- MatteotheHumbleMiner
- Registered Member
-
Member for 12 years, 9 months, and 16 days
Last active Sun, May, 1 2016 16:23:36
- 0 Followers
- 218 Total Posts
- 8 Thanks
-
425
andrejolicoeur posted a message on [16x] Jolicraft ~ Trails and Tails (1.20)Posted in: Resource Packs1.20 - Trails & TalesDid you know that the greatest tales of all time also feature the greatest tails of all time? It's true! Think about it. Charlotte's Web - Wilbur's tail is the best part of that tale. Lord of the Rings - Remember that part when Legolas swung around on the Oliphaunt's tail like Tarzan? OH! And let's not forget Alice in Wonderland. Remember how Alice had a tail? No? Hmmm. Must have dreamed that.
My name is Jolicoeur, so I called it Jolicraft. It's pronounced "Jolly Craft" by the way. My name means "Happy Heart", so I guess Jolicraft means "Happy Craft". So maybe I should have called it HappyCraft, because I'm generally quite happy. But I'm not always happy. Sometimes I run out of wine. Sometimes there's no hot water for my bath. Sometimes when I'm changing my son's diaper, he pees on me.Minecraft is a game about crafting the world around you. What better way to craft the world than to craft the very stuff the world is made of? I had a great time creating Jolicraft, it's so addictive to create textures and see them live in your own world. I didn't really intend to push the pack as far as I did, but damn this [profanity=""] is addictive. It's as addictive as Minecraft itself, which is saying alot.This is Minecraft people. As with life, don't take it too seriously. A good plentiful helping of Jolicraft will wash the dust away from your dreary world.Why did you make this 16x16? Wouldn't it be awesomer if it was 32x32 or 128x128 or 1080x1080?I love 16p texture packs. It seems the perfect resolution to match the style of Minecraft. The purposefully crude low-res pixel crafting nature of the game was simply made for 16x16 textures, anything more just feels weird - like drinking red wine while eating hotdogs. Which Notch does every morning at the breakfast table. Although I'm sure one day I'll be bored and play around with a 32x32 version, just for the fun of it.Can you please add more sidegrass?Let me explain why this is almost no sidegrass on Jolicraft dirt. I like sidegrass in many texture packs. Sometimes it works and looks great for the type of grass & dirt they've created. But Jolicraft dirt is different. It's firm and scoopable. The grass is a thin layer on top of the dirt, so more sidegrass makes no sense as it either makes the grass layer feel thicker than I want or it makes the thin grass all droopy. Think of my dirt like cake with icing on top, so when you scoop through it the grass doesn't instantly hang down the side, it stays firm. And the grass overhangs just a tiny bit to cast a slight shadow down the side of the dirt. It's that crisp edge that makes Jolicraft dirt different from other dirt. It's not that I'm against sidegrass in general, just sidegrass in Jolicraft.I asked you to change a texture and you didn't. What gives?I'm sorry. You had good intentions in suggesting a change, but I didn't care for it. Don't be angry! I don't care for lots of stuff that other people like. And I care for lots of things that other folk don't like. And I'm neutral to things that many people aren't neutral to. What a world! Does that answer your question?I'm making my own pack or map, and I want to use a texture from your pack. Can I?I get lots of requests from folks asking if they can use specific textures in their packs and maps. I don't mind if you use any of my textures, help yourself and enjoy! But I just ask that if you do use something I've made that you state somewhere in your thread what you used of mine, and include a link to this thread via the Jolicraft logo (http://img607.images.../5724/sig5f.png). And I STRONGLY encourage you to not rely on anything I've made. Making a few textures doesn't take long. It's much more satisfying to create something original than to rely on someone else's creations. Wouldn't you agree?What's wrong with you?Once when I was young I pushed a toothpick into my ear and it went all the way in and didn't come out. I've not been quite right since then. -
67
MineCrak posted a message on [1.2.5] Cart Mod - Being Updated for 1.6.4!Posted in: Minecraft Mods
Cart Mod ( Pullcarts - Easy to use and Effective )
Get all versions here. * Now being updated for mc1.6.4!
This is a Mod Coded by jordanske
With Inspiration, Design, Algorithms, Art, Testing and other Help in the Cart Workshop by MineCrak
With Inspiration and Original models by BigShinyToys
Contributing Code and Help from: blakmajik, Robinton, Lil Avii, RaustBlackDragon and ScottKillen (Thanks! )
* See Original Mod Request thread created by BigShinyToys (He also created the Original Models! )
-- Please stop by that Mod Request thread and give BigShinyToys and jordanske some +1 Love.
Cart Mod News: [ 2014-01-19 ] mc1.6.4 version in the works!
[Click Below ][ 2014-01-19 ]
Yes! Cart Mod is being updated for Minecraft v1.6.4! Progress has already been made, there is already a new type of Cart. Go here to read the full announcement and see some new in-game screenshots. Also; find out who has joined the Cart Mod Team to bring this Classic Mod back to life!
[ 2012-07-31 ]
Yes, Here it is! A New release of Cart Mod for Minecraft 1.2.5 on the Eve of the release of Minecraft v1.3.1. This is a peek at the features coming for Cart Mod v1.3, though there will be more than this coming before Minecraft v1.4.
Cart Mod v1.2.5 brings a few new features as well as a couple fixes of little issues found in the prior version. There are now Hand-Brakes, TNT Carts and Carts will now roll down hills. The Config file has been moved and fixed and Cart Mod is now 100% FML compatible!
All-in-all this is a good topping off of Cart Mod for Minecraft v1.2.5. Also! Cart Mod is now much more easily ReTextured! In fact, The default texture has now been fixed, so boards properly line-up, and the wheels have 3D Textures! There are also some new auto Cart animations now and a kick-stand.
* More updates will be made to this thread regarding this update, please check back for more info! - In the meantime:
Toggle brakes: Have any Cart Gloves selected; [Shift][Right-Click] a Cart to toggle the brakes.
Config file is in the 'CartMod' folder inside of the 'mods' folder which is itself inside the '.minecraft' folder.
[ 2012-07-11 ]
FML is an open-source replacement for ModLoader. Cart Mod seems to work fine with it except for a key-binding bug that can cause a crash when you press the Dispenser Cart activation key (Default = x) in the Pre-Game SSP or SMP menus, including the World Gen menu. This does not happen in-game. A Bug-Report has been posted on FML's Github:
FML Key-binding Bug Report
For now, if you need to use FML instead of ML, you can change the activation key in the Minecraft In-Game Options/Controls Menu to a key that you won't use in World Gen or the other pre-game menus. This should allow you to do what you need without a crash until the problem is completely fixed.
[ 2012-06-5 ]
Per a Report from tootgod; The Clay Soldiers, from the Clay Soldiers Mod, can not only pull a Cart for you but you can guide their movement with a fishing pole! Try this while sitting in the Cart the Clay Soldier is pulling and let us know how it works. A video of this would be great!
[ 2012-05-22 ]
Berserkenstein has discovered that it is possible to use Cart Mod's new Capture Net to place a Turret from Turret Mod into a Cart from Cart Mod and use it! The turret, which is normally stationary, continues to work fine while being pulled in the Cart, still auto-tracking monsters and blasting them while the puller wonders around in the night.
This was completely unexpected by us. I wonder how many other things of this sort can be hoisted into the Carts with the Net?
Berserkenstein has even provided us with Video proof of his discovery!
- This Video is in our Video Section, or you can go straight to the youtube page. Enjoy!
[ 2012-05-19 ]
The Famous GameChap and Bertie have honored Cart Mod with a 4th CM Video. This one demonstrates the new Dangerous Sport of Ghast-Carting!
Yes, starting in CM v1.2 it is possible to harness a Cart to a Ghast (to it's legs? ) even while riding in the Cart and to be carried with the Cart up into the sky! You can jump off the Cart at any time or unharness the Ghast and drop with the Cart to wherever you've ended up. You can often look out the back of the Ghast and see the terrain below that you are passing over.
I sent GameChap some secret insider info regarding this feature as no one had reported finding this easter-egg yet.
- This Video is in our Video Section, or you can go straight to the youtube page. Enjoy!
[ 2012-05-15 ]
MineHardGamers have made an Add-on Intro/Tutorial Video for Cart Mod's newest v1.2.1 features!
- This Video is in our Video Section, or you can go straight to the youtube page. Enjoy!
[ 2012-05-02 ]
The Famous GameChap and Bertie have made another wonderfully Entertaining video using Cart Mod! This time with the newest version 1.2.1.
- This video asks the question: What happens if you trap Ocelot/cats into two Carts that are harnessed to Creepers? Why, you get a jolly good Race is what you get!
This Video is in our Video Section, or you can go straight to the youtube page. Enjoy!
[ 2012-04-30 ]
Cart Mod v1.2.1 has been released! This is a bug-fix version. See Change-log for more info.
[ 2012-04-29 ]
A short Poll has been added to this thread. Please let us know what you think.
This Cart Mod OP (Original Post) has been tweaked a bit, along with the Change-log and Crafting Recipe sections having been moved to this Thread's Second OP post beneath this one. All original Anchor Links to those sections still work like before, including the links in the Main Directory below.
[ 2012-04-28 ]
A NEW Version of Cart Mod has been released! v1.2.
Check out the [ Change-log ]
[ 2012-04-25 ]
A new Compatibility section has been added to this Post. Please post reports, and pics if possible, of you using Cart Mod with other Mods and whether or not the Harness works with them.
Some other parts of this OP (Original Post) have been redone or edited to improve them. More work is planned.
[ 2012-04-24 ]
Simply Horses Mod, as of v0.2.3, is now FULLY Cart Mod Compatible! (Thanks Lil Avii!)
- And thanks to everyone who reported the prior incompatibility, your reports made this possible.
We are in contact with the maker of the Doggy Talents Mod regarding CM compatibility..
- [ Downloads ] [ Change-log ] [ To-Do List ]
- [ About ] [ Install Instructions ] [ How to use this Mod ] [ Compatibility ]
- [ Crafting Recipes ] - With Basic Instructions
- [ Bottom of Post ]
.
++ [ Get your own Dropbox 2GB+ Online Storage for Free ] ++
+ Check out the pics of jordanske's very first Cart Mod from before minecraft!
+++ See GameChap's ! (featuring Cart Mod v1.1)
About Cart Mod
Cart Mod gives you the ability to have pull-carts that you can place either a Chest, Workbench, Furnace or Dispenser into then pull (and even push) with you wherever you go, without tracks, and use them even while pulling them!
You can even harness your Carts to other Entities like animals and more! And Now you can even capture various creatures, even Villagers, with a net and put them into your Cart to transport wherever you wish. Not only that, but now you can get into your Cart yourself!
Harness an empty Cart to an animal or whatever you can then Jump In and let it take you for a ride! You can even jump in first then harness whatever comes close enough.
Storage-Cart (Pull-Cart + Single Chest)
Crafting-Cart (Pull-Cart + Workbench)
Smelting-Cart (Pull-Cart + Furnace)
Dispensing-Cart (Pull-Cart + Dispenser)
* Also; If a mob kills you, your Cart should still be intact with whatever items you stored in it's chest and sitting there waiting for you to reclaim at your leisure.
-
More Cart Mod Pictures: [ Click Below ]
Beta version Screenshots: [ Click Below ]
Guess who this is in this picture below? It's jordanske!
* Normal wheel coloring is a little different in Mod. I was experimenting with my texture file and forgot to change it back before taking these pics.
