Vore Slime

"TO DO:""Mud Blob and Tar Slime have unique mechanic of stealing melee weapon if were attacked by it. The weaker attack was, the higher chance of stealing. Any unsuccessful attempt from steal debuff player with Weakness, which rapidly increase chance of stealing on next attack. Weapon enchanted with Fire Aspect or Knockback is immune for stealing"MFQM Introduces new mobs to Minecraft known as the Vore Slime. They behave like ordinary Minecraft Slime except for their unique ability to capture and devour players.

Vore Slimes capture a player by hit him with their body, that hurts him depends their attack strength. The lower a player's health, the higher chance to capture him.

Once a Vore Slime captures a player, it proceeds to suck them down into its mass where the player being drown/suffocated in. A captured player can escape this fate by hitting shift to dismount, this will causes the Slime to get another hit on the player, but gives a healthy player a chance to escape if that hit does not immediately recapture them. However, players on half health or less will find it impossible to escape as all hits will result in an immediate capture, dooming the player to an inevitable death.

Vore Slimes will only ever attack and devour players, and will pretty much ignore all other mobs around them.

Currently 4 varieties exist, each with their own stats and habitat. {| class="article-table"

Vore Slime
The standard Vore Slime, this variety is a translucent light-blue slime that can only be found in underground caves. Even they are slimes,they aren't immune to Sinking Slime blocks and will sink in them.

The standard Vore Slime is one of the faster varieties of Vore Slime and can keep pace with slower players. Of all Vore Slimes, its speed is matched only by the Sandy Blob.

Muddy Blob
Perhaps the most common variety, Muddy Blobs are common in Swampy biomes, they are brown and made of mud such as that commonly found in Swamps. They are immune to Mire blocks and will not sink into them.

They are a potentially greater threat compared to the standard Vore Slime, having higher health, greater attack strength and a greater chance to capture the player with each hit. The presence of mud in some swamps gives the Muddy Blob a significant advantage at capturing a nearby player, as mud will significantly slow the player down while the Muddy Blob continues at its normal pace.

Tar Slime
The most dangerous variety of Vore Slime, but also relatively rare because of its spawning location. The Tar Slime is a large mass of sticky black tar and can only be found next to Tar Pits, because of this they are also the only Vore Slime that can be encountered in the Nether, given the presence of Tar Pits there. Tar Slimes are immune to Tar Blocks and will not sink in them.

Tar Slimes have the greatest health of all Vore Slimes, the highest attack strength, and the highest chance of capturing players with each hit, but they are also the slowest. When successfully hitting a player, the player will be slowed down, helping the Tar Slime to follow up with another hit if the first did not capture the player.

Tar Slimes' weakness is fire, which continuously burns them on contact.

Sandy Blob
The most recent addition to the Vore Slime family, the Sandy Blob is a large ball of loose and constantly shifting sand and can be found in deserts.

Perhaps the weakest of all Vore Slimes in MFQM, the Sandy Blob makes up for these shortcomings with the unique ability to potentially split into 2 new Sandy Blobs when it get hit by a player using melee attack. An unlucky player may find themselves being swarmed if a Sandy Blob continuously duplicates with every hit.

Sandy Blobs' weakness is water. They will melt if they contact it. Notes
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 * In versions 1.0.7.5 and before, when the player was captured by a Vore Slime, they would be put into a sitting pose as if riding a horse. This allowed the player to fit completely inside the Vore Slime devouring them. As of version 1.0.8 and later, the player no longer sits when captured by a Vore Slime, causing the player to stick out the top and sometimes causing their feet to sink into the blocks they're on even if its a solid, non-quicksand block.