing where the shield gets temporarily disabled when hit and I agree with that, but I hugely emphasize to not do anything more than that. There's a dweller mod that disables the shield outright during chase until that dweller is gone and its not fun to deal with at all.
This is definitely a big step up from the original! While the original did have its charms, the new version is absolutely much more terrifying. 11/10 this time, Gargin!
Destroying the shield instantly might be very annoying, especially if you’ve just enchanted it. In my opinion, it would be less frustrating, if it would make you drop the shield. As it then incentives you to go back and pick it up again, stressing, at least a little bit, with the despawn timer of it and making you run in a circle, which will also oppose a greater threat, as you may walk into mob groups while doing so. Cheers
As much as I love this mod a big criticism I have is that the sound it makes when it chases you is wayyy too loud and consistent. Yes it can be scary the first time or if it catches you off guard but eventually it'll get stale. I'd be a lot more unerved and freak out if I'd simply hear the gross crawling patters of it's feet as it charges me quickly similarly to the spider. Take the Creeper as an example, it's completely silent until it kills you which is why I'd regard it as the scariest mob in Minecraft. You can also look at the Enderman for reference as everyone's first encounter with an Enderman has always scary. The Enderman makes a noise when it starts chasing you and then never again, simply making angry noises afterwards as it is in it's enraged state. I'd love to have a scenario with the Cave Dweller where I'd spot it and it would make a noise that would tell me that it is hunting me or just watch as it gets down on all fours and charges me almost silently until it's close enough to where I can hear it's feet on the ground. I like the mod otherwise. For sure one of the more unique mobs I've seen in Minecraft.
A literal perfect blend of this would just be to make the first time you get chased it is guaranteed to scream like it does, but after that it remembers which players it’s chased and how many times, and after that first time it’s chased you it becomes silent in its hunt, but it uses its memory of how many times you have been chased and if it screamed or not to surprise you every now and again with the scream. I think it’s great because your description of its chase is perfect for a tense moment where a player knowing what it is wants to run away and hears it catching up, but a new player would be more impactful by the horrible scream for a creature they know nothing about, only that it is hunting them down. And if it kept a log of its chases, with a little coding you could make it chasing with a scream a looming possibility, so while not heard enough to be annoying, it will catch even experienced players off guard when it does happen
i think its kinda wild this is not only still the best "dweller" mod, but also better than any of the remixes and remakes. A lot of the dweller mods do feel like just... jumpscare mods instead of horror, just jumping at you rather than building a sense of dread and unease, which Minecraft has been very good at already. With this version theres a few things Im iffy about (shield destruction mostly, with the best change imo being giving it the Warden's or Vindicator's disable ability). I agree with one of the top comments itd be muich better if the first time you encounter it, it will never chase, and then each time you encounter it theres a increasing chance of it giving chase. Just building that tension a biiiiiiiiit more.
I feels as though making the shield be disabled then destory since it gives rid of a fear that this creature is something in a world that does not it should belong then just a creature of just trying to kill you and well catch people off guard then just being annoyed while also being meta, I also recommend some visual design changes that reflect the power of the dweller, like spikes on its hands to show it can peierce armor, sharp claws or something to show it can disable a shield, fins to show it can swim fast, just something to reflect the dweller than to just buff it
First of all I apologise for my bad english, as a french I'm still currently learning how to speak english well. I'm about 7 minutes in the video and i see something which i think could be upgraded. Instead of the cave dweller instant breaking a shield if you are holding one in "defensive posture" which i find extremely punishing, why not instead give the cave dweller the same attribute as an axe like the vindicator. When the cave dweller attacks you, you would only be able to parry 1 hit which will set your shield on a cooldown before entering "defensive posture" again (which i suggest would be a bit longer than what is applied by an axe). That's all i wanted to say. Keep the good work! 👍
Idea: Once the dweller has spawned, spawns of regular hostile mobs slowly go down until the stalking phase starts for 5%. I think this makes the effect even better that it's truly threatening and it's just you, the dweller, the escape, or your life.
While I think this is a better way of making it more of a threat than just making it unfair and invincible like every other lanky longjohn inspired by the original mod, I do wish there were more feasible ways to really make it scary in MC's gameplay loop outside of "fast guy kill you"
@ZIGAG1999 He essentially just ported Gargitron to Minecraft. Although, the Cave Dweller feels more like an animalistic creature than a “scary” jpeg image.
6:50 I feel like the shield breaking it's a tad bit annoying, maybe you could've just added the same cooldown that you get when a piglin brute hits you, it still makes the shield useless regardless because you're not going after the cave dweller after the cooldown is off
Imo it'd be better if the shield had a 50% chance of either being cooldowned by 10 seconds on hit OR dropping on the ground on hit instead of instantly breaking.
Just when I started to think that Minecraft Horror mods were doomed, the man himself who started the trend has made a return! This is honestly so refreshing and I cannot wait to see how it turns out! A few suggestions I have, the stalking and climbing animations look good but I feel like the run animation still looks a bit derpy and could use some fluidity or even janky movement to add to that creep factor. You could also add an attack animation for when the cave dweller hits you, like it trying to grab or bite you. Also the chase sound is a bit stale due to the whole reskin issue, so maybe spicing up the chase sounds would be cool. You could also add a heavy footstep sound so when its chasing you, you can hear its footsteps getting closer and closer on top of the chase... And final suggestion, possibly updating the model? I do think that any model can be made creepy or scary with the right animations, and so if you update the idle, run, and stare animations, that might give some more creep factor to the model...
6:52 Yes, that's right, even if you're playing a mod that adds a really expensive to craft shield or a special world map with only a single ingot of iron to use, it will be completely broken with no chance of getting it back. perfect 👌
There is also apparently a bug, another comment I’ve seen talk about, where the shield will just break if held not even being used to block with 😬 So that sucks!
A good horror mod like any good villain or otherwise should never be ever present in its entirety. What I mean is that there is a fine line between horror and annoyance. Some people don't like that it comes every 5 mins in a cave. Some respite or random encounter that doesn't always happen would be better. Cause if you know guaranteed that once you ENTER the cave that it will be there then that removes some of the fear of the unknown. Remember people who experience trauma constantly will eventually get learned helplessness or overcome it. Both remove horror as they either give up or they think its just a mild annoyance. Therefore I believe that if you add a respite then you can calm down before the PTSD kicks in again.
Tbh Man from the Fog, the One who Watches & the Knocker are all decent, like they tried to be something different instead of just a clone of this mod. Not to mention the Manbear which will hopefully be released soon
@@nathanielcallen3965 They are all mediocre in my opinion. Man From the Fog was good at first, but then the creator had to wank it to DeviantArt OC levels. One Who Watches was always unfun and felt like a self-inset OC for the developer, and The Knocker is literally Poorman's Ao oni
even though I don't really play horror mods on minecraft, on top of the original iteration of the cave dweller, I noticed that theres a lot of similarities with the bracken from lethal company, in a good way. Because the bracken from lethal company is also one of the most terrifying mobs from that game, since it also has a stalking mode, choosing whether to run or chase, and eventually can creep up to kill you. Great job on the thought process.