Videos of Cart Mod in Action: [ Click Below ]Recommended Cart Mod Videos to watch if you are new to Cart Mod:
Introduction and Tutorial for Cart Mod (Up thru CM v1.1) [ Click Below ]
Intro and Tutorial for new Cart Mod v1.2.1 Features Only [ Click Below ]
Videos of Cart Mod v1.2.5:
Here is the first Feature Intro for this New version of Cart Mod! by Dragonskilzz / JonasBondful [2:57]
Videos of Cart Mod v1.2: [Click Below]
Here is an in-depth Video for Cart Mod in Spanish! by M919M / MMH919 [ 8:47 ]
Here is 'Laser Chariots of Glory' by the Famous GameChap and Bertie [2:15]
- Shows the Laser Turrets from Turret Mod being used in our Carts!
- They lead a battle between dogs pulling Laser Carts and an army of Creepers.
Here is Great Tutorial on How to go Ghast-Carting in the sky for Fun and Profitand how to setup a Self-Running Creeper-Cart. by Dragonskilzz / JonasBondful [ 5:56 ]
Here is an Exploration of the Cart Mod by Phobic_Bus / PhobicBus [ 6:34 ]
Here is a unique Review and Demonstration of Cart Mod by iPodmail [ 7:30 ]
- Shows practical uses and in wild environments!
Here is an enthusiastic and fun Review of Cart Mod by x2robbie2x / Youtube [ 8:58 ]
Here is a long Walk-Through of Cart Mod by Dragonskilzz / JonasBondful [ 9:10 ]
- He also shows a Villager being "Captured" into a Cart and being pulled around.
Here is a Demo of a Turret from Turret Mod working in a Cart! by Berserkenstein / Youtube [ 00:31 ]
- A completely unexpected bit of Mod to Mod Compatibility.
- He used the new Capture Net to get the Turret into the Cart.
Here is a Demonstration of Ghast-Carting with Cart Mod by the Famous GameChap and Bertie [2:14]
- The Popular new Dangerous Sport!
A Great Intro and Tutorial for CM v1.2.1's newest features by MineHardGamers / Youtube [ 2:49 ]
Here is a Romp through the newest Cart Mod features by Dragonskilzz / ThaMobSlayer [ 4:25 ]
Here is an entertaining Creeper Race video by the Famous GameChap [ 2:53 ]
- featuring Cart Mod v1.2.1 and Ocelot powered Carts harnessed to Creepers!
Videos of Cart Mod v1.1: [Click Below]
Here is a Great Intro and Tutorial for Cart Mod by MineHardGamers / Youtube [ 5:22 ]- Please Comment and/or Vote for this video in his Video Section on this Forum.
* Here is an Animal Cart Race video by the Famous GameChap [ 3:54 ]
- featuring Cart Mod v1.1 and Sheep vs Chicken vs Cow
Here is a Mod Intro for Cart Mod by zStarGames / Youtube [ 2:16 ]
Here is a Mod Spotlight of Cart Mod by Elvith / TheSignalist [ 10:54 ]
- Shows Recipes and demonstrates Harness with farm animals and shooting arrows with Dispenser Cart.
Here is a Mod Update Review of Cart Mod by shdwkt84403123123 / shadowkat1010 [ 3:45 ]
- Demonstrates using Harness with pets and shooting Dispenser Fireballs.
Here is a Mod Review of Cart Mod by Dragonskilzz / JonasBondful [ 4:40 ]
- Also demonstrates the new Harness.
Here is a Mod Spotlight of Cart Mod with Zeppelin Mod by Ubulunikum / YouTube [ 10:42 ]
Videos of Cart Mod v1.1pre: [Click Below]
Here is a Russian Review of Cart Mod by melharucos [ 7:09 ]
Here is a Spanish Gameplay of Cart Mod by pagoru / MrPagoru [ 5:01 ]
Here is a Hands on Introduction to Cart Mod by TheMinecraftModder98 / YouTube [ 6:16 ]
Here is a Mod Spotlight of Cart Mod by Monash / Monash93 [ 3:16 ]
Videos of Cart Mod v1.0: [Click Below]
Here is a quick Introduction to Cart Mod by Nerdgazm / ImissMyRealAccount [ 1:59 ]
Here is a 5/5 Mod Review of Cart Mod by TheBlackBeltPanda / YouTube [ 3:22 ]
Here is a concise Mod Spotlight of Cart Mod by Skuzzy / SkuzzyHD [ 3:37 ]
A Demo of Cart Mod being used with Zeppelin Mod! by shdwkt84403123123 / shadowkat101 [ 7:28 ]
Videos of the beta Cart Mod (aka PullCart Mod): [Click Below]
Here is a Mod Review "Episode 36 - Pull Cart" of Cart Mod by piedudeaus [ 4:19 ]
Here is a Mod Spotlight Video of Cart Mod by MrMadGameplay [ 12:00 ] [ On Vimeo! ]
How to Use: ( Also see Crafting Recipes )
[Click Below]
The Videos below are an Excellent Quick Intro and Tutorial for Cart Mod. They cover nearly everything.
Introduction and Tutorial for Cart Mod (Up thru CM v1.1) [ Click Below ]
Intro and Tutorial for new Cart Mod v1.2.1 Features [ Click Below ]
Read about How to Use Cart Mod: [Click Below]
After crafting a Cart, using the Crafting Recipe chart, you can then further customize a Cart into a Storage, Crafting, Smelting or Dispensing Cart. This is not a crafting recipe but is instead done in-game directly. Select a Chest, Workbench or Furnace in your inventory then [ Right-Click ] the Cart you wish to put it into; Done!
Now you can grab the pull-cart with your gloves selected, [ Right-Click ] Cart, and it will follow you everywhere it can (Time to start building double doors ), not into the nether though, at least not yet. You do not need to keep the gloves selected to keep pulling, you can select and use anything else at the same time you are pulling the Cart. Even access the Chest while pulling! (So long as you have unselected the gloves first)
It will go up and down hills or stairs with you and even into and out of water. To stop it following you just [Right-Click] the cart again with your gloves selected. When it is loose you can push it if you want, and so can mobs. (Actually, both you and mobs can still push/nudge the cart even while it's "connected" to you)
So long as your gloves are no longer selected you can open the chest even while pulling it and move items around or take them out or place them in it. This doubles your carry capacity while running around getting things done!
This is also a way by which you can keep all or a needed amount of your supplies mobile or transferable in ways that Minecart Chests never could. You could even set up cart-bays in your warehouse to store and organize them in, moving them at will whenever your needs change.
+ Now you can Harness Carts to other Entities, such as animals! Just [ Right-Click ] the creature while you have the Harness selected then [ Right-Click ] the desired near-by available Cart. The Harness won't work if the creature is too far away from the Cart. You can disconnect any Cart from a harnessed creature by just [ Right-Clicking ] the Cart with a Harness selected.
-- You can harness many carts to many farm animals and have them all follow you by holding wheat in your hand! You can move a LOT of stuff that way. You can also harness your pet dog to a Cart and it should follow you. [ Warning ] If a harnessed creature Teleports it will leave the Cart behind!
+ And now you can even capture a creature with a Capture Net and trap it in your empty Cart! Just [ Right-Click ], with the Capture Net selected, a creature you want to capture, then [ Right-Click ] the Cart you want it to be netted into (they must be close enough to each other). To release the creature just [ Right-Click ] the creature while the Capture Net is selected.
+ You can even get into and Ride in an Empty Cart yourself! Just make sure you don't have any Cart Mod Tools or Gloves selected then [ Right-Click ] on an empty Cart to jump in. [ Right-Click ] on the Cart again from the inside in order to jump back out. Yes, you can have other creatures harnessed to the Cart and pulling you while you are in it.
-- [ Warning ] All entities harnessed to, trapped in, or pulling a Cart will be freed or disconnected from those Carts every time you restart a World in Minecraft. This is something that Minecraft always does. * We are looking into a method of possibly reconnecting them again right after they disconnect at the start of game. No promises though.
Using Cart Mod with Zeppelin Mod and/or Cubic Chunks Mod: [Click Below]
* I have found that these pull-carts work perfectly with the Zeppelin Mod! You can pull a bunch of filled pull-cart chests onto your Zeppelin and fly them to wherever you wish then unload them at your destination. No need to wait until you've finished building an expensive rail track out to timbiktu.
Cart mod + Zeppelin mod [Pics]:
** Even more exciting yet is that it is also compatible with the Cubic Chunks Height Mod, and with Zeppelin Mod at the same time!
*+* The Installation section in this post now also includes Directions for Installing all three of these Mods together, including how to raise the Height limit in the Zeppelin Mod after the install.
Cart mod + Zeppelin mod + Cubic Chunks mod [Pics]: See all 3 Mods rocking together. Check out the y levels.
* Warning: These carts can go up a level, even over fences, so be careful when loading them onto the surface of a Zeppelin, might be safer to store them inside of the Zeppelin.
Compatibility - [ Plus a message for Modders who make Mobs (Please Read)]
[ Note to Modders who make Mobs about Compatibility with Cart Mod. ] - Please Read
* As of Cart Mod v1.2; we now use the 'onRightClick' method, making Cart Mod pretty much [ Right-Click ] compatible with everything.
** However; we have seen what appears to be some glitchiness in [ Right-Click ] compatibility with at least one other mod that was not compatible with earlier Cart Mod versions, though overall it does still work now. -- The newer version of that other mod which was modified per the instructions below to then become compatible with v1.1 of Cart Mod has shown to work smoothly with v1.2 and without any of that glitchiness.
So, if possible, it may still be good to follow the instructions below for maximum compatibility with both Cart Mod and other Mods that may [ Right-Click ] interact with your custom mobs. Thank you.
Your entities' interact() method must return false unless for specific items if it can be afforded. Else the Cart Mod Harness and other items, as well as those from other mods, will not work with your mobs.
- This discovery brought to you by the collaboration of Lil Avii (Simply Horses Mod) and Jordanske (Cart Mod)
Core features of Cart Mod are fully compatible with any Mods that can coexist with Risugami's ModLoader.
* Only the 'Glue' Recipe could possibly overlap another mods Recipe. The other Recipes cannot overlap.
- Core features = ( Making of all Carts and Recipes + Player using the Carts )
+ All Cart Mod ItemIDs can be changed in its txt config file to insure compatibility (Thanks blakmajik!)
Starting with v1.2 of Cart Mod; Changes have been made which should make Cart Mod FULLY Compatible with virtually everything, even mods that prior versions of Cart Mod may have had [ Right-Click ] incompatibilities with. There might be some slight [ Right-Click ] glitchiness in some cases but overall it should work. - (Thanks RaustBlackDragon!)
[Cart Mod v1.1 and earlier]
Cart Mod Tools which interact with mobs (living.entities) can be incompatible with external Mod mobs.
* This would primarily be due to Right-Click conflicts. (Can be fixed with Info in Top spoiler message)
- Tools = ( Harness )
List of Mods Tested with Cart Mod ( As of Minecraft v1.2.5 + Cart Mod v1.1 )
Full = Full Compatibility
Core = Only Core Compatibility ( See Core features above )
[ Full ] Zeppelin (Always)
[ Full ] Cubic Chunks Height Mod (All Prior versions have worked perfectly)
Mods with Custom Mobs
[ Full ] Mo Creatures v3.5.0
[ Full ] Simply Horses (Starting with v0.2.3) - Thanks Lil Avii!
