Module: Mimics and Traps - pearuhdox/Cartographer GitHub Wiki

Mimics and Traps is a module provided in Cartographer. It adds a variety of new trap augmentations to the game, including miniboss traps and ways to modify Spawner Behavior.

Mimics requires Cartographer: Mob Abilities in order to function properly!


Setup

To begin working with Loot Additions, the command:

/trigger give_dev_box

will give you all the dev supplies of Mimics and Traps (as well as any other packs you have installed with dev supplies).

The supply chest contains a number of item frame placeables that can create or modify Mimics and Traps's various structures. This includes a placer for Mimics, Colossus, and various Spawner Traps the pack includes.

Placeables: Miniboss Traps

Mimic

Mimics are structures that are placed on top of a trapped chest and will then pretend to be a chest. If the player attempts to interact with the Mimic chest (by left or right clicking) the Mimic will trigger, spawning a dangerous Mimic mob to attack the player. When the mob dies, it will place the chest back on the ground with all items or the loot table inside it. Right clicking to open the chest will make the Mimic attack the player. Left clicking to break the chest will damage the mimic slightly and stun it for a very brief period. Mimics are immediately armed and can be removed by left clicking on the chest in Creative mode. Mimics cannot be triggered by right clicking in Creative.

Mimic Information

Mimics are undead enemies that disguise themselves as chests. When provoked by breaking them, shooting them, or opening them, they will attack the nearest player. Defeated Mimics will drop whatever prizes they were hiding on death. Their stats are: Health: 120 (60 Hearts)

Armor: 0 (default)

Resistances: 48% Damage Resistance to Projectiles

Attack Strength (Melee): 10 (default)

Speed: 0.25 (default) [same as Wither Skeleton]

Height: 2.5 Blocks

Abilities: Hookshot (above 50% hp) | Charge, Breaker, Passive Health Regeneration (under 50% hp)

Mimics can be opened without disturbing them by having the Invisibility effect, or by wearing a Mimic Head. While a Mimic is hostile, nearby players will be able to see its health with a boss bar.

When a Mimic drops beneath 50% health, it will become "enraged". Enraged Mimics have different Mob Abilities. Additionally, the Mimic will gain permanent 20% Attack Damage, permanent 20% Knockback Resistance, and 5 seconds of Speed I. While enraged, mimics will passively heal 6 health every 6 seconds.

Mimics will scale their armor, attack damage, and knockback resistance based on the player's armor value. Mimics can gain up to 100% damage, 80% damage resistance (from armor, 0 toughness), and 50% knockback resistance depending on the power level of the nearest player to the Mimic when it is disturbed.

Colossus

Colossus are structures that are placed on top of a spawner and will then pretend to be a spawner. If the player breaks the spawner (it still spawns mobs) the Colossus will trigger, spawning a dangerous Colossus mob to attack the player after a short animation plays. Colossus can be broken by players in Creative Mode (some Colossus will despawn in Peaceful, but some mobs will not).

There are 7 types of Colossus mobs based thematically on the Seven Deadly Sins.

Colossus Information

Colossus are spawned in when their corresponding spawner is broken. After a couple seconds and a brief animation, they will appear at the location of the spawner, and target the nearest player.

Like Mimics, Colossus enrage when dropped beneath 50% health. Colossus enemies do not heal when enraged, and their abilities and patterns change. However, each Colossus changes differently when Enraged.

Colossus will scale like Mimics, but to less severe degree. Their attack damage grows (less than mimics) and their armor and knockback resistance grow the same as mimics.

Colossus of Envy

Health: 200 (100 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Skeleton (Bow)

Notable Stats: 25% Innate Knockback Resistance

Ability List: Horrifying Trait, Nova, Shoots Grenades (instead of Arrows), Warping (after Nova)

Enrage: Gains Sidearm after Nova, Passively Strafes, Can Break Blocks. Gains 2 minutes of Speed III and Strength I (Grenades will do more damage).

Colossus of Gluttony

Health: 200 (100 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Slime

Notable Stats: None

Ability List: Charge (when hit), Grows In Size When Hit

Enrage: Accelerates Charge (Gains 1 Charge Recast), Can Break Blocks, Gains 30 Seconds of Speed I

Colossus of Greed

Health: 50 (25 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Bee (No Poison Inflict, No Stinger Death)

Notable Stats: None

Ability List: Duplicator (5x) with Aftershock

Enrage: Itself and future Duplicates gain Acrobatic Passive Gap Close, Can Break Blocks

Colossus of Lust

Health: 200 (100 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Evoker

Notable Stats: Increased Speed for Evoker

Ability List: Hookshot with Evocative, Summons Custom Minions instead of Vexes. (Minions inflict Slowing Debuff)

Enrage: All attacks inflict Cursing trait. Gains Sidearm After Hookshot with Grenade, Can Break Blocks

Colossus of Pride

Health: 200 (100 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Iron Golem

Notable Stats: None

Ability List: Acrobatic (Gap Closer) Zephyrous Smash, Touch

Enrage: Sidearm After Smash Attack (Zephyrous Grenade), Acrobatic Gap Close Passive, Gains Speed II for 10 seconds, Can Break Blocks