Instead of completely breaking the shield, you could make the player drop it. Additionally, play the shield disable/break sound, add some random velocity to the dropped shield as it was not just dropped but thrown away, and slightly move the player camera to solidify the strength of the impact.
The thing you created is very good, an extremely well-executed idea. I know this because I have seen dozens of modders try their own spin on your idea, creating their own types of dwellers. However, I would argue that the Cave Dweller itself is not that original of an idea, and is clearly inspired by the Warden. Think about it, they are both terrifying natural monsters that are ridiculously strong and are meant to be avoided instead of being attacked The thing about the Warden is that it could have been cheesed by using the pillar strategy. So the devs fixed this issue by giving it a sonic boom attack that not only knocks the player off the pillar but also ignores *everything* that a player could use to defend themselves. Also, here are some tips on how to make the Cave Dweller a bit more realistic, yet imposing. It should be able to swim through water as quickly as a polar bear, instead of breaking the shield its claws should be able to disable it similar to that of an axe, and it should be able to destroy any boat or minecart that is placed in front of it.
It would be pretty cool/scary if it can break blocks, so blocking up a tunnel isn't a permanent solution, it should break it slowly and make a noticeable noise, so kinda like a player mining with fatigue 2
A good mechanic would be him randomly grabbing you and start pulling you into a random structure when he gets you there he goes berserk and makes himself way faster and way stronger
I feel like another way to build tension is to have its behavior dependent on nearby mobs. Where it’s less likely to spawn or chase you if there is enough mobs near you or it. Also it should pathfind in a way that doesn’t always take the most direct path to the player, it could instead try to sneak behind them or flank them, or better yet make it seem like he’s fleeing when he’s actually going to a different position to stalk or chase you from. Also instantly breaking shields is a bit harsh, a huge durability penalty or shield disable/stun would work much better. Perhaps by a large amount in either case. Maybe its spawning could be tied to lighting a bit more.
I think Cave Dweller can be scarier if he doesn’t die after last hit but disappears like when you hit enderman. It really frustrating to me to see how he can be killed. Brake the immersion.
Those Cave Dweller copies are about to get crazy. Also good job on an update. Really glad to see original creator of the Dweller and not just an another copy, claiming to be an "upgrade"
Adding on to other people’s comments about how the Dweller just instantly deleting shields is overkill, on top of just replicating the axe’s ability to temporarily break shields, you could also make the Dweller eat huge hunks of its durability - giving it a much more limited number of uses against the Dweller before the shield properly breaks. Just outright deleting the shield isn’t scary, it’s frustrating. You haven’t found a workaround, you’ve given up and said “Fuck it, rocks fall and everybody dies” because you can’t come up with a better solution.
Here are some changes/adjustments I’d recommend to make it better: 1, Shield. Instantly breaking a shield is not fun or fair. The player loses six wood and one iron for panicking or not knowing its behavior. Instead, look at the Ravager! It has a feature where after a few hits on a shield, it will do a special attack, stunning the shield and sending. The player flying! Use that as a base for its anti-shield abilities, maybe have a shorter delay and make it stop moving for a moment. 2, Mobs. Random mobs around the caves take away a lot of the tension, as they’re proof that the game is still “normal” and that there is something else moving down with them other than the Cave Dweller. To fix this, make it kill unseen mobs randomly while leaving their drops. This would be an event after the frequency of noises is increased, but before the special noises play. This would increase tension, as you basically find the dead bodies of mobs just left there for you to find. Maybe also add a special item that is dropped when it kills a mob. This item could be used to “play dead.” After crafting some form of paste/dust, and smearing it on the player while the Cave Dweller is near will make the player invisible to the Cave Dweller. But the Cave Dweller could hear the player, allowing a way to avoid an encounter while keeping the tension and fear. 3, rampant. You should make it so that longer intervals between encounters are more likely, and maybe even have some fakeouts where cave noises start playing more frequently, but the Cave Dweller never appears or makes special sounds. Maybe even have a special rare event where all light sources turn red, and the Cave Dweller can crawl through blocks, and moves much faster. A Rampage (which is what the rare special event would be called) is more likely to happen if the player blocks off all entrances to them completely. 4, blocks. Make the Cave Dweller interact with the world! Make them open doors and trap doors, flick levers and push buttons, avoid stepping on pressure plates and run away from TNT! Make it fear danger, so it feels more alive! These are all suggestions, and are very likely too ambitious to be possible. Gargin, please let me know if you saw this in any way you’d like!
Suggestion: When Stage 3 is in act (custom cave sounds) make mobs no longer spawn to make the player hear dead silence. An eerie nothing in every direction with only the cave to give unnerving sounds every few minutes. The closer to Stage 4, the quieter.
idea: make it able to slowly break blocks, so blocking yourself in doesn't work, and actually makes it even more horrifying as you have to just watch it break its way in
Cool. A couple of suggestions: 1. Instead of breaking the shield, it disables it like an axe. 2. Players are b*stards that exploit/predict behaviours, so they're going to counter your anti-pillaring solution with buckets, trap doors, chains, pistons etc... Maybe try a long-range grapple ability? 3. I'd love misleading sounds with Dweller. Everything from block-breaking to odd, out-of-place sounds like eating etc. from a distance. Could really trick some people in multiplayer. 4. The death messages need to be changed for multiplayer. They kind of ruin the fun when everyone knows there's a Dweller mod within the first couple of minutes. 5. I like the idea of the Dweller getting extremely close without making a sound and extending an arm to touch you from behind and just running off afterwards. Like randomly being hit with a snowball.
I hope that Gargin learned his lesson by not making his mods public domain after seeing the waves of low-effort asset flips of Gargitron and Cave Dweller.
You can actually take a lot of notes from the Warden, which was designed in a way to bypass most methods of cheesing it (key word, most). It does massive damage, its sonic shriek ignores armor and can pass through walls, its immune to lava, can't be picked up by boats or minecarts, its projectile attack makes it a threat even when pushed back by flowing water, it has a ton of health, and its attacks can disable/break through shields. Now the real struggle is finding a way to keep it balanced being so overpowered while also being an unavoidable threat. If its too strong it just becomes unfair and cheap. If its not strong enough... Well, you already know.
omg, i love it, but i think that i have a better idea for the shield, how he has a flip coin when he is spoted, maybe the same will be for the shield? like: 1 -he screams violently and continues chasing or 2- he just break it and slowly blend in to the shadows, marking territory
Why not make the shield take like a random small number of hits before it drops to the ground away from the player. This will create a scenario in which the player might try to get back the shield to block some more hits, which will be really tension-inducing. You can make the hits between 1 and 4 and make the shield take a lot more damage than normal hits.
Things I would add: - At first you only see the eyes glow in the darkness, and as the dweller gets more and more aggressive it slowly opens the jaw making the teeth more visible - You can witness a Dweller just roaming around the cave by itself, if you get too close, make loud noise or use a light it will get it's attention onto you, and there will be chance that it will hide that fact and as it gets out of your line of sight it starts running, if it can pathfind around the cave and attack you from behind it will absolutely do that, if not it'll try to ambush you And most importantly - Please make the model not so goofy Not like a giant monster hedgehog but definetly something more unsettling
Instantly break is way too overpowered! It should but the item into an extended cool down like the axe does, or even cause the player to drop the shield but instant item destruction is just bad design. If I have an enchanted shield with a banner pattern the only way it should get destroyed is the vanilla ways.