[ Full ] More Creeps and Weirdos v2.56
[ Core ] Doggy Talents - (In contact with Mod Creator)
* Please let us know about your experiences with Cart Mod and other Mods compatibility.
Installation - Also for Installing Cart + Zeppelin + Cubic together! [ Click Below ]
Install Directions for the Cart Mod
1. Install Risugami's ModLoader first. This Tutorial will help you if you have never installed a Mod before.
2. Find your ".minecraft" folder per these instructions or others in the Tutorial sub-forum.
3. Find the "mods" folder directly inside of the ".minecraft" folder. If there isn't one then make one.
4. Download the newest Cart Mod.
5. Place the entire Downloaded "mod_Cart_v201x-xx-xx_MCxxx.zip" file directly into the "mods" folder. It is now Installed!
5b. If you wish, instead of putting the Cart .zip file into the "mods" folder, you can install it's contents just like you did with Modloader. Just be sure to install it after Modloader.*
5c. After Minecraft has been run once with Cart Mod installed there will now be a "mod_cartconfig.txt" file in the .minecraft/config folder. You can change the ItemIDs for all Cart Mod items inside of this text file for maximum compatibility. Just Double-Click on the file to open it.
Install and Prep Directions for Cart + Zeppelin + Cubic together!
1. Have a Cubic Chunks modified Minecraft per normal Install directions. Includes Installing ModLoader first.
2. Find your ".minecraft" folder per these instructions or others in the Tutorial sub-forum.
3. Find the "mods" folder directly inside of the ".minecraft" folder. If there isn't one then make one.
4. Download the newest Cart Mod.
5. Place the entire Downloaded "mod_Cart_v201x-xx-xx_MCbxxx.zip" file directly into the "mods" folder. It is now Installed!
6. Download the newest Zeppelin Mod, it must be at least v0.10.
7. Place the entire Downloaded "mod_Zeppelin-client-x.x.x.x.x.x.zip" file directly into the "mods" folder.
8. The Zeppelin Mod is now installed and working! But it will only go as high as y=128 right now. Do the next steps to raise it's height:
*** Current versions of the Zeppelin Mod now auto-detect the height of worlds and the below instructions are no longer needed for these newer versions.
9. Run the Minecraft Launcher and log in, then close it. This will have caused the "mod_Zeppelin.cfg" file to be created.
10. Find the "config" folder directly inside of the ".minecraft" folder. Then find the "mod_Zeppelin.cfg" file inside of the "config" folder.
11. Open the "mod_Zeppelin.cfg" file with any text editor, perhaps by dragging the file on top of the text editor icon or through an Open menu in the text editor.
12. Find the following line inside of the file: "zeppelin.y_limit=128". v0.10 has it at the very end of the file.
13. Change the "128" to "32752" or less. Or higher if the CC limit has gone higher than 64k when you read this.
14. Save the file like any normal text file, so long as it's name remains "mod_Zeppelin.cfg".
15. Done. You are now able to fly to the Top & the Bottom most limits of your Cubic World!
Downloads ( Read Change-log )
[ Short Install Directions below ] or [ Detailed Installation Directions ]
- First: Install a Modloader for the version of Minecraft you are using. [REQUIRED] FML for CM 1.2.5 and Higher is recommended.
-- Second: Download then Drop the Cart Mod .zip into the ".minecraft/mods" folder made by ModLoader. Done!
Risugami's ModLoader for mc1.2.5
Newest Version is: Cart Mod v1.2.5 [ Read Change-log ]
Cart Mod - v1.2.5 - Client : For MC 1.2.5 - (FML 1.3.5+ Compatible, Download FML Here)
No new Recipes but New Features and Textures! Can use FML instead of ML.
Cart Mod - v1.2.1 - Client : For MC 1.2.5 - (Bug: Capture Net ItemID cannot be changed in Config)
Cart Mod - v1.1 - Client : For MC 1.2.5
Cart Mod - v1.1pre - Client : For MC 1.2.3
Cart Mod - v1.0 - Client : For MC 1.1.0
beta version Downloads (For Minecraft b1.7.3 / b1.8.1 / 1.0.0 / 1.1 ):
[Click Below]
* Please Read Change-log to understand more about each version. (Can also Download from Change-log)
For MC 1.1.0 - Cart Mod - v2012-01-14 SSP - New Config File in .minecraft/config folder: (mod_cartconfig.txt).
For MC 1.0.0 - Cart Mod - v2012-01-10 SSP - (Wool Glove Recipe)
For MC b1.8.1 - Cart Mod - v2011-09-29 SSP - (Leather Glove Recipe)
For MC b1.7.3 - Cart Mod - v2011-08-31 SSP - * This one Requires Java 7. (Leather Glove Recipe)
** The Crafting Recipe Charts are included inside of the .zip files. You can also see them further below in this post.
* Warning! Keep any worlds with loaded Carts backed-up! Never enter them without an appropriate version of Cart Mod and it's dependencies properly installed. If you do, you will lose all Carts and their contents. You have been warned.-- Remember this before letting Minecraft change it's version.
To Do List [ Click Below ]
Being worked on or considered for future versions (Not limited to these, nor are these promised):
* An Ender Chest Cart.
* Double long/wide carts for full chests or more than one block type.
* Add Handbrakes to Carts, while brake is ON mobs and players can't nudge it around.Done (Cart v1.2.5)
* Add Auto-Handbrake Mode to Config File. If ON would auto handbrake cart when you let go and unbrake when you grab it, jump into it or harness a mob to it.Done (Cart v1.2.5)
* Make Auto-Handbrake in-game Toggle-able per Cart?
* Make Carts that aren't being pulled fall/move a ways when pushed down hill. Player can be in it.Done (Cart v1.2.5)
* Can fill Cart with a TNT block and light it.Done (Cart v1.2.5)
* Make Loader; so can load and unload cargo from Cart without breaking anything, including full chests.
* Make Carts auto-reconnect to entities that Minecraft disconnects at world start-up. Config Option too.
* SMP Multi-player version.
* Make TNT activate when shot from Dispenser Cart. Changeable in Config.
* Be able to take cart and contents through portals when pulled by player (Addition to portals).
* Make Utility Carts, no handles, move very slowly but only take 1 block of space.
* Make Redstone connectable Utility Cart.
* Make Ice Cutter that can cut and move blocks of Ice onto a Cart, use Loader to unload and place it.
* Make Chest and Dispenser Carts act like Accumulators when loose items are dropped/thrown onto them.
* Connect more than one Cart together? Will make pulling them slower.
* A Jukebox pullcart.
* Make Boats with Cargo slots and space for carts, plus anchor.
* Cart with mobile light source (Optional addition)
* A mobile Cannon pullcart.
* Add Hay Block that can be put into Cart?
* More ideas talked about in the original Mod Request thread.
* Transport mobs in pullcart. Great way to get that Squid all the way to your Aquarium.Done (Cart v1.2)
* User can get into cart then push.Done (Cart v1.2)
* Make Harness to allow for Mob and Entity pulled carts.Done (Cart v1.1)
* Make a Dispenser pullcart.Done (Cart v1.1pre)
* Make Recipes more unique so they don't conflict with other mods.Done (Cart v1.1pre)
* Make Cart speed different on different surfaces.Done (Cart v1.0)
* Improve Cart following code.Done (Cart v1.0)
* Make Carts not go over Fences or Fence-gates.Done (Cart v1.0)
* Animate wheels, make wheels rotate.Done (Cart v1.0)
* Change wheel colors to solid color and axle to solid dark color and make wheels rounder.Done (Cart v1.0)
* Change wheel size so not floating anymore.Done (Cart v1.0)
* Make Furnace Cart work.Done (Cart v1.0)
* Configuration file to change item ID's. For compatibility.Done (vBeta mc1.1)
* Wool gloves, so no fake-animals need to be killed for leather.Done (vBeta mc1.0.0)
Contact info: [ Click Below ]
Cart Mod IRC = http://webchat.freenode.net/ - Channel: #cartmod
MineCrak
PM = Minecraft Forums
Twitter = https://twitter.com/#!/MineCrak_
jordanske (Coder for this Mod)
PM = Minecraft Forums
Twitter = https://twitter.com/#!/jordanske
Blog = http://jordanske.tumblr.com/ ( Will post Update info about the Pull-Cart Mod there. )
IRC = http://webchat.freenode.net/ - Channel: #jordanske
About how this Mod was Made
I have had the idea of and greatly wanted to have a pullcart in Minecraft for a long time now. Unfortunately I didn't get around to doing anything about it other than mentioning it in threads here and there at random and occasionally tweeting notch or jeb about it, with no response. I just kept thinking about it in terms of it being added to Vanilla Minecraft, and I still VERY Much want that.
Thankfully BigShinyToys came along with the same fundamental idea that several of us have probably had, but he did something more useful about it! He not only put together a Mod Request thread for this wonderful idea, he even started it off with some inspiring 3D Models and textures for it.
I soon found it and helped with more ideas and with trying to recruit a coder to bring this long over-due vision alive. But in the end; The person who actually put out code for this found us!
jordanske jumped right on this once he was aware of it and had test code out almost right away. After a little struggling with the cart following code and figuring out how to get the Chest & Workbench working in a cart (Furnace is still being a pain) [As of v1.0 Smelting Carts now Work!] we now have a fully usable Mod! (Even if there could still be some little texture tweaks here & there) [Progress is being made ]
The most important use for a pullcart, for me, has already been fulfilled in this mod. That being the capability of pulling a chest around. Every single other thing after that is pure Gravy so far as I'm concerned. But BigShinyToys & jordanske both have more ideas they would like to see completed, and I've managed to think of some too [I've thought of and detailed way way more Ideas now, the possibilities are vast!].
jordanske agrees with me though that there should always be a Basic version of this mod, similar to how it is now, that will always be available by itself in addition to some of the exotic versions that have been talked about. This will insure that there is always a more compatible fundamental pullcart mod available that can be used with hopefully no conflicts.
I am glad to be able to contribute to this worthy project in whatever way I can. Creating and developing this thread is one of those ways. Hopefully I did well enough so that those who do want what it has to offer will be able to find it and use it.
[ Added on 2012-01-09 ]
The name of this Mod as a whole has now been changed to "Cart Mod". There are still obviously Pull-carts in the mod, but this name change allows for the other kinds of "non-pullcart" Carts that we would like to also add in the future without creating inconsistency.
[ Return to Top ] -
265
AtomicStryker posted a message on Dynamic Lights - portable and moving lightsourcesPosted in: Minecraft Mods1.19.1
- updated for MC 1.19
1.18
- updated for MC 1.18
- fix server log being spammed with lit cave air resource error message (harmless but annoying)
1.17.1
- updated to MC 1.17 and using the official source mappings
- otherwise, this is the same as 1.16.5
1.16.5
- rewritten to work with MC 1.16.5
- the mod now uses fake air and water blocks to achieve light (rapidly placing and removing them as light sources move)
- this has several limitations, only full water blocks can emit dynamic lights (not waterfalls or partial block rivers)
- it will also not work if the light source is inside some non-air block like foliage or spiderwebs
- the mod is now a "standard" mod that requires both a client and a server to have it when playing online
- currently only the player self light and dropped items modules are implemented
- there is also no on-off button
Other videos
This modification makes 'shining' items (default: Torch, Glowstone, Glowdust, Lit Pumpkin, Redstone, Lava Bucket, powered Minecart) illuminate everything around them if
1) the player has them equipped (in hand/armor)
2) they are dropped on the ground
You may add any Item ID you wish as shiny item, via the settings file. Also supports armor items!