Colossus of Sloth

Health: 200 (100 Hearts)

Resistances: None

Base Mob: Enderman

Notable Stats: Reduced Speed

Ability List: Augmenter, Alchemist (Heavy Slow Effect)

Enrage: Replaces Augmenter for Orbit (With Inner and Outer Ring), Gains Slowness I for 2 minutes. Gains Sidearm After (Arrow, Touch), Can Break Blocks. [Ability Haste and Damage is reduced while enraged]

Colossus of Wrath

Health: 100 (50 Hearts)

Resistances: 40% Damage Resistance to Projectiles

Base Mob: Charged Creeper (slightly nerfed - 4 total explosion radius)

Notable Stats: None

Ability List: Hookshot, Resummons when Explode (Spectral + Deathbomb)

Enrage: [Always Resummons Enraged] - Trades Hookshot for Sidearm (Overloading Needle) - Gains 90 seconds of Speed I

Placeables: Spawner Traps

Spawner Traps are various structures that can be placed on spawners to modify their behavior. A spawner can have more than one trap applied, but only some types are compatible. The behavior modification of the spawner depends on the trap placed on it.

Spawning Rule Modifying Traps

A Spawner can only have one of these. Adding more than 1 will cause unintentional behavior.

Ambush Spawner

Ambush Spawners will spawn mobs every second until they run out of Spawn Potentials or a set wave count (depending on the Ambush place tool used). Once they are out of Spawn Potentials or wave count, the spawner will break itself and despawn. The wave count can be increased by left clicking or sneak left clicking on the sides of the spawner when you first place the Ambush Spawner. (Spawn Potentials types do not have settable wave count.) Ambush Spawners have green glass panes inside of them to signify their unique behavior.

Controlled Spawner

Controlled Spawners will spawn mobs only when there are no nearby hostile mobs (within 20 blocks). They will spawn until they have been exhausted of Spawn Potentials or wave count, similar to Ambush Spawners. After running out of whichever resource the Controlled Spawner relies on, it will break itself and despawn. Like with Ambush Spawners, the type of Controlled spawner (normal or Spawn Potentials) can be set with the tool used to place it, and also like Ambush spawners, the wave count (when applicable) can be increasde by left clicking or sneak left clicking on the spawner shortly after creation. Controlled Spawners have cyan glass panes inside of them to signify their unique behavior.

Hyper Spawner

Hyper Spawners will spawn mobs until they run out of wave count very rapidly (every possible tick they can.) Hyper Spawners are not penalized by MaxNearbyEntities, as they will be auto set to 30,000 in the statistic. When out of charges, the Hyper Spawner will despawn. Like with Ambush and Control Spawners, the Hyper Spawner's wave count can be increased by left clicking or sneak left clicking the spawner sides shortly after creation. Hyper Spawners have red glass panes inside of them to signify their unique behavior.

Other Spawner Traps

A Spawner also have only one of these.

Falling Spawner

Falling Spawners will make the ground beneath them have the appearance of the block beneath them and +1 in the Positive X direction. This will only happen if that block is a block that would be affected by gravity (such as Sand). When the Falling Spawner is broken, the block being disguised (aka the one directly beneath) will be dropped as if it were a gravity block, causing a Falling Block update to any touching suspended gravity blocks.

This can be used to make Falling Sand traps that aren't damaged by mapmaker tools such as BSE or such as Cartographer's Charon Cage death rules.

Redstone Spawner

Redstone Spawners only activate when broken. When broken, the spawner will look at all adjacent blocks and see if there is an Observer directly past them aimed at the Spawner. If there is one, the block between the Spawner and the Observer will be broken, causing an Observer update (and triggering the Observer in question.) This takes 1 second to happen, and there is a noise cue when broken, and the second after when it breaks the blocks. The Redstone Spawner has a Redstone wire placed beneath it to signify the trap.

This can be used to make Redstone Observer Spawner traps that aren't damaged by mapmaker tools such as BSE or such as Cartographer's Charon Cage death rules.

Disguise Spawner

Disguise Spawners when placed will prompt the mapmaker to left click on the sides with a block. When that happens, the Disguise Spawner will take the appearance of the block clicked with. This will NOT hide the flame particles or smoke particles the spawner makes when near a player. After the spawner spawns a mob, 10 seconds later, the trap will be revealed, and the disguise will be removed permanently (the trap entity will remain if a spawn rule trap has also been applied).

Slowbreak Spawner

Slowbreak Spawners when placed will inflict an aura of Mining Fatigue I within 8 blocks of them. Once the spawner is destroyed, the aura will automatically be removed and cleansed from all players nearby. Slowbreak Spawners are signified by panes of Tinted Glass within them.

Slower Spawners

Slower Spawners is an option that can be enabled (off by default). When enabled, players receive Mining Fatigue I / II / III when trying to mine a spawner that is directly above Obsidian / Reinforced Deepslate / or Bedrock (respectively). This means spawners on top of those blocks will take longer to break (or in Bedrock's case, be borderline unbreakable).