I loved the first video that you did of the Cave Dweller as an Introduction to this new actually scary hostile mob to the game. This one is even better, making the Cave Dweller much more of a threat then before, love it 👍🏻 I’m thinking of downloading the updated version once it’s up and, trying it out Also, 1:40 - 2:40 I really love that Wario Land 4 - Temple Theme Remix that you choose to add. That game is so Nostalgic and Fun to play, it is still one of my favorite GBA games ever
An idea: the Stalking Phase has it dig a 1 block hole and crawl around you with the sounds of blocks breaking. Maybe it could break its way to you and chase from there?
I'd really like for the cave dweller to interact with the Minecraft world in some way! Currently feels like it's just there to hurt the player. The dweller has no reaction to mobs, blocks, lights, fire, etc. Could be really interesting and help build suspense!
This is what I’ve always wanted the Cave Dweller to be: a monster that ignores all the basic laws of the game to the point where all you can do is *RUN*
make him be able to slowly break blocks and empower normal cave mobs so he can boost their DMG by 20-40% and speed by 10-20% (he can't spawn them, only affect the already spawned ones)
I love that you actually take it seriously unlike other "I made the creepiest monster in minecraft" youtubers. They just make monster ugly and run at you invulnerable.
cant wait to shit myself, also have you thought about maybe changing the model design and making it look creepier i think that would just make it even better
what could be cool, is the Dweller screaming when he can't reach you because of recently placed blocks. Like if you manage to block him off, you know? A scream paired with scratching on the walls or something.
I thought a good phase would be the cave dweller spawning out of sight (preferably near mobs) as you hear it start to swiftly kill all mobs within its spawn area
I feel like you might want to change the interaction with boats and water. It’s a little scary that you can’t just stop it but it’s terrifying if when you stop it if it just starts “screaming” attracting or spawning in another cave dweller. Also if in a small tunnel it should primarily crawl on walls and the ceiling.
I still feel as though the dweller should start with a 0% chance to activate chase the first time you see it, increasing by something like 20% each encounter. It chasing you on the first encounter feels like wasted tension.
You should look after the mod (I believe its still a WIP) Manbear. He doesn't chase you like a maniac, instead, he chases your peace of mind lol
The 20% increase makes it predictable, raising the amount by a random percentage would be more reasonable to maintain unpredictability
if you know you're safe the first encounter then theres no tension at all, its the unpredictability that makes it so great and tense.
@@bahangasqueezerMake it something like a 5-10% chance then, unlikely but still possible
10000% this. bonus points if it tries to find a place to step out of line of sight of the player and disappears. Also, would be neat to have this thing spawn up mob drops near openings to caves as if it went and caught a cow that got too close or something.
Gotta respect Gargin for not even mentioning the dweller's worst enemy. The copy & paste button.
😂😂😂
What do you think you're doing
It’s funny how there are only like 5 horror mods that are actually good? Why? The rest are bad or copied the cave dweller
Player is the cave dwellers worst enemy because player can kill him but he still tries to kill you
600th liker
Its really nice that you don't fall back on the trope of making it unkillable. Its so much better if its really hard but not impossible to defeat. I would recommend not destroying shields though, and instead disabing them. Axes can already do this, and the code is very simple to implement. It would help make the mob feel more like it's part of the game, and prevent the player from losing their decorated banner shield... Assuming they can get away.
great idea
great idea
great idea
Good idea
great idea
9:04 bro really respawned in front of a pink sheep and didn't notice
He's honestly just a very chill guy who porlly doesn't gaf
gargin did what no other modders could do and added climbing animations to his creation. hell yeah
Seeing a very stiff animation of dweller number 28374 climbing was very underwhelming
@@MoonCat2790 it didn't help that dweller 28374 was already very underwhelming
@@MoonCat2790 to be fair, this one was the first one.
@@screener0797 im talking about stuff like origin, goatman, dark dweller, the copy ones
I think the Man from the Fog just got a new climbing animation😅
an thing i'd add is false sense of security, the boat and water hesitate the dweller but after like 2-3 seconds it speeds up in water or leaves the boat and THEN ignores them completely
98% agreed. From coplete agreement, the numbers are separated by 2% insecurity if I'M GOING TO HAVE A HEART ATTACK FROM THAT
Ooh, yeah! The Cave Dweller should start as how it was originally. But with each encounter it _evolves_ to nullify the previous issues.
Like, the first time someone poles up, it just stares up at you for a moment and after a while it leaves. But the next time someone poles up, it just starts climbing, destroying your safety. Then, as you said, if someone tries the water bucket, it works for a few seconds, then it just runs past through. So it feels like it's adapting to you.
Another way is that doors can work on it. The Cave Dweller doesn't break it or anything, maybe it plays a block breaking noise for a second or two, but after that it stares through the window and just leaves. Next time however, you close the door and it just opens it right away. Making it seem like it learned from watching you how to operate that door.
A*
A breath of fresh air.
I was so tired of people trying to make the "creepiest" monster, while neglecting its impact on the game itself and you as the player.
You pull out some good elements that are very nice to take into account!
I also like that he made it vanilla-friendly and limited it to only the caves. Unlike the new ones that essentially reduced Cave Dweller to a next-bot or a random and nigh-unavoidable death event. The only thing that I would change is the instant shield break because it comes off as very cheap/a band-aid solution.
Somewhat agreed, most of the copycats dwellers were made for the "creepy" factor without putting any thought or time into balancing making it either a 1 shot deathfest or extremely underwhelming, and since they appeared every 5 minutes it just became annoying.
@@CamoranWasTaken They still do not look "creepy" or "scary." They all look like a 10-year-old's Mary Sue Creepypasta or SCP OC. Mary Sue is also a fitting term for them, considering how almost all of the copycats had little to no weakness/counterplay.
@@Daralexen Long teeth, glowing eyes (and teeth for some reason, who is their dentist) and them being able to dunk on you is "scary" from what has been put out.
@@Daralexen yeah i would just make it so that he disables the shield instead, just like the axe
Perhaps also change the spawn rate depending on where you are.
Give Lush caves the lowest spawn chance, upper caves a medium spawn chance and deepslate caves the highest for example. Mineshafts increase the chance of the current area.
And perhaps there could also be certain bubbles where the chance of it spawning is amplified an additional bit, essentially making it a Cave Dweller Territory. Might be marked by half broken blocks and a unique tunnel formation and mob spawn rates slowly shrinking the longer you're in it.
Of course, the current spawn rate of the dweller would have to be lowered.
This way you could never be too certain when it'll spawn. Are you in danger? Could he be hiding with you in the mineshaft right now or can you get away from it before the cave dweller starts hunting you? Is this lush cave truly save or am I actually in Cave Dweller territory and need to get out quick?
It would greatly enhance the atmosphere.