There is no limit to the number of lights you can create, note however they are fairly FPS-costly. You can disable modules to obtain better FPS!
Instructions:
Put downloaded file into mods folder
Config Syntax help:How the config syntax works:
[DynamicLights_thePlayer, DynamicLights_dropItems and DynamicLights_otherPlayers configs]
* Possible setups:
* X := simple ID X, wildcards metadata
* X-Y := simple ID X and metadata Y
* X-Y-Z := simple ID X, metadata range Y to Z
There is a default value used as "setting", you can specify one by appending "=x" to the ID part
Valid Entry examples:
torch
Torch minecraft id is "torch", will use the default light value (15)
wool
Torch minecraft id is "wool"
wool-2=12
Wool, magenta subtype (meta 2), will use a light value of 12
wool-2-5
Wool BlockID, accepts metadata range [2..5]
golden_helmet-*-*=15
Item ID range [314..317] covering golden armor, wildcarded meta/damage which means any value goes
Also unnecessarily specifying the default light value of 15, you could leave =15 out aswell
There no longer is numeric Block or Item id's. Use the string identifiers, google "Minecraft Data" to get a listing.
Values that cannot be mapped to anything will be logged and ignored
current versions available at curse:
https://minecraft.curseforge.com/projects/dynamic-lights/files
Old Downloads:
http://atomicstryker.net/dynamiclights.php
To other modders: See sourcecode. Adding your own Dynamic Lights is "easy".
My other mods: -
348
TehKrush posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, SquirrelsPosted in: Minecraft ModsTehKrush no longer maintains these mods.
Timber! - Last updated for Minecraft 1.6.2 (July 2013), download here: https://archive.org/details/timber-1.6.2
PlasticCraft - Last updated for Minecraft 1.1 (Jan 2012), download here (incl multiplayer!): https://archive.org/details/plasticcraftv3.0.2
HiddenDoors - Last updated by bspkrs for Minecraft 1.5.1 (Mar 2013): bspkr's HiddenDoors thread
Squirrels - RIP, I lost my backup for this, please message me if you have it and I will link it here!Other mods I made: Mimic Chests (part of "Evil Minecraft"), Terraria-inspired Corruption, MoreFlowers. Helper mods: PortableWorkbench, TorchesAnywhere, CompressedRedstone, GemblockFix.
There is a much more up to date Timber mod by pizzaatime found here (2020): https://www.curseforge.com/minecraft/mc-mods/pizzaatimes-timber-mod
Anybody is free to update any of my mods or use any assets or code from them. I no longer have the sources for all of them though so you will need to use a decompiler. Good luck!
-
881
FlowerChild posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft Mods
[*** WHAT IS BETTER THAN WOLVES? ***]
Better Than Wolves is a "total conversion". This differs from most mods that you are probably used to in that it changes many of the rules of play to provide a richer experience, rather than just adding in new stuff. What makes it special however, is that it always attempts to do so in a way that retains the original spirit of the game, perhaps even more so than the newer official releases.
It focuses both on challenging survival play, and player creativity in terms of never providing "magic block" solutions to in game problems. Instead, it provides basic tools and leaves it to the player to figure out how to use them to get the job done.
In short, Better Than Wolves is a vision of what Mincraft could have been, designed by a very serious player, for other like minded individuals.
[**** End Of Dev ****]
Please note that after a full decade, all development has ceased on Better Than Wolves. The final version (4.B0000003) can be downloaded here:
And the source code can be downloaded here:
Better Than Wolves and its source code are made freely available under the creative commons attribution license:
https://creativecommons.org/licenses/by/4.0/
You are free to modify and redistribute portions of BTW and its code as you wish, but I (FlowerChild) would appreciate acknowledgment if you do so. Keep in mind however that parts of BTW may be based on modified versions of Mojang's code and assets, and it is left to anyone redistributing portions of BTW to make sure they are appropriately considering Mojang's intellectual property and licensing as well.
-
242
user-6838547 posted a message on [1.2.5] ✽ PK Mods ✽ - Updates! (unofficial)Posted in: Minecraft Mods
If you like these mods, feel free to on the bottom right of this post. All mod download links include the mod's source code. You don't need permission to mess around with my code; it's completely open-source as long as you don't make money off of it and give credit where credit is due. Yes I use adf.ly now. Deal with it.
[size=large]Announcements[/size]- Looking for Boombox Mod updates? Here's the most recent version, updated by MindKrafter as well as some pretty cool new features. I don't even know what version Minecraft is on any more. Also the lawnmower mod.
- I'm not dead; just doing other stuff right now. Take this as an opportunity to learn Java and update my mods for yourself! All code is open source and available in the downloads.
- Like these mods and want to return the favour? Why not help build the Minecraft Relative Pricing Chart? When the information is finally used, your name will not go unmentioned!
- Want to continue having fast, ad-free download links? Help me score more storage space on dropbox by using this invite link to create a dropbox account. (Dropbox is the ultimate way to store files btw)
- On popular request, I've started writing tutorials that try to explain how I code some of the stuff I code. It's still pretty raw but you should check it out! (Video tutorials coming soon!)
[size=large]Contents[/size]
Note: I know that the forum rules say not to pester modders about updating their mods but I encourage you to. The more people tell me to update something, the faster and earlier I'll get it done because I give it priority over the things in less demand. I won't even bother to update something if nobody specifically asks for it.
[size=x-small]The Boombox - 1.1
The TV Mod - 1.1
Skills API - 1.1
SteamBikes - 1.0.0
ParAPI - 1.0.0
TrackCraft
Animated Particles API
Unobtanium
SwarmCraft
The Gardening Mod
The Soul Transfer Staff
The Gravestone Mod
Just a Jet Pack - 1.0.0
Secrets (It might take a while for this to be updated)
[size=large]The Boombox[/size]
Play your favourite music from within Minecraft simply by dragging it into a folder beforehand! Formerly The Radio Mod.
Demo Video by MindKrafter:
Demo Video of Ambient Music by belldyl:
Demo and Installation Video by TheDayGamers:
[size=medium]How to Use[/size][/size]
- [size=x-small]Install the mod like you would any other (full instructions in download). This mod requires ModLoader. The default block IDs are 230 and 231 but can be changed in the props file. EQ animations can also be disabled in the props file (for people who use MCPatcher for HD texture packs - read the FAQ for more info).[/size]
- [size=x-small]Drag your converted music into the folder ...\.minecraft\resources\mod\boombox. Whatever is in that folder will be loaded automatically and the boombox can play them.[/size]
- [size=x-small]The boombox by itself plays like a jukebox. Add two speakers to the sides of a boombox (on both sides) and the volume will double (double record volume). Add 4 speakers (2 on each side) and the music will play worldwide. Redstone can be used to toggle (i.e. like a button) music on or off.[/size]
- [size=x-small]Enjoy![/size]
[size=x-small]NB: The sound engine Minecraft uses can supposedly stream ogg, wav, mus, xm, s3m and mod files (half of which I've never heard of). In my experience ogg is your safest bet.
[size=small]Conversion Software suggested in this thread:[/size]
http://www.nch.com.a...itch/index.html ~ I use the pro version of this.
http://media.io/ ~ johannesXD
http://www.any-audio...om/download.php ~ TheOblivionCrew
http://www.zamzar.com/ ~ JakeZ1995
http://www.freemp3wmaconverter.com/ ~ Quiz112
http://www.erightsoft.com/S6Kg1.html ~ sackbut
http://mp3-to-all-co...r.com/download/ ~ ImtehQ
[size=small]Recipes[/size]
Boombox Block:
Speaker Block:
[size=medium]Downloads[/size]
(include source code)[/size]
Unofficial update to 1.2.4 - MindKrafter
Unofficial update to 1.2.3 - Els236
[size=x-small]Boombox 2.2 for 1.1
[size=xx-small]Boombox 2.1 for 1.0.0
Boombox 2.1 for B1.8.1[/size]
For players that use HD textures (ones that specifically require MCPatcher), you'll have to do without EQ animations since MCPatcher screws too much stuff up. This version removes the animated texture and instead has a static image for playing and a static one for not. Of course you can change the textures to any resolution to fit with your texture pack:
64x texture courtesy of steps.
NB: As of 1.1, the normal version above works with HD texture packs. Unless you resize the animated textures, go to the properties file and change "EnableEQAnimations = true" to "EnableEQAnimations = false" and then replace "boombox_static.png" with the HD textures (the 16x ones or the old HD ones will work just fine too).
Boombox 2.1HD for B1.8.1 - Dropbox
Radio 1.0 for B1.7.3 - Dropbox
Speakers and animated EQ update.
Radio Beta for B1.7.3 - Dropbox
Thanks to josdog6 for updating this to 1.7.3!
Radio Beta for B1.6.6 - Dropbox
Thanks to lolkuro for revamping the textures![/size]
[size=medium]Support[/size]
Thanks to MindKrafter for the banner!
Copy and paste to your sig:
[url=http://www.minecraftforum.net/topic/542774-/][img]http://i55.tinypic.com/9izfo7.jpg[/img][/url]
[size=medium]FAQ[/size]
If you're having problems or questions, check the FAQ first before you ask. If you ask a question that's in the FAQ, don't be offended if I don't answer it.
When will you do shuffle and loop?
Eventually maybe when I'm tired of coding other mods. The code for shuffle is already there.
Could you change the texture to fit my texture pack?/Can I use your texture?
Lolkuro created all skins and textures and anything related to them should be discussed with him.
The music sometimes stutters when playing and/or cuts off prematurely.
This is caused by lag on slow PCs and there's nothing I can do unfortunately. Trying installing OptiFine or freeing up more RAM.
Everything works except the sound. I keep getting "-No Signal-".
Your music is either in the wrong directory or in the wrong format.
The game tells me the music is playing but I don't hear it./ The boombox skips through some/all of my songs.
First, make sure your music volume in the game options is not 0 and that there aren't any strange characters in the song's filename. Also the minecraft sound engine is strangely selective. Try using a different converter. Once I had to convert an mp3 to wav first before ogg and only then did it work.
String index out of range: -1
Try removing any weird numbers or characters from the song titles.
The mod crashes my game.
Possible reasons:
- You didn't install ModLoader properly.
- There's a conflicting block ID (edit the properties file).
- You installed the mod wrong causing textures or such to be in the wrong location.
- You're using an HD texture pack (that requires MCPatcher specifically). MCPatcher screws all sorts of stuff up. Use OptiFine instead for HD textures.
You have a mod that edits SoundManager.class. (Portal Gun Mod is known to do that)
It doesn't work.
I won't try to help you troubleshoot if I don't get some details to work with. Either the output(you could use this too)/crash report, ModLoader.txt or at least what other mods you've got installed.
I noticed your source code is in the download. May I use all/part of it without having to worry about copyright?
Yes; completely open source, but ask me first.
May I add your mod to a modpack?
PM me about it.
[size=large]The TV Mod[/size]
Right so I've been kinda busy so I didn't get much done on the skills mod thing. As a compensation I'll release the TV mod for beta testing. It's mostly experimental. Instructions are in the download.