That is a great idea!
Let him cook
Cool idea
This is perfect.
Here's a thought, when it's blocked off by the player after a case play the 'block breaking' sound. Nothing gets the heart pumping like seeing 'block breaking' in the subtitles.
Or change the cave dweller subtitles to stuff like 'it is watching' for the stare and 'it wants to catch you' for the chase
Ngl if i were mining and i saw "block breaking" and "I am hungry" in the subtitles I would probably need to change my pants
@@theextracrispycolonel9502 i am also hungry
Holy crap fr
@@TotherKoalanice idea
The cave dweller used fear as it's strength
But once that fear is overcome the dweller had no power.
Until it evolved
I approve of that last sentence
@@Sixisinacavesomewhere I’m not a fan of the evolved look. Looks like something a 10 year old would be scared of. The look doesn’t fit Minecraft either.
The original isn’t scary either but it’s design is believable to be in Minecraft. I wish someone would just port the original design to newer versions.
"From the moment I understood the weakness of my flesh, it disgusted me."
6:52 Instantly break the shield? That's very overkill, the axe has a unique mechanic to disable shields for a time which would be more fair for the dweller to have
makes sense
I agree.
@@skabop47 It's out of place. It doesn't do just durability damage like every other attack it just deletes the shield. What other interaction in minecraft could delete a full durability item with one use?
@@skabop47 imagine using the wrong tool to mine a block like an axe to stone, but instead of doing extra damage to the tools durability to show you shouldn't do that, it just fucking breaks it no matter how new it was or the enchants on it. How satisfying!
@@skabop47 idk man, i agree with the original commenter, it's kind of lame to just completely destroy the player's shield-which is an inconvenience to replace at best and can waste a complex banner or enchanted books at worst-when you could just disable the shield for a long time to have the same effect of "shield will only protect you from one hit"
He forgot it's number 1 weakness... Dig down 3 and seal yourself off.
Yes, but do you have enough time to dig the hole and fill in before it joins you?
@@jwyattjust make him be able to break all stone and dirt blocks with time so he can actually reach to you. But that needs to be slow, he should be breaking them not faster than wooden tools or it will be annoying and too op
If this was in the game I would never go underground again.
It is now.
Same, I know people are like "this was how Minecraft was supposed to be!!"
like nah that's BS, some people have different tolerances for scariness.
Minecraft was supposed to be chill and free roaming, which it is.
people would get used to this
For me, that would be a HUGE problem, i literally built a MASSIVE structure which looks like a nether fortress in a massive cavern, like bridges and chambers built into the walls of the cave are almost everywhere, spent 3 years on it, so yea I would have to leave it all behind cus I'm a absolute PUSSY.
@@alexremmei883 Does the Cave Dweller spawn in well-lit areas?
Two main issues for me: The first, I'll echo what a lot of others are saying; instantly breaking shields feels a step too far. Disabling them for a set time like axe hits or piglin brutes feels much more fair while still being a threat.
Second, I feel like it should have a higher chance not to engage you on the initial encounter. If it attacks you with a decent consistency the first time it approaches you, that's a lot of wasted tension from knowing that it's HERE, and hunting you. The chance shouldn't be REMOVED, because then players would treat it similar to the warden where they can ignore the first time a shrieker goes off, but the chance it attacks you at the outset should be reduced.
I think you should change the shield breaking to durability loss and shield stun
Agreed, maybe have it chunk 1/3 of total shield durability and then disable it for like 10 seconds
and also the climbing, what if someone just makes a tower with all sides blocked off? the dweller should be able to jump that at least by 1 block
@@coolkid006 that cannot be done when the chase is already engaged because of the lack of time to do so, and if one prepared beforehand, then I think it is fair to be rewarded for that preparation
@@ShiroIsMyName I mean, not much of a reward. You'd have just trapped yourself on a pillar. How do you kill it if its behind blocks?
1. Having the Cave Dweller break shields feels a bit overpowered, axes can already disable your shields and leave you in a vulnerable state
2. It would be a lot scarier in multiplayer if the game doesn't explicitly state "Player has been killed by Cave Dweller", changing the death messages to something more mundane like "Player died while swimming in lava" has more potential as it can create tension and trust issues while playing with a friend
3. The chase sound while scary to hear it at first, it will eventually get stale in future encounters! The creeper and enderman do not need a repeating droning sound when they're chasing after you to make them scary, just knowing that you're being chased is scary enough
4. The spawn rate of the Cave Dweller also needs some work, there's plenty of cave biomes you can take advantage of! Have it spawn more frequently in mineshafts while making it more rare for it to spawn in lush caves - providing the player a sense of comfort and a safe space is very important
Ermm... Endermen do have a chase sound...... Stare.ogg.....
I disagree. I think it should spawn LESS in safer places, but there should always be the looming threat. That's where the tension and fear come from, that you have no true safe place. Think of games like Slender, FNaF, The Forest, most of those games have a constant sense of building paranoia that your only safe space will be invaded any second.
The main problem I see with the dwellers is that its always constant unless you aren't in a cave, which makes it annoying to progress. It seems like its every five minutes you are getting attacked without a break in between all while there are normal mobs that will also attack. (maybe while the dweller is around, the surrounding area will have less mobs? Like its attacking them and giving the feeling that its after all living mobs then just the player?) I love the original dweller, even the reimagined version as well but it feels like it's too strong now, maybe instead of completely breaking the shield it causes a recharge like an ender pearl or when against a axe. Just my thought, still an amazing mod.
That problem of constantly being attacked does not apply to the copycats made after the original became TH-camr bait. The new ones would spawn every 2-5 minutes and are essentially just an RNG random death event or "you lose button."
@@Daralexenthe spawn rates for some of them are around exactly 230 seconds, I checked the config of it
@@MoonCat2790 That screams "Made for scripted TH-cam videos and not for general gameplay."
@@Daralexen what a coincidence its the dwellers that was in swayles series
This is the biggest reason why I think the Dweller Evolved mod is so much better, because the default Dweller just becomes an absolute nuisance after a while with how common it is. It's also just really poorly suited to long-term survival worlds, because there's _nothing_ you can do to prevent it from spawning, and it will be there harassing you anytime you need to do stuff underground. Making an XP farm? Using your XP farm? Lighting up caves for a surface farm? Digging a perimeter? Building an underground base? Building an underwater ocean base? He will be there, and you can't stop him from being there. I think he should take a page out of the Alien Isolation handbook because a big part of why that game is so great is that the Alien isn't always there, and it makes those unscripted random encounters so much more memorable and scary because of how it catches you by surprise.
I agree with one of the comments that says there should be an initial 0% chance for the dweller to chase you, to keep your blood pressure raising and to make sure people can progress through the game as well.
hope the design gets an update, i dont like the cave dwellers glowing teeth and more detail in the texture, currently it just looks like someone's uncle larry fell into a pickle juice vat
Same vibe from me, I made a comment about this with my thoughts, and I hope that’s what you think is cool as well
With a bit of know-how you can yoink designs of copycats, pasting the model & texture into Gargin's mod while keeping the original code.