Unofficial update to 1.2.4
TVMod 1.0 for MC1.1
TVMod 1.0 for MC1.0.0
TVMod 1.0 for MC B1.8.1
Requires ModLoader and xuggler (and you'll probably need to restart when you install it). This mod uses xuggler's native shared libraries to decode video and audio. If your game crashes on placing a TV and you're on a 64bit Windows PC, download this (original page here) and copy it into C:\Program Files\Xuggle (or wherever you have it installed).
Xuggler is really as good as it gets for decoding video in Java. No I will not switch to JMF and no I will not write my own video decoder because you'll drown in bugs if I did.
NB: Go somewhere near the end of this thread to get the old Xuggler installer since apparently now you have to build it yourself.
Video by GameChap (big fan!):
Video by greenphlegm:
Installation video by MagicalNarwhal:
Demo and Installation Video by TheDayGamers:
TV Recipe:
TV Remote Recipe (shapeless):
[size=small]How to Use:[/size]
- It's similar to a painting, but should be placed on the block you want the centre of it to be.
- Right-click with the remote to play/pause.
- Shift + right-click while playing skips to the next video.
- Shift + right-click while paused stops. The next time you play, the same video will start.
- Can load an unlimited number of videos in any format as long as they're in the "TV" folder.
- Every TV is independent and runs lag-free.
- TVs are not affected by ambient lighting.
- Every TV remembers what video you were on when you log out.
- When a video is over, the next one is auto-played.
- Includes a config file where you can edit IDs, screen width, screen height, sound range, enable HD or enable shuffle.
- Screen size can be set to up to 16*16 blocks or 4*4 if HD is enabled (you can set it to more, I didn't set a cap, but don't). The video is adapted to fit the chosen size. 16*16 on standard resolution runs better if you're watching from long distances as HD becomes redundant:
[size=small]Known Bugs:[/size]
- Remote range is annoyingly short since it uses the same method for entity/block interaction. (like milking a cow or opening a workbench). I plan to make it control anything the cross-hairs are aimed on.
- When HD is enabled, sometimes you'll see small lines, dots or other visual artifacts on the screen, though these are rare if the player isn't moving.
- Some people get this random memory leak (their RAM usage shoots up when they've been playing a loong video). Since the Java garbage collector takes care of any non-deallocated memory, I can only blame the Xuggler native code. I'll look into it.
Thanks to MindKrafter for the banner!
[url=http://www.minecraftforum.net/topic/542774-/][img]http://i56.tinypic.com/xc7n9v.jpg[/img][/url]
[size=medium]FAQ[/size]
If you're having problems or questions, check the FAQ first before you ask. If you ask a question that's in the FAQ, don't be offended if I don't answer it.
The mod crashes my game.
Possible reasons:
- You didn't install ModLoader properly.
- There's are conflicting item IDs (edit the properties file).
- You installed the mod wrong causing textures or such to be in the wrong location.
- You didn't install xuggler properly.
- You're on a 64-bit Windows computer and didn't patch xuggler properly.
I won't try to help you troubleshoot if I don't get some details to work with. Either the output(you could use this too)/crash report, ModLoader.txt or at least what other mods you've got installed.
I noticed your source code is in the download. May I use all/part of it without having to worry about copyright?
Yes; it's open source, but ask me first.
Feel free to inform me about any bugs or give feedback. Also screenshots or anything else is always appreciated.
[size=large]Skills API[/size]
[size=small]About[/size]
An attempt to turn minecraft into an MMORPG. I should go outside more. Upgraded from this (that kinda sucked) which was in turn built on this (that was used solely by modders trying to merge Minecraft with Terraria and I've never even played Terraria).
It has returned!
[size=small]Mods using the SkillsAPI[/size]
- MC++ (WIP)
- Generic Skill Pack (download below)
- SkyrimCraft
- STARWARS: Power of the Force
Skills (alphabetical):
-
Barrage Binding Signet Creeper Blast Healing Breeze Levitate Summon Wolf Super Jump Unrelenting Force
Items:
Generic Skill book (shapeless)
Teaches you all the above skills.
Heritage Amulet
Required for Binding Signet (can trigger it as well).
Mana Potion
The only way to recharge Mana if you're playing on hard (other than dying).
PKSkillsAPI 1.2 for MC 1.1
Generic Skill Pack 1.0 for MC 1.1
[size=xx-small]PKSkillsAPI 1.0 for MC 1.0.0
Generic Skill Pack 1.0 for MC 1.0.0[/size]
[size=small]Known Bugs:[/size]
Crash on death and sleep.All skills are forgotten on respawn.Skill Book is consumed even if it doesn't teach you anything new.Crash external skill trigger (e.g. from an item).Incompatibility with the other skills mod (class with the same name).
As of 1.2, the skills bar in the HUD won't show if empty and skills that can't be used will darken. Conditions and the targeting system will come in the next update or something.
[size=small]Tutorials for Modders[/size]
Feel free to look at the source code included in the Generic Skill Pack mod for more examples on how to create skills.
[size=large]SteamBikes[/size]
This mod started as my entry for the steampunk contest thing. I only had 2 afternoons to work on it so I left a lot of features out and kept some minor bugs in. The tough part (which is also the part I'm worst at) was the model and the textures and took up about 90% of the time. This is generally less advance than the lawnmower mod. (At first I was gonna do this clockwork mob thing but it would take too long )
The 1.0.0 version includes two bikes, the Maroon Marauder (normal speed, low fuel consumption - ideal for long distance travel) and the Black Widow (texture by Recoded) (high speed and fast acceleration but high fuel consumption too).
The new Black Widow bike skin:
[size=small]Recipes[/size]
Bike Wheel:
Steam Engine:
Bike Chassis:
The Maroon Marauder:
The Black Widow
[size=small]Outdated Videos[/size]
Video by SCMowns:
Video by GameChap, I say!:
My original crappy entry video:
Clearly I should stick to modding and leave the video-making to the pros.
That shift+click bug has been fixed and you no longer need a key to mount it. Right-click to mount and LCTRL + Right-click to open the GUI. More animations have been added and now half your fall damage is absorbed by the bike at all times if you're on it. Still no HUD and I don't think I'll code one.
Oh and I was inspired by this.
[size=small]Download[/size]
SteamBikes 1.0 for B1.0.0 (Installation instructions within)
PKSteamPack Beta for B1.8.1
[size=large]ParAPI[/size]
Yeah I kinda stole the idea for the name from ShockAhPI that _303 came up with.
I shot a 20+ min video explaining absolutely everything that took ages to render, then Camtasia decided to screw with me and deleted the thing so I just put the source code with some documentation in the download for now until I re-record it tomorrow.
If there's anything you, Mr. Modder, find hard about modding, tell me and I'll make it easier and add it to the API.
ParAPI includes:-
Heads-up Display (HUD) API
- Allows you to cleanly and properly render multiple custom HUDs simultaneously. Animated Textures API
- Enables you to create high quality textures, that animate at a speed you decide, in just two lines of code and a single png with any number of frames. Chat color interface
- Lets you manipulate chat strings, both client and server-side, and change the colours of any part of the chat text intuitively and quickly. Useful for NPC text etc. Auto Block/Item ID Assigner
- Have a tiny mod and can't be bothered to make it read the IDs for just a few blocks and items from a props file? ParAPI will handle it for you and get free IDs. Timer Interface
- Adds a tick-based timer system (takes account of lag and game pause) combined with useful methods and an event handling system. A single timer instance could even go on for something like 4 years and reset itself indefinitely. The possibilities are endless. (NBT save coming eventually) NPC API
- Coming soon - Will include AIML-based artificial intelligence and regex + a file format I've developed for speech and interaction. See preview videos (or go on #risucraft and talk to Nova). Advanced GUI API
- Coming soon - See preview videos. Many people say they like the GUI stuff I do so I thought up a system to make it easier.
[size=large]TrackCraft[/size]
Never get lost again! Includes the breadcrumbs mod, flare guns and RC car mod; all of which are done, but not all of which are bug-free enough to release.
Main Thread
[size=large]Animated Particles API[/size]
A tool for modders that adds a load of pre-set particle animations to the game that can be used anywhere and at any event. Shouldn't really interest you unless you're a modder.
Main Thread
[size=large]Unobtanium - Development ceased[/size] because something similar already exists
This mod adds a block that, when placed, enables all the blocks that it touches directly (and the ones touching those) to actually float. For now the block can be sat on and moved like a boat in any horizontal direction moving the other blocks with it. Completely lag-free. The current structure size limit is 100 blocks but I'll probably make it 1000 on release. This is so that you don't dislodge your entire world if you accidentally place it on the floor.
It was initially intended to be a group of blocks like ship helms and spacecraft steering wheels to move ships and spacecrafts. As you can see there's still quite a few stuff I need to do. C:
[size=large]SwarmCraft[/size]
For those of you who were wondering, I've finished ant colony AI (tile entities ftw) and have moved on to doing beehives. Will release eventually.
[size=large]The Lawn Mower Mod[/size]
This is the beginning of what is to be a suite of gardening tools/vehicles. I intended to release this after 1.8 but though I might as well let out a little something before 1.8.
Download LawnMower Beta for MC B1.7.3 (Installation instructions within)
[size=large]Tiny Mods that don't fit anywhere[/size]
[size=medium]The Soul Transfer Staff[/size]
Thursday, August 11th 2011
In my quest for knowledge on this desolate island I came across a truly strange material. Apparently it's called "Netherrack" and contains a high proportion of organic material. Sometimes it seems almost alive, taking on properties of the infamous "Soul Sand".
One night at my workbench, I came across an intriguing discovery; crafting a block of netherrack atop two wooden sticks, the same way one would craft a shovel, creates an item that has a strange effect on a person's body. It seems to channel my life force towards the end of the staff, giving me the ability to turn any normal block into netherrack while causing my body physical damage. Just what does this imply about the origin of the netherrack?
Alas, this was not it's most outstanding characteristic. I faintly recall attempting to use it on a chicken (or other mob), after which my memory is in fragments. I remember seeing myself through different eyes and my normal movements were but a reflection. I was left in confusion after leaving this state of mental turmoil only by pressing "R" on the keyboard. The experience has changed me forever, in a way I cannot describe in my humble log book.
Download B1.7.3
[size=medium]The Gravestone Mod[/size]
Basically, when you die it creates a gravestone on the ground beneath you. The orientation depends on which way the player was looking when they died. The gravestone sign text can be customised in the props file.
It started out as an SMP mod but then I realised just how stupid it would be to have this in SMP. Also the gravestones used to be really fancy and customisable but then they got awkwardly big so now it's just a mossy cobblestone block with a customisable sign.
Download B1.8.1
[size=medium]Just a Jet Pack[/size]
This was coded for madcrazydrumma's "Space Realm" mod (no info on that thus far) and since it's mostly a prototype, it's far from anything releasable in either his, or my space-themed mod (more info on that later). Basically just a fancier way to fly. I meant to make fuel GUI at some point and maybe will eventually maybe.
And then you fly around. The mod is a single class file. Sounds were recorded by yours truly.
Download B1.7.3
Development has been handed over to jamolnng.
[size=small]Secrets[/size][/size]
I've finished this SMP mod back during 1.7.3 called "PKTrading" (some cosmetic changes in the 1.8.1 version) based off of this. Basically a player requests to trade with you (or vice versa) and you get a little notification sound,
And once you accept you get the trading screen.
The screen updates in real-time for both players. Once the trader or tradee is happy, they can lock their offer
and only when both parties have locked their offers does the accept button enable.
Then both players accept and the items are exchanged along with the successful trade sound.
That mod pretty much prevents players from being dishonest when drop trading. I also wanna expand it into a full on currency system with a dynamic currency dependant on supply and demand of items instead of fixing prices. Maybe then we can even see servers suffer from market crashes induced by the real-estate market. xD
I've decided to release this for testing because running a server and two clients on my poor netbook kills my ram. I know that there's thisoccasionalfrequent item duping bug but maybe I can get behind it after testing:
PKTrading Beta for MC B1.8.1
[size=xx-small]PKTrading Beta for MC B1.7.3 NB: In this version you need to be an OP/able to break blocks to trade.[/size]
There's also my super awesome secret mod that I'm working on though. I don't normally tell people about my bigger projects so I don't feel obliged to finish them.
If you liked any of the aforementioned (or even if you don't) comment on this thread! Do it now. I'll wait for you. Go on, do it.
-
1802
DrZhark posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Compatible with Minecraft 1.12.1
This Mod adds more creatures to the game.
Mo'Creatures is now open source! You can access the source code at https://github.com/DrZhark/mocreaturesdev
You're welcome to add this mod to your modpack. No need to ask for permission
We have a new website!! Please check it here: http://mocreatures.org/home
Download the Mod:
Minecraft version 1.12.1
-Mo'Creatures 12.0.5 (direct link)
Requires: CustomMobSpawner 3.11.4 (direct link) and Forge 1.12.1 - 14.22.1.2478
Minecraft version 1.10.2
Requires: CustomMobSpawner 3.10.1 and Forge 1.10.2-12.18.1.2095
Minecraft version 1.8.9
Requires: CustomMobSpawner 3.6.0 andForge 1.8.9 - 11.15.1.1722
Minecraft version 1.8.1
Requires: CustomMobSpawner 3.5.1 and Forge 1.8 - 11.14.4.1563
Minecraft version 1.7.10
Mo'Creatures 6.3.1
Requires: -CustomMobSpawner 3.3.0 and Forge 1.7.10-10.13.0.1208
You can support my work via www.patreon.com/DrZhark
or donating via paypal
Known bugs:nothing to report now
How to Install Mo'Creatures Mod:
Minecraft 1.6.x+
1. Install Forge using the installer.
2. Launch the game using the Forge profile. Exit the game.
3. Copy the MoCreatures.zip, CustomSpawner.zip into the .minecraft/mods folder.
4. Play! (Make sure your profile is set to Forge)
Pre-Minecraft 1.6
Download the files linked above
Please make a backup of your minecraft.jar file and then:
1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
2. install GUI Api (just copy the .jar file into the /coremods folder)
3. Delete the META-INF folder in the minecraft.jar file
4. locate your .minecraft/mods folder
5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
6. Play
You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
[media][/media]
And this one that explains how to set up a server with Mo'Creatures 5.0.0
[media][/media]
This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
[media][/media]PixelPaperCraft has a section for Mo'Creatures!
Previous VideosThis video explains how to transfer your pets from Minecraft 1.5.2 to 1.6.2
[media][/media]
this one is in Spanish and explains most of the features of Mo'Creatures:
[media][/media]
This video shows the New Big Cats and Manticores
Change Log...
[10.0.5]
-fixed crashing bug when hitting werewolves with a tool
-another attempt to fix aquatic animals crashing bugs
[10.0.4]
-fixed hybrid bigCats and pet amulet bug
-animals can be tamed by riding them again
-fixed Jellyfish crashing bug
-fixed bug that made wyverns revert back to mother wyvern
-exorcised Aquatic animals crashing bugs
-Tamed Ligers can obtain wings by receiving an essence of light
[10.0.2]
-fixed tiny creatures appearing with the summon command
[10.0.1]
-fixed game crashing bug when Ents were planting flowers
-fixed game crashing bug with MoCPetNames
-fixed game crashing bug with PetAmulets
-fixed MoCreatures tab name
-fixed Mammoth Platform name
-bunnies can be tamed again
-small creatures can be picked up again
-fixed light blue kitty bed icon
-fixed amulets and fish nets
-BigCats move faster
-fixed bug with inventories of BigCats, Horses
-fixed bug with entities moving sideways
-fixed duplicating item bug when using item on off hand
-fixed animation bug with aquatic entities receiving damage
-Bears can now be tamed by giving meats to cubs
-Bears can now be ridden and given chests
-Split bears into separate entities
-Split ogres into separate entities
-medium fish were split into separate entities
-small fish were split into separate entities
-hybrid big cats are now separate entities
-sorted eggs
[10.0.0]
-Updated for Minecraft 1.10.2
-Beta release
[8.1.3] and [8.2.2]
tamed animals will no longer attack the player
tamed bears can be commanded to sit with the whip
fixed invisible kittybeds
[8.1.2] and [8.2.1]
-fixed bug where ghost big cats will revert to normal cats after reloading game
-fixed bug where amulets will disappear from tamed big cats
-fixed bug with wyvern lair spawnings (the default mocreatures and customspawner .cfg files need to be erased for the fix to take place)
-tigers and leopards now show chests
-added more big cat hybrids (thanks to Cybercat5555): Leoger (between leopard and tiger), Panthger (between Panther and tiger), liard (between male lion and leopard) and lither (between panther and male lion)
[8.2.0]
-Updated for MC 1.8.9
[8.1.1]
-BigCat overhaul, split the bigcats into their own categories: lions, tigers, panthers, leopards
-added Manticores
-split stingRays and MantaRays
-BigCats can be tamed by giving pork or raw fish to a cub
-big cats can mate by giving them pork or raw fish and keeping them in an enclosed space
-white lions and white tigers are a rare spawn with a 1/20 chance
-ligers are obtained by breeding a male lion with a Tiger
-there is a hybrid between panther and regular leopards
-giving a dark essence to a panther gives it wings
-giving a light essence to a male lion, white male lion or liger will give it wings
-Manticores are a new mob, red manticores are found in the Nether, blue manticores in snowy biomes and dark and green manticores elsewhere
-Manticores can drop an egg, that can be hatched to obtain a pet manticore. Pet manticores can be ridden once they turn into adults
-There are ghost versions of the big cats that can be obtained randomly when a tamed big cat dies
-winged big cats, ghost big cats, hybrid big cats and manticore pets are sterile (they can't breed)
[8.0.1]
-removed fishbowls
-fixed kitty beds icons and behavior
-synchronized flying horse wing flapping animations and sounds
-cleaned up the code
-fixed komodo animations
-fixed server code
[8.0.0] devA - Note this is not a release ready version, for testing purposes only
-werewolves will receive higher damage from items / weapons with 'silver' in the unlocalized name or name of the material. They won't receive extra damage from gold weapons
-werewolves won't complain as much when transforming from human to werewolf form
-improved werewolves moving speed when hunched
-improved dolphin riding code
-turtle swimmimg animation improved
-piranhas move as a herd and attack differently
-deers will jump when fleeing from entities
-horses can also get ready to breed by feeding them a golden carrot
-turtles / bunnies will not receive damage when riding a player
-updated ogre attack animations
-improved minigolem / golem throwing stone accuracy
-added three more crab textures
-foxes now spawn cubs that follow adults and flee from players
-improved maggot animation
-improved ant food picking behavior
-added female turkeys
-ents now plant all the flower varieties
-added bear attack animation
-decreased frequency of goat bleets
-wraiths do not collide with entities, added attack animation
-skeletons, silver skeletons and zombies can now ride scorpions and wild wolves as well as mob horses
-MoCreature inventories can be opened by interacting with the creature while sneaking (right click while pressing shift). The MoCreatures 'keys' are no longer obtained by adding a chest to a creature and the crafting recipe was removed.
-Improved elephant animations
-Synchronized wyvern wing flapping animations / sounds. The wing flap depending on the flight speed when ridden.
-Added transform animation to Wyverns
-Changed wyvern speed, health, attack damage so the 2nd tier wyverns are significantly better
-Sharkteeh can now be converted into bonemeal
-fixed weapon damage and enchanteability
-added Pet scorpion sitting behavior / animation
-added transform animation to scorpions
-Pet scorpion health boosted to 40 (from 18)
-added wyvern ghosts
-increased Horse health, Horse speed
-Tamed Zebras shuffle again
-The nightmare burning effect last less than before
[6.2.0]
- Female Ostriches eggs are no longer sterile. Players must now pick up the eggs in order to hatch them.
- Bunnies no longer breed in the wild. In order to breed a bunny, players need to feed it a carrot at full health.
- Fixed Wyverns not laying eggs
- Fixed Pet Amulet glitch with mcMMO
- Fixed Pet Amulet glitch with nametags
- Fixed Ray grow glitch
- Fixed BigGolem dupe glitch
- Fixed wyverns, small fish, and medium fish not dropping the correct egg type
- Fixed possible client crash with Ent's attacking tamed animals
- Added new server '/mocspawn' admin command which allows you to spawn any type of horse/wyvern instantly.
This command should help server admins replace pets that go missing.
Valid Horse types :
Tier 1 : 1-5
Tier 2 : 6-9
Tier 3 : 11-13
Tier 4 : 16-17
Special : 21-28, 30, 32, 36, 38-40, 48-61, 65-67
Valid Wyvern types :
Normal : 1-4, 6-12
Mother : 5
An example of spawning a Zorse would be
'/mocspawn horse 61'
An example of spawning a mother wyvern would be
'/mocspawn wyvern 5'
for previous change logs, refer to the README.txt fileCurrently the Mod adds the following creatures:
-Ents
Ents are peaceful creatures that will be immune to any kind of weapons but axes. They attract nearby small creatures and spawn small plants.-Moles
Moles are very shy and hide underground from bigger creatures.-Mini Golems
Mini golems are mobs that spawn at night and throw rocks at the player.-Silver Skeletons
Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves-Raccoons
Raccoons attack back if provoked. They can be tamed by giving them any edible item.-Small and Medium Fish
pictures pending...
A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole
This is how a fishnet is crafted:
-Crabs
Spawn on beaches next to water. They can be tamed with fishnets-Wyverns
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.
The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.
To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.
-Elephants and Mammoths
Elephants spawn on Deserts, Jungles, Plains and Forests.
Mammoths spawn on cold biomes.
Elephants drop Hide
A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
Tamed elephants are healed with baked potatoes, bread or haystacks
A harness can be put on tamed adult elephants to make them rideable and attach extra things:
If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
To dismount an elephant, the rider has to make it sit first and then it can be dismounted.
Indian Elephants can be given a special luxurious garment:
In addition to the garment, a nice throne can then be given to the Elephant.
Two chest sets can be put on each elephant, allowing it to carry inventory
A key is used to open the inventory.
Mammoths can also carry two extra regular chests.
Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
While wearing them reinforcement and ridden by the player, they will break blocks.
(However that feature is disabled by default in multiplayer, to prevent griefing)
Mammoths are more effective at breaking blocks than elephants.
Wooden Tusks:
Iron Tusks:
Diamond Tusks:
A platform can be put on the Songhua Mammoth, allowing them to carry a second player.
To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
The second player can dismount the mammoth by pressing the sneak key.
-Komodo Dragons
Komodo dragons spawn on swamps and plains. They attack small animals or players.
Komodo dragons poison their prey.
They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.
An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.
Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.
A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.-Golems
Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.
Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.
When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.
As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.
The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)
It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.
When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).-Snails
Picture pending....