@@silver1340 also hoping the animations don't glitch
I think the simplicity of the design fits with minecraft's style and form
@@GoldPlatedKikimora But minecraft is not that simple
I feel that the main downside of the Dweller is simply its appearence. It's just a goofy lil guy, I think it'd be scarier to have some sort of twisted amalgam rather than a lanky smily boi
To be honest, I find its gangly limbs kind of freaky but that's about it lol
@@avacadotoast5571 That's the problem. The single "spooky" thing about the Cave Dweller is that of its long limbs. But in a game like Minecraft, where you can lift billions of kilograms and bees are almost as big as your head, being a bit longer than usual isn't really that much of a feature. The Dweller needs an updated appearance, to make him scarier than just being "the long grey guy"
The whole point was to make it fit in with the vanilla minecraft theme but i do agree its kinda funky looking than creepy looking.
I0n
I feel like it would be better if it did not fit the MC artstyle, especially since this thing is very much not a typical MC monster
we're so back
The man himself has returned
Never lose your sm- oh wait this is not one of those "Ar*an classic" comments😂
I don't think so
real
fr
Okay, feedback:
The increase in vanilla cave noise is a good choice. In the previous versions, just having the modded noise as an explicit indicator takes away from the tension of “is there something there?” I might suggest also adding vanilla cave noises in the pool of noises it could possibly make, just to add a little more uncertainty.
The shield instantly breaking seems like a good idea in concept but would be extremely unfair and may result in someone’s favorite shield breaking. Letting it block once then disable (like an axe crit) would be good.
I don’t know how much armor pierce you gave the Dweller, but it shouldn’t be able to completely bypass. Let players still benefit from their progression, but still feel the pressure no matter how far along they are.
It should still be slowed by water and it should take knockback while climbing. Not enough to knock it down or delay it indefinitely, but enough to slow it down. This rewards players for being clever and using their game knowledge, while still not allowing them to completely ignore the threat. Generally, in other horror games, you’re still able to get _good_ at fighting enemies/delaying a threat.
Also, making it just flat-out faster may not be the best move. Maybe, instead, make it speed up as the chase goes on or make it run faster to close gaps but slow down when it actually comes near, to let the player have a chance to survive in a combat encounter.
Overall, good ideas and I think this is a definite improvement to the original.
yea i mean, the bloody thing getting speed up by water is scary
I love all these changes! I do think the Cave Dweller should instead shield stun rather than instantly break a shield, but other than that it's an awesome improvement!
I doubt you will see this but a cool idea I have is maybe a mob spawn reducer effect. Like as it gets closer, even the hostile mobs like zombies or skeletons start running or hiding. Maybe even showing weird behaviors and don't even aggro onto the player at all.
I would make the Cave Dweller stun shields instead of breaking them. The only thing holding it back now is how it doesn't fit with Minecraft. It's in desperate need of a remodel
I feel the same way. While the design isn’t terrible persay it’s very mid 2010s creepy pasta. It’s a tall guy with a weird face, lots of characters do something more evocative with that basic premise. And all the minecraft original monsters, especially the warden manage to be scary or imposing and also have a unique flare to them. In the first video he said the noises were meant to be bug like, I say lean into that. Give it mandibles and extra limbs. Make it weird and monstrous.
I would even argue you could theme it to be another manifestation of the skulk. Take away it’s eyes, make it blue, it could work. The fact that it would still “look” at you and reacted to visual stimuli even though it was outwardly blind would make it even more intimidating. Assuming you didn’t change it further to be more inline with the vibrational nature of the skulk.
@@mlp_firewind8129I think the only part of its design that does work is the eyes. Seeing them from a distance is terrifying. I also think that while a cool and unique idea, the bug concept strays too far from Minecraft in terms of design. Including all of those elements would make the design too detailed, too un-minecrafty, or too cluttered
@@disrespecc9678it doesn’t fit Minecraft at all little man
My two cents is that its coloring is too bad and it’s too thin. We are genetically predisposed to fear things taller than us, so that is great, but the clammy ass skin has to go for something more unique, interesting, and better suited for Minecraft. The main issue is its size however (which is why I specifically mentioned his height being great)
Endermen work because of two main things, their unsettling looks, with their height and then bodies seeming different than the other monsters in an eerie way. As well as their teleportation, because when they do give chase you are left with no clue where they are. This doesn’t work for the dweller because unlike endermen, it actively sprints and hunts you down. The mod tries to break tension into terror through the chase. Endermen on the other hand never play into terror, and only play on the tension of finding them. So their weak frame is fine. But the dweller simply can’t be scary when it’s built like a starving African child whose diet is nothing but rice bought from $1 donations from people in America. It needs to be thicker. This is done super well with the warden. I absolutely am not saying the dweller should be as thick as that unit, considering a leaner build works better for his mechanics and overall design, but the warden’s presence during a chase is overwhelming not just because of the inevitably of your doom, but how large of a presence he has.
To summarize, make him larger and give him a demanding presence, redo his color scheme, and while we are at it for no reason in particular, we should work with Minecraft references to get him in a spot where a non-player can’t call him out from other vanilla mobs easily. A creative redesign is also needed, as I feel the monsters design as a whole feels frankly uninspired and basic. The most typical monster design out there.
@@Churros_are_Overrated This opinion is coming from someone named "Curros_are_Overated". I think while the design could be better, it is perfect for what its trying to portray. A tall, lanky creature that almost fits into the uncanny valley because it is almost humanoid but at the same time it isn't humanoid enough to bring confusion to the player, only terror.
I think something you said offers an interesting perspective on why a lot of people think that Minecraft and horror are difficult to mix.
You mention that the best horror games make the most of their scares and high-intensity moments by talking away the player's options and accentuating their fear of a monster with the feeling of helplesness. The thing is, Minecraft is a sandbox game, a game that is designed around letting you do whatever you can imagine. It is, by definition, a game that gives you options, that gives you control. As a result, a lot of horror mods either fail to take away enough control and end up getting stuck in boats, or they take away so much that the experience ceases to be interesting. There are other problems, sure, but i think the fact that Minecraft's design philosophy is antithetical one of the fundamental aspects of horror game design might be the root of the issue.
Would be nice if you weren't constantly attacked and could progress, like if the stalking phase was really long instead. It's a problem I see a lot of "dweller" mods have, you just instantly die and can't do anything. It would be cool if the beginning of the stalking phase was like a timer, if you don't get out of the cave and up to the surface in time it attacks.
That... That IS how it works. Unless you're playing with the Nightmare version of the mod.
@@ScareSans I just tested the mod and out of the 20 times I spawned it. I got 15 insta chases 4 walk forwards then chase and one flee
In fairness, you do have to look at it to trigger such a thing.
It's just been made entirely too hard to not end up looking at it.
that's literally what it does unless you use the nightmare version for youtube content
I appreciate trying to make the dweller more dangerous but I think the armor pierce and instantly destroying shields is way too much, especially instantly destroying shields.
A problem a lot of dweller monster mods have is they try to make their dweller constantly dangerous at all times, and while logically this makes sense with the point of the mob they go way overboard to the point where the mob is just not fun at all to deal with and just makes it so your only good option is to just run until it despawns.