They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.-Insects
[media][/media]
Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake-Turkeys
Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.
check this video by BlockDaddy
[media][/media]-Horses
Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.
Only regular horses, donkeys and zebras spawn in the wild.
Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.
Tamed horses can be bred with the following combinations:
The Gofa made this video explaining the breeding chart:
[media][/media]
This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.
When riding and undead horse, mobs will not attack you.
To obtain rarer horses, you need a Zebra and the rare essences:
Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.
Essence of Darkness. The heart of darkness is a rare drop of bathorses.
Bathorses are aggressive mob horses found at night, mostly on underground caves.
The Essence of Light is made by combining the other three essences
The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.
Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.
Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.
If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.
If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.
Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.
If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.
Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:
Amulet of the sky, to capture pegasus or black pegasus
Fairy amulet for the fairy horses
Ghost amulet, that can capture ghost horses
Bone amulet, used to capture skeleton horses
Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
And crystal armor for the rare horses
(pending picture)
This is how you craft the Horse Saddle:
The only way to dismount a horse is by clicking the sneak key (shift)
Quick guide on how to breed horses:
Rules for breeding:
-The horses to breed should be kept close (no more than 4 blocks away)
-There should be no other horses around (8 blocks)
-You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
-it takes time (about 1/2 Minecraft day)
Quick Guide on How to use the Horses' Inventory:
-Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
-The horse needs to be tamed, and you need to give it a chest (only once)
-A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.
How to activate the Nightmare's special ability:
-it has to be tamed, you need to give it a redstone.
-after that, ride it... and be careful
You can craft a rope:
that can be used to tie horses and BigCats, so they will follow you.
-Ostriches
Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.
The females and chicks will run away and hide their heads in the ground if attacked.
Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.
Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.
You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.
Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.
If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.
Male ostriches are fast and the rare albino ostriches even faster.
Ostriches can carry helmets that will reduce the damage received
A chest can be given to an ostrich and they can carry a small inventory
cloth colored cubes can be given to saddled ostriches to make them carry colored flags
Nether ostriches are obtained by giving any tamed ostrich an essence of fire
Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)
Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn
Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.
Undead ostriches are obtained by giving any tamed ostrich an essence of undead.-Snakes
There are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.
Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles
Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.
A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures
You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.
Shy dark green snake:
shy dark spotted snake:
coral:
green snake:
orange snake:
cobra:
rattlesnake:
python:
-MantaRays
Mantarays are peaceful creatures, they won't bother you at all.
They can be tamed by mounting them. Then a fishnet can be used on them-Stingrays
Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!
They can be tamed with fishnets-JellyFish.
JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!
Can be tamed with fishnets-Added Goats
Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion
Tamed and wild goats will follow you if you are carrying any edible items in your hand.
You can use a rope on tamed goat to make them follow you
You can milk female goats. Female goats don't have a goatie and have shorter horns
Don't try to milk a male goat. It won't like it
Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.
Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned-Crocodiles
Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
Crocodiles drop hides that can be used to craft 'Croc' armor-Turtles
These shy lil' guys will hide from any other creature bigger than them.
Turtles are resistant to most attacks unless they are upside down.
If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
You can tame turtles by dropping watermelon slices or sugar cane near them.
Once tamed, they will grow slowly, follow you around and also you can carry them on your head!-Scorpions
Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.
Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.
Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.
With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.-Kitties
Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.
Medallion:
L = leather
G = Gold ingot
L L
G
Once the cat is tamed, it will look for a Kitty bed with food or milk.
Kitty Bed:
P = wood plank
I = iron ingot
W = Wool (you can use dyed wool as well, it will give you beds of different colors)
P P P
P W P
I
You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.
You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.
Pet Food:
any combination of Raw Pork + Raw fish
Once the kitty has eaten, it will look for an unused litter box.
Litter Box:
P = wood plank
S = sand
P P P
P S P
P P P
The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.
A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.
IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off
Whip:
L = Leather
I = Iron Ingot
C = BigCat Claws
C L C
L L
C I
If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.
You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.
Rope:
S = Silk
S S
S
S S
Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.
A cat will follow you if you have a wool ball on your hand
Wool Ball:
S= string
S
s s
s
If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.
You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.
After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.
If a kitten is attacked, its mom will defend them.
Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.-Mice
They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.-Rats
They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.
Watch this video from BlockDaddy O'Neal showcasing the rats
[media][/media]-Deer
Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
They drop pork meat-BigCats™
(Image Pending)
BigCats replace the lions that were part of the initial release of this mod.
Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.
Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.
BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.
Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.
Tamed BigCats will follow you and fight any mob that targets you.
BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.
Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.
If you use a rope on a tamed BigCat, it will follow you and fight your enemies
You can watch this video by Foxy1990, showing how to tame BigCats
[media][/media]
-Lil' Fish
They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu
Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water
A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
right click on it while holding any pike.
Fish can also be tamed with fishnets
-Dolphins
There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.
Taming dolphins:
You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.
Breeding dolphins:
Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.
This video shows how to breed dolphins: (courtesy of Foxy1990)
[media][/media]-Sharks
The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
The shark model was inspired by charle88's thread. He also shared his textures.-Werewolves
The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!
There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.
In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.
Werewolves sometimes will run on all fours, which makes them faster-Bears
There are four kind of bears in MoCreatures:
Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.
You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.
-Wolves
Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!-Wraiths
-Flame Wraiths
spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.-Ogres
The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore
The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.
The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.-Ducks
Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.-Boars
They attack smaller prey and if you get close to them, they can also attack you. Be warned-Bunnies
Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.
If you pick up a bird, you can glide safely from heights-Foxes
They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D modelFrequently Asked Questions
I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.F.A.Q.
Q.: Can I include your mod in my modpack?
A.: Yes you can. No need to ask permission. Just go ahead!
Q.: How do I get off my mount?
A.: Press the 'F' key
Q.: I installed the mod but don't see any of the new creatures.
A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true
Q.: I only want to have xxx mob and not the others, can I?
A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0
Q.: I can't tame/ride a horse
A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses
Q.: I get a black screen when installing the mod
A.: Did you forget to delete the META-INF folder?
Q.: Does this work for SMP?
A.: Yes
Q.: The lions and bears are bipeds!!
A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
Q.: Does this work for Mac computers?
A.: It does, the installation procedure is different.
Q.: What program do you use to make the mobs?
A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code
Previous versions
-MoCreatures v6.2.1 (for Minecraft 1.7.2)-Mo'Creatures v6.1.0 mirror (for Minecraft 1.6.4)
-Mo'Creatures Mod v5.2.5.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.3.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.2.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.1.5.zip (Mirror) (MC 1.5.1)
-Mo'Creatures Mod v5.0.8.zip (MC 1.5.1)
-Mo'Creatures Mod v4.7.0 (MC 1.4.7) requires CustomSpawner 1.11.2
-Mo'Creatures Mod v4.6.0a (MC 1.4.7)
-Mo'Creatures Mod v4.5.1.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.5.0.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.4.0.zip (Mirror) (MC 1.4.6)
-Mo'Creatures Mod v4.3.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.3.0.zip (Mirror)
-Mo'Creatures Mod v4.2.3.zip (Mirror)
-Mo'Creatures Mod v4.2.2.zip (Mirror)
-Mo'Creatures Mod v4.2.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.2.0.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.1.3.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.2.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.1.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.0.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.0.4.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.3.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.2.zip (MC 1.3.2)
-Mo'Creatures Mod v4.0.1.zip (MC 1.3.2)
-Mo'Creatures Mod v3.7.1.zip (MC 1.2.5)
Banners
If you want to add a Mo'Creatures banner to your signature, you have different options:
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iYxei.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Uwhm8.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/vygdJ.png' /></a>
Thanks to Jibberlicious
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/DH52R.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/MDDfn.jpg' /></a>
And if you survived the bunny infestation...
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iIB8C.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/UNlXu.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Cpu63.jpg' /></a>
Credits
Coding: DrZhark, Bloodshot
Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
Textures, Icons: BlockDaddy and DrZhark
Sounds: DrZhark
special thanks to:
-ScottKillen: Extrabiomes XL compatibility coding
-AtomicStryker: SMP port for Minecraft 1.2.5
-Cojomax: adding custom sounds
-Freakstricth: Forge sprites
-Resuke: icons
-Vaprtek: initial Horse Model.
-Dorino1: quack sounds plus painterly pack's duck texture.
-Macaque: first boar texture.
-KodaichiZero: Bunnies!
-Rondaround: fox idea, AI, sounds and texture
-_303 and Risugami: help with ModLoader and AudioMod
-Corosus: optimization changes in the code
-charle88: shark's model inspiration
-cdrumer11: pink and white dolphin skins
-FireHazurd: first werewolf model and texture -
219
Spitfire4466 posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)Posted in: Minecraft ModsThis mod has been renamed and there is a new thread for itSee the new thread HERE and the wiki
Support this mod
Cool things by Spacek531:[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing8.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing1.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Minecraft/Trainthing5.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing7.png[/img][/url]
This mod uses Minecraft Forge
Credit: Minecraft Forge
* Eloraam *
* Hawkye *
* MALfunction84 *
* Scokeev9 *
* SpaceToad *
* LexManos
Terms & conditions:
"Traincraft" is copyrighted material. It may only be downloaded from the links provided here the MCF(Minecraft forums) or on the official wiki, and may not be redistributed in any way or form, modified or otherwise, without express written permission of one of the authors. Decompilation, reverse-engineering or use of byte-code editing is strictly prohibited. Any other alteration is also prohibited as in modifying the files provided such as and not excluded: {Editing, Renaming, Renaming the .jar files, Removing or altering parts of it}. All rights not explicitly granted here are reserved. If the person does not comply with the rules posted here, legal action can and will be taken against them.
As a special exception, art assets (sprites, terrain textures, train and other vehicle textures) may be distributed intact or in modified form solely for the purpose of improving or altering the visible appearance of "Traincraft" (i.e. as a “texture pack”). They may not be reused for any other purpose.
Any sort of monetization with this mod is prohibited (unless otherwise stated by the authors) either with any re-posting or other ways.
Stating to be/were a developer/coder or be on the team without a proper reason, or not actually being on the team is also not allowed and legal action will be utilized in such case.
Any resemblance to copyrighted material from either Mojang AB or any other entity are purely coincidental and should be treated as such. Small number of textures incorporated into "Traincraft" might be based on originals created by Mojang AB. They have been altered in original ways thus not interfering in any way with the copyright. They are only used as aesthetic additions and as such treated as "fair use" under copyright law. All other assets are the sole and original creation of Spitfire4466, Mrbrutal and the people also involved in the process (Texture and model artists).
This mod is provided "as is" and we do not take any responsibility for any damages or other sustained with usage of this mod.
Permission is granted and not limited to recording videos of Traincraft gameplay, spotlights, and any other sort presentation of this mod if not interfering with the above terms.
“Traincraft”, "Trains & Zeppelin mod", "Spitfire4466", "Mrbrutal" are trademarks of their respective owners and should not be used or altered in any way or form.
© 2013 Traincraft, Spitfire4466, Mrbrutal
Mod packs:
Legal:
For legal implications please read the four paragraphs above.
Inclusion of "Traincraft" in a mod pack:
Established modpacks or private server packs only (With the permission of at least one of the above mentioned authors) under these circumstances:
- If your post count is below 100, and your modpack is less than a month old, your permission will be denied on spot with no further consideration.