Thoughts on armor pierce: I dont like this because this just invalidates the player's progression. I am not a Minecraft modder or know anything about coding but I'd rather the damage be something like it partially pierces armor, like it pierces 50% of the total armor and it could justifiably ignore enchantments outright because you still get the benefit of armor protecting you.
Shield breaking: Just a huge no on this, this is annoying and feels like the idea was only considering the dweller himself and not everything else the player would have to deal with afterwards. A lot of people suggested doing the axe thing where the shield gets temporarily disabled when hit and I agree with that, but I hugely emphasize to not do anything more than that. There's a dweller mod that disables the shield outright during chase until that dweller is gone and its not fun to deal with at all.
bro came back 😎☝
Even Gargin himself got tired of the dweller copies, love to see it
yessir he did
Fr
For real, For real
Your cave dweller in nice
1:18 I really thought he was about to say adaptive difficulty so that it’s a threat no matter where you are in progression…
This is definitely a big step up from the original! While the original did have its charms, the new version is absolutely much more terrifying. 11/10 this time, Gargin!
Destroying the shield instantly might be very annoying, especially if you’ve just enchanted it. In my opinion, it would be less frustrating, if it would make you drop the shield. As it then incentives you to go back and pick it up again, stressing, at least a little bit, with the despawn timer of it and making you run in a circle, which will also oppose a greater threat, as you may walk into mob groups while doing so.
Cheers
As much as I love this mod a big criticism I have is that the sound it makes when it chases you is wayyy too loud and consistent. Yes it can be scary the first time or if it catches you off guard but eventually it'll get stale. I'd be a lot more unerved and freak out if I'd simply hear the gross crawling patters of it's feet as it charges me quickly similarly to the spider. Take the Creeper as an example, it's completely silent until it kills you which is why I'd regard it as the scariest mob in Minecraft.
You can also look at the Enderman for reference as everyone's first encounter with an Enderman has always scary. The Enderman makes a noise when it starts chasing you and then never again, simply making angry noises afterwards as it is in it's enraged state. I'd love to have a scenario with the Cave Dweller where I'd spot it and it would make a noise that would tell me that it is hunting me or just watch as it gets down on all fours and charges me almost silently until it's close enough to where I can hear it's feet on the ground.
I like the mod otherwise. For sure one of the more unique mobs I've seen in Minecraft.
A literal perfect blend of this would just be to make the first time you get chased it is guaranteed to scream like it does, but after that it remembers which players it’s chased and how many times, and after that first time it’s chased you it becomes silent in its hunt, but it uses its memory of how many times you have been chased and if it screamed or not to surprise you every now and again with the scream.
I think it’s great because your description of its chase is perfect for a tense moment where a player knowing what it is wants to run away and hears it catching up, but a new player would be more impactful by the horrible scream for a creature they know nothing about, only that it is hunting them down. And if it kept a log of its chases, with a little coding you could make it chasing with a scream a looming possibility, so while not heard enough to be annoying, it will catch even experienced players off guard when it does happen
maybe just reduce the likelihood of the player being chased?
i think its kinda wild this is not only still the best "dweller" mod, but also better than any of the remixes and remakes. A lot of the dweller mods do feel like just... jumpscare mods instead of horror, just jumping at you rather than building a sense of dread and unease, which Minecraft has been very good at already.
With this version theres a few things Im iffy about (shield destruction mostly, with the best change imo being giving it the Warden's or Vindicator's disable ability). I agree with one of the top comments itd be muich better if the first time you encounter it, it will never chase, and then each time you encounter it theres a increasing chance of it giving chase. Just building that tension a biiiiiiiiit more.
The man who started it all has returned!
“If you spent about 40mins in the world, you would have at the very minimum all iron gear.”
You severely overestimate me.
Ok ok ok- /INSTANTLY/ break the shield? How about just one of those Axe-attack cooldowns that stop you from raising it for a few moments?
This is a warden in digusie
@@thesealsharkproductions9780 ok why did my mind play a theme song
I feels as though making the shield be disabled then destory since it gives rid of a fear that this creature is something in a world that does not it should belong then just a creature of just trying to kill you and well catch people off guard then just being annoyed while also being meta, I also recommend some visual design changes that reflect the power of the dweller, like spikes on its hands to show it can peierce armor, sharp claws or something to show it can disable a shield, fins to show it can swim fast, just something to reflect the dweller than to just buff it
First of all I apologise for my bad english, as a french I'm still currently learning how to speak english well.
I'm about 7 minutes in the video and i see something which i think could be upgraded. Instead of the cave dweller instant breaking a shield if you are holding one in "defensive posture" which i find extremely punishing, why not instead give the cave dweller the same attribute as an axe like the vindicator. When the cave dweller attacks you, you would only be able to parry 1 hit which will set your shield on a cooldown before entering "defensive posture" again (which i suggest would be a bit longer than what is applied by an axe).
That's all i wanted to say. Keep the good work! 👍
Dude ... your english is perfect!
all these mfs saying they bad at english and then proceed to write in perfect english is astounding
@@devstorm_ lmao
@@devstorm_”defensive posture” 💀
@@GAMER32231 its good enough man, most mfs in the us cant write for shit
If I had a nickel for every time Gargin revolutionized a horro-based niche, I’d have two nickels, but it’s weird that it happened twice.
The OG has returned to put the dweller reskins to shame
One Idea could Be that the cave dweller Breaks torches and lanterns near it so it stays in the dark longer and disorients Players creating tension
I love how he actually focuses on the gameplay of the creature, even down to how it'll work late game.
Idea: Once the dweller has spawned, spawns of regular hostile mobs slowly go down until the stalking phase starts for 5%. I think this makes the effect even better that it's truly threatening and it's just you, the dweller, the escape, or your life.
While I think this is a better way of making it more of a threat than just making it unfair and invincible like every other lanky longjohn inspired by the original mod, I do wish there were more feasible ways to really make it scary in MC's gameplay loop outside of "fast guy kill you"
i mean "fast guy kill you" is just the gmod Next-Bots
@ZIGAG1999 He essentially just ported Gargitron to Minecraft. Although, the Cave Dweller feels more like an animalistic creature than a “scary” jpeg image.
I think the manbear does a great job at this, it even has a fake attack mode it can do where it isn't actually intending to kill
I think that the best way to do "scary" in minecraft is to take advantage of something different: your fear that you might NOT be alone.
@@ScrewdriverGaming From the Fog. But even that becomes boring/hilariously unscary at tines.
6:50 I feel like the shield breaking it's a tad bit annoying, maybe you could've just added the same cooldown that you get when a piglin brute hits you, it still makes the shield useless regardless because you're not going after the cave dweller after the cooldown is off
Some ideas:
1. disable the shield do not break it
2. Use Modrinth
3. Make a better model
but anyways good job!
exactly what i thought
Why not just give it a shield cooldown similar to vindicators
@@vtrjnkhole1017 He probably never thought of that, or he wants to slightly wank Cave Dweller because it is his OC.
@@vtrjnkhole1017 this is what i meant
a 1.19.2 port would also be pretty nice since there's more mods than 1.19.3 for it
Imo it'd be better if the shield had a 50% chance of either being cooldowned by 10 seconds on hit OR dropping on the ground on hit instead of instantly breaking.
Just when I started to think that Minecraft Horror mods were doomed, the man himself who started the trend has made a return! This is honestly so refreshing and I cannot wait to see how it turns out!
A few suggestions I have, the stalking and climbing animations look good but I feel like the run animation still looks a bit derpy and could use some fluidity or even janky movement to add to that creep factor. You could also add an attack animation for when the cave dweller hits you, like it trying to grab or bite you. Also the chase sound is a bit stale due to the whole reskin issue, so maybe spicing up the chase sounds would be cool. You could also add a heavy footstep sound so when its chasing you, you can hear its footsteps getting closer and closer on top of the chase...
And final suggestion, possibly updating the model? I do think that any model can be made creepy or scary with the right animations, and so if you update the idle, run, and stare animations, that might give some more creep factor to the model...
6:52 Yes, that's right, even if you're playing a mod that adds a really expensive to craft shield or a special world map with only a single ingot of iron to use, it will be completely broken with no chance of getting it back. perfect 👌
There is also apparently a bug, another comment I’ve seen talk about, where the shield will just break if held not even being used to block with 😬 So that sucks!
@@testerwulf3357 *_E v e n b e t t e r_*
cave dweller is me at 3am walking to the fridge
Nah you open the fridge and you hear cave1.ogg
A good horror mod like any good villain or otherwise should never be ever present in its entirety. What I mean is that there is a fine line between horror and annoyance.
Some people don't like that it comes every 5 mins in a cave. Some respite or random encounter that doesn't always happen would be better. Cause if you know guaranteed that once you ENTER the cave that it will be there then that removes some of the fear of the unknown. Remember people who experience trauma constantly will eventually get learned helplessness or overcome it. Both remove horror as they either give up or they think its just a mild annoyance.
Therefore I believe that if you add a respite then you can calm down before the PTSD kicks in again.
Thats better than all of community made "Dwellers" combined
The Man from the Fog wasn’t that bad tho, was it?
Tbh Man from the Fog, the One who Watches & the Knocker are all decent, like they tried to be something different instead of just a clone of this mod. Not to mention the Manbear which will hopefully be released soon
Siren head mod by kilhec. It’s not out yet but will be soon
@@nathanielcallen3965 They are all mediocre in my opinion. Man From the Fog was good at first, but then the creator had to wank it to DeviantArt OC levels. One Who Watches was always unfun and felt like a self-inset OC for the developer, and The Knocker is literally Poorman's Ao oni
@@Daralexenthe updates that the One Who Watches has been getting are actually making it pretty good tbh
even though I don't really play horror mods on minecraft, on top of the original iteration of the cave dweller, I noticed that theres a lot of similarities with the bracken from lethal company, in a good way. Because the bracken from lethal company is also one of the most terrifying mobs from that game, since it also has a stalking mode, choosing whether to run or chase, and eventually can creep up to kill you. Great job on the thought process.
Cave noises on a nother level
Instead of completely breaking the shield, you could make the player drop it. Additionally, play the shield disable/break sound, add some random velocity to the dropped shield as it was not just dropped but thrown away, and slightly move the player camera to solidify the strength of the impact.
The thing you created is very good, an extremely well-executed idea. I know this because I have seen dozens of modders try their own spin on your idea, creating their own types of dwellers. However, I would argue that the Cave Dweller itself is not that original of an idea, and is clearly inspired by the Warden. Think about it, they are both terrifying natural monsters that are ridiculously strong and are meant to be avoided instead of being attacked The thing about the Warden is that it could have been cheesed by using the pillar strategy. So the devs fixed this issue by giving it a sonic boom attack that not only knocks the player off the pillar but also ignores *everything* that a player could use to defend themselves.
Also, here are some tips on how to make the Cave Dweller a bit more realistic, yet imposing. It should be able to swim through water as quickly as a polar bear, instead of breaking the shield its claws should be able to disable it similar to that of an axe, and it should be able to destroy any boat or minecart that is placed in front of it.
It would be pretty cool/scary if it can break blocks, so blocking up a tunnel isn't a permanent solution, it should break it slowly and make a noticeable noise, so kinda like a player mining with fatigue 2
YES, NEW GARGIN VIDEO LETS GO! 🗣🔥🔥🔥🔥
Respect to you for actively trying to improve your creation based on player feedback
I feel like this is basically overkill, making the Cave Dweller unstoppable makes it more annoying and unfair than scary
A good mechanic would be him randomly grabbing you and start pulling you into a random structure when he gets you there he goes berserk and makes himself way faster and way stronger
I feel like it just needs a more updated appearance to make it look and feel unnerving when you encounter it, because right now it just looks derpy.
I feel like another way to build tension is to have its behavior dependent on nearby mobs. Where it’s less likely to spawn or chase you if there is enough mobs near you or it. Also it should pathfind in a way that doesn’t always take the most direct path to the player, it could instead try to sneak behind them or flank them, or better yet make it seem like he’s fleeing when he’s actually going to a different position to stalk or chase you from. Also instantly breaking shields is a bit harsh, a huge durability penalty or shield disable/stun would work much better. Perhaps by a large amount in either case. Maybe its spawning could be tied to lighting a bit more.
4:43 You should have the warning noises not always be real, creating false alarms and paranoia.
I think Cave Dweller can be scarier if he doesn’t die after last hit but disappears like when you hit enderman. It really frustrating to me to see how he can be killed. Brake the immersion.
Gargin had to come back and teach all those whippersnappers how to make a REAL horror mod.
Those Cave Dweller copies are about to get crazy.
Also good job on an update. Really glad to see original creator of the Dweller and not just an another copy, claiming to be an "upgrade"
Adding on to other people’s comments about how the Dweller just instantly deleting shields is overkill, on top of just replicating the axe’s ability to temporarily break shields, you could also make the Dweller eat huge hunks of its durability - giving it a much more limited number of uses against the Dweller before the shield properly breaks.
Just outright deleting the shield isn’t scary, it’s frustrating. You haven’t found a workaround, you’ve given up and said “Fuck it, rocks fall and everybody dies” because you can’t come up with a better solution.
do better xd
Here are some changes/adjustments I’d recommend to make it better:
1, Shield. Instantly breaking a shield is not fun or fair. The player loses six wood and one iron for panicking or not knowing its behavior. Instead, look at the Ravager! It has a feature where after a few hits on a shield, it will do a special attack, stunning the shield and sending. The player flying! Use that as a base for its anti-shield abilities, maybe have a shorter delay and make it stop moving for a moment.
2, Mobs. Random mobs around the caves take away a lot of the tension, as they’re proof that the game is still “normal” and that there is something else moving down with them other than the Cave Dweller. To fix this, make it kill unseen mobs randomly while leaving their drops. This would be an event after the frequency of noises is increased, but before the special noises play. This would increase tension, as you basically find the dead bodies of mobs just left there for you to find. Maybe also add a special item that is dropped when it kills a mob. This item could be used to “play dead.” After crafting some form of paste/dust, and smearing it on the player while the Cave Dweller is near will make the player invisible to the Cave Dweller. But the Cave Dweller could hear the player, allowing a way to avoid an encounter while keeping the tension and fear.