- Proper credit to the authors mentioned above should be provided on a clear spot for everyone to see.
- A link to either this site (Thread) or the wiki should be provided.
A "private server pack" is allowed (also with the permission of at least one of the above mentioned authors) under these circumstances:
- A "private server pack" refers to a modpack intended to be used by a closed membership Minecraft server and distributed only to those members.
- The said pack team may not post any links of this mod or any packs containing this mod publicly.
- Proper credit to the authors mentioned above should be provided on a clear spot for everyone to see.
- A link to either this site (Thread) or the wiki should be provided.
- Non-commercial, non-profit mod packs only. If you are going to include the mod in a pack or "bundle" adf.ly or similar monetization services are not to be used to gain profit. Any other form of profit making with this mod is strictly prohibited.
If you feel the above terms & conditions have been misused, or violated in any way, please report them here, via PM or on our official channel on IRC, and we will take appropriate action. As this is posted in a public place it is required for you to read this, and with the use of the mod you accept these here terms & conditions.
Previous terms & conditions kept for posterity and future reference:
*TERMS AND CONDITIONSTHIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
-
4543
sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft ModsHello everybody,
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
You can follow the OptiFine development here: reddit.com/r/OptiFine, sp614x@twitter or http://optifog.blogspot.com.
Resources: translations, documentation, issue tracker.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Download OptiFine
Get all OptiFine versions here: optifine.net
Features
- FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
- Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
- Support for Shaders (info) - based on the Shaders Mod by Karyonix
- Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
- Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
- Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
- Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
- Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
- Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
- Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
- Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
- Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
- Better Grass Fixes grass blocks side texture to match surrounding grass terrain
- Clear Water (examples) Clear, transparent water with good visibility underwater
- Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
- Random Mobs Use random mob textures if available in the texture pack
- Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
- Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
- Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
- FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
- Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
- Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
- Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
- Fast Texturepack Switching Switch the current Texturepack without leaving the world
- Fullscreen Resolution Configurable fullscreen resolution
- Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
- Time Control Default, Day Only or Night Only - works in only in Creative mode
- Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death
Editions
Even Older Versions
Even older versions of OptiFine are available in the OptiFine history.
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)
Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
1. Temporarily revert back to the Default Texture Pack.
2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
3. Set Graphics to Fancy
4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.
5. Select your previous texture pack and graphics settings
6. Run Minecraft and enjoy
Compatibility with other mods
When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.
If you need ModLoader: Install OptiFine AFTER ModLoader.
If you need Forge: Install OptiFine AFTER Forge.
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.
If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.
Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.
Not compatible with: CCTV, The Aether.
Installation
For Minecraft 1.6.2 and newer
A. Simple (for OptiFine 1.6.2_C4 and newer)
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"
- Start the official launcher and play
B. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Extract" and save the OptiFine MOD file
- Start Magic Launcher
- Click "Setup"
- Select Environment "1.6.2"
- Click "Add" -> select the OptiFine MOD file
- Click "OK"
- Login and play
C. Complex
- Use the official launcher to download and start once Minecraft 1.6.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Rename the folder "1.6.2" to "1.6.2_OptiFine"
- Go in the subfolder "1.6.2_OptiFine"
- Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"
- Rename "1.6.2.json" to "1.6.2_OptiFine.json"
- Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file
- Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".
- Start the official launcher
- Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
Installation for Minecraft 1.6.2 with Forge
A. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Use the official launcher to start once Minecraft with the Forge profile.
- Start Magic Launcher
- Click "Setup"
- Select Environment "Forge9.10.X.Y"
- Click "Add" -> select the OptiFine ZIP file
- Click "Advanced"
- In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"
- Click "OK"
- Login and play
B. Simple (for OptiFine 1.6.2_C4 and newer)
- Put the OptiFine JAR file in the Forge "mods" folder
- Start Minecraft and Forge should automatically load OptiFine
B. Complex (not working for Forge #780 and #781)
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Go in subfolder "Forge9.10.X.Y"
- Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".
- Start the official launcher
- Select profile "Forge"
- Click "Edit Profile"
- Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
For Minecraft up to 1.5.2
If possible start with a clean minecraft.jar and check the mod compatibility section above.
A. Easy Installation
1. Download and start the Magic Launcher
2. Click Setup, click Add, select the downloaded zip file
3. Click OK, login and play Minecraft
B. Manual Installation
Windows/Linux Instructions:
1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin
2. Create a backup of minecraft.jar
3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)
4. Delete the META-INF folder.
5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.
6. Run Minecraft and test!
Mac Instructions:
1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin
2. Create a backup of minecraft.jar
3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents
4. Rename the resulting folder to minecraft.jar and open it
5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files
6. Run Minecraft and test!
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
Copyright
The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright. -
1201
Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open betaPosted in: Minecraft ModsMillénaire forums for more in-depth discussions than here:
Millénaire 7.0 open beta! Millénaire 7.0 introduces two great new features: a reworked Norman culture and the construction of a massive, end-game marvel: Notre Dame of the New World! Head to the beta page for all the details and the download link.
Millénaire 6.2 for Minecraft 1.12 available!
Millénaire is now officially updated to 1.12.2. Download the new version on www.millenaire.org!
Millénaire is a single- and multi-player mod for Minecraft. It aims to fill the "emptyness" of single-player worlds by adding NPC villages to it, with loose 11th-century Norman, North Indian and Mayans themes and additional cultures planned.
Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.
Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.
Millénaire is available in the following languages: French, English, German, Russian, Polish, Spanish, Czech, Swedish, Dutch, Portuguese, Slovenian, Hungarian, Chinese, Arab, Estonian, Norwegian, Ukrainian (more coming!)
Download Millénaire on Millenaire.org.
Want to know more first? Check the overview.
For more information, including a FAQ, known compatibility with other mods, and common install issues, you can check the Millénaire Wiki:
Millénaire Library of user-created content to extend the mod:
Millénaire forum for more in-depth discussions:
Come across small villages while exploring, such as this Norman settlement...
Millénaire review by CGzCinema showing the mod's main features
... or this Japanese one, centred on a rice paddy.
Updates
6.2.10 - 08/09/2019
- It is now possible to donate goods to villages for a big reputation boost
- Added two new advancements, Amateur Architect and Medieval Metropolis
- The keys for the Millénaire menu, the village list and the escort toggle are now set using the standard Millénaire UI
- Players' data is now linked to UUID not player name, enabling players to change their player name without losing their Millénaire progress
- Added two new commands, one to teleport players to a village and one to change a player's reputation with a village
- Fixed a bug where Millénaire stairs and slabs would have display issues when smooth lighting was off
- Fixed a bug where paths could be built over mud bricks
- Fixed a bug where the number of nights spent by a merchant in a village would reset when reloading the world
- Fixed a bug where sub-buildings would appear on the village map, hiding the main building
- Fixed a bug where middle-clicking a full path block in creative would give you a path slab
- Fixed a bug in the handling of Byzantine textures
- Content Creation improvements:
-- New format for buildings' text data, much easier to read than the old one
For older releases, check the wiki page: Millénaire Updates
Or discover a mysterious Mayan pyramid, abandoned in the jungle. (Texture pack: Soartex FanVer with Millénaire HD blocks)
FAQ
Check the FAQ page on the Millénaire wiki: http://millenaire.or...ki/Category:FAQ
Credits
- MinerMiah for the Mayan culture (including skins)
- Minepower for the Japanese culture
- Rasseru for the updates to the Japanese culture
- Ticlon for the Byzantine culture and some of the lone buildings
- SMP for all the Indian skins. Great and fast job! Check also his texture pack that includes a full reskinning of Minecraft itself, Millénaire, and many other mods as well!
- johnlmonkey, Razulra, cubex3 and TheDoctorMouse for skins
- Nandonalt and karahan : some buildings
- joeyjam: icons for the Norman armour
- minami26: graphics for the Norman armour and icons for the Norman tools
- The MCP team, without whose work I would not have attempted this mod
- The #risucraft and #mcp-modding channels, and specifically _303, ZeuX and ProfMobius, for saving me a lot of time with timely help
- MineColony and Builders, for inspiration and useful examples of modding Minecraft
Listen to the villagers discussing their job, life or simply the weather.
Making new cultures
Since Millénaire 1.4, the bulk of a new culture can be made without code (not just buildings and village types like before, but new NPCs as well). As such I'm interested in player-made cultures to integrate in the main game, provided they fit the general theme of Millénaire of "real" cultures from around the 11th century. Players interested in producing one for Millénaire should PM-me about it. If we agree on the idea, I'll provide support in the form of help on how to mod Millénaire and in the form of whatever new code might be needed (for new items, blocks or good productions), though likely not with the buildings and NPCs themselves. I reserve the right to change anything I might not like in a culture I'm shipping with the mod itself, but in practice I intend to leave as much of a free hand as possible to culture designers.Contribution welcome, it helps make Millénaire a rich game!
See what they are doing and what they need in the villages' centres.
Help Wanted
- There is a lot of content to fill up in the Millénaire Wiki, feel free to help: http://millenaire.org/wiki/
- Female and children sounds
- It would be very useful if people who have been playing for a while could post detailed accounts of how they play Millénaire, what they like/don't like, what their goals are when playing, etc. I need more comprehensive feedback, not just small reactions to individual features.
- New lone buildings: the more different kind of lone buildings (or variations of the same kind), the better. People wanting to do lone buildings in the same style as the existing ones are welcomed. You can post your creation in the thread, preferably with a screenshot. I'll add those I think fit in Millénaire.
Trade with them, to help their villages grow and gain unique blocks, foods and items.
Download
Downloads are available from millenaire.org.
Thread for posters to discuss custom building plans in: http://www.minecraft...f=1039&t=253387
Wiki page with adapted texture packs: http://millenaire.or...i/Texture_Packs
Feel like paying me a cider? . Otherwise, I'm always looking for more SugarSync referrals (similar to DropBox but more generous free quotas). Note that you have to install the app, not just sign-in online, for me to get a quota bump.
See their villages develop in prosperous communities...
Reference
For more information, help, known bugs, etc., check the new Millénaire Wiki: http://millenaire.org/wiki/. Feel free to contribute!
...or massive fortresses surrounded by desert.
But be wary in your travels, for hostile bandits and soldiers can be waiting deep in the woods!
Encourage villages to trade with one another, or push them to war and see their men battling while the women and children
take shelter!
And when the pull of adventure becomes too strong, seek out the mysterious Sadhu in the forest to start a great quest on the origins of the world.
Who knows, you might even come across the mysterious Panthéon, the massive structure where the contributors and donors to Millénaire are immortalised.
Note to modpack makers: Millénaire can be freely added to modpacks provided you credit me and provide a pro-eminent link to millenaire.org.
Extras
Signatures by minami26 - now with dynamic version info:
This mod is Copyright (2011) and is my intellectual property. Only minecraftforum.net is allowed to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Descriptions or other content on the mod (for example, reviews) are allowed as long as the download links provided point to this thread or to the Millénaire Wiki. Works derived from this mod in any significant way, for instance by re-using the mod's source code, are forbidden without written permission. - To post a comment, please login.
1
Edit; Personally the length of time Notch is taking for 1.8 to come out...Gurgadurgen may just beat out 1.8 regardless. There are so many hours in the day...and am sure she has a life outside of modding.
4
What are some of the useage stats? And how do they measure up to the minecraft vanilla tools as far as speed? Just would like some kind of idea.
Edit: BTW Mdiyo...mod looks already great...cannot wait to see more.
1
3