3, rampant. You should make it so that longer intervals between encounters are more likely, and maybe even have some fakeouts where cave noises start playing more frequently, but the Cave Dweller never appears or makes special sounds. Maybe even have a special rare event where all light sources turn red, and the Cave Dweller can crawl through blocks, and moves much faster. A Rampage (which is what the rare special event would be called) is more likely to happen if the player blocks off all entrances to them completely.
4, blocks. Make the Cave Dweller interact with the world! Make them open doors and trap doors, flick levers and push buttons, avoid stepping on pressure plates and run away from TNT! Make it fear danger, so it feels more alive!
These are all suggestions, and are very likely too ambitious to be possible.
Gargin, please let me know if you saw this in any way you’d like!
This is so cool!
Ikr... wait
Dont you dare
Suggestion: When Stage 3 is in act (custom cave sounds) make mobs no longer spawn to make the player hear dead silence. An eerie nothing in every direction with only the cave to give unnerving sounds every few minutes. The closer to Stage 4, the quieter.
The Man himself has returned
you handle every subject with such expertise and charisma!
idea: make it able to slowly break blocks, so blocking yourself in doesn't work, and actually makes it even more horrifying as you have to just watch it break its way in
Cool. A couple of suggestions:
1. Instead of breaking the shield, it disables it like an axe.
2. Players are b*stards that exploit/predict behaviours, so they're going to counter your anti-pillaring solution with buckets, trap doors, chains, pistons etc... Maybe try a long-range grapple ability?
3. I'd love misleading sounds with Dweller. Everything from block-breaking to odd, out-of-place sounds like eating etc. from a distance. Could really trick some people in multiplayer.
4. The death messages need to be changed for multiplayer. They kind of ruin the fun when everyone knows there's a Dweller mod within the first couple of minutes.
5. I like the idea of the Dweller getting extremely close without making a sound and extending an arm to touch you from behind and just running off afterwards. Like randomly being hit with a snowball.
Just you wait until Swayle reskins him....
Oh hell nahhh
I’m surprised not many people have said anything about that down here 😅
I hope that Gargin learned his lesson by not making his mods public domain after seeing the waves of low-effort asset flips of Gargitron and Cave Dweller.
Wow even one of swayle's mod creators knows the truth about his evilness and maniplutation
Puffs way better
You can actually take a lot of notes from the Warden, which was designed in a way to bypass most methods of cheesing it (key word, most).
It does massive damage, its sonic shriek ignores armor and can pass through walls, its immune to lava, can't be picked up by boats or minecarts, its projectile attack makes it a threat even when pushed back by flowing water, it has a ton of health, and its attacks can disable/break through shields.
Now the real struggle is finding a way to keep it balanced being so overpowered while also being an unavoidable threat. If its too strong it just becomes unfair and cheap. If its not strong enough... Well, you already know.
Bro woke up and chose to cook 🔥
omg, i love it, but i think that i have a better idea for the shield, how he has a flip coin when he is spoted, maybe the same will be for the shield?
like: 1 -he screams violently and continues chasing
or 2- he just break it and slowly blend in to the shadows, marking territory
now make it break blocks and make the model creepier
Why not make the shield take like a random small number of hits before it drops to the ground away from the player. This will create a scenario in which the player might try to get back the shield to block some more hits, which will be really tension-inducing.
You can make the hits between 1 and 4 and make the shield take a lot more damage than normal hits.
Are there settings for the mod where you can make it extremely rare? I feel like the less you see it the better.
Things I would add:
- At first you only see the eyes glow in the darkness, and as the dweller gets more and more aggressive it slowly opens the jaw making the teeth more visible
- You can witness a Dweller just roaming around the cave by itself, if you get too close, make loud noise or use a light it will get it's attention onto you, and there will be chance that it will hide that fact and as it gets out of your line of sight it starts running, if it can pathfind around the cave and attack you from behind it will absolutely do that, if not it'll try to ambush you
And most importantly
- Please make the model not so goofy
Not like a giant monster hedgehog but definetly something more unsettling
Instantly break is way too overpowered! It should but the item into an extended cool down like the axe does, or even cause the player to drop the shield but instant item destruction is just bad design.
If I have an enchanted shield with a banner pattern the only way it should get destroyed is the vanilla ways.
I loved the first video that you did of the Cave Dweller as an Introduction to this new actually scary hostile mob to the game.
This one is even better, making the Cave Dweller much more of a threat then before, love it 👍🏻
I’m thinking of downloading the updated version once it’s up and, trying it out
Also, 1:40 - 2:40 I really love that Wario Land 4 - Temple Theme Remix that you choose to add. That game is so Nostalgic and Fun to play, it is still one of my favorite GBA games ever
The climbing noise actually gave me chills 🥶
Holy moly that stuff is nightmare fuel idk why
An idea: the Stalking Phase has it dig a 1 block hole and crawl around you with the sounds of blocks breaking. Maybe it could break its way to you and chase from there?
Gargin humbles swayle in 9 minutes
Wait until they yoink it's ai and place it in their generic scawy ahh model
@@HellCromeE Gargin just needs to not make it open source. Remember what happened to the Steam Workshop when Gargitron released.?
@@Daralexenfrfr
I'd really like for the cave dweller to interact with the Minecraft world in some way! Currently feels like it's just there to hurt the player. The dweller has no reaction to mobs, blocks, lights, fire, etc. Could be really interesting and help build suspense!
This is what I’ve always wanted the Cave Dweller to be: a monster that ignores all the basic laws of the game to the point where all you can do is *RUN*
You can still fight back with a heavily enchanted bow, though actually landing shots on its hitbox can be tricky
Just have a totem farm at this point.
make him be able to slowly break blocks and empower normal cave mobs so he can boost their DMG by 20-40% and speed by 10-20% (he can't spawn them, only affect the already spawned ones)
I love that you actually take it seriously unlike other "I made the creepiest monster in minecraft" youtubers. They just make monster ugly and run at you invulnerable.
cant wait to shit myself, also have you thought about maybe changing the model design and making it look creepier i think that would just make it even better
You should possibly make the character model look scarier, maybe even making the scream sound a little deeper pitched and echoey
0:25 Why does your Intelij look so good? What plugins && Themes you use?
what could be cool, is the Dweller screaming when he can't reach you because of recently placed blocks. Like if you manage to block him off, you know? A scream paired with scratching on the walls or something.
He’s just not very scary looking either
And he spawns way too much
I thought a good phase would be the cave dweller spawning out of sight (preferably near mobs) as you hear it start to swiftly kill all mobs within its spawn area
New update lets go
I feel like you might want to change the interaction with boats and water. It’s a little scary that you can’t just stop it but it’s terrifying if when you stop it if it just starts “screaming” attracting or spawning in another cave dweller. Also if in a small tunnel it should primarily crawl on walls and the ceiling.