This mod adds a new mob to the game: Creeper Swarms!
-Creeper Swarms look like a group of regular creepers
-Creeper Swarms coordinate their movement to move together in a pack.
-Each creeper of a swarm will sync up their explosion timers, thus making each of them explode simulatanously.
-Creeper Swarms move in a migratory manner, moving 1 of 8 directions (North, North-East, East, etc). They will occasionally switch directions or stay near a single location.
-Each swarm has a "leader". This Creeper determines where the swarm moves. It looks like any regular Creeper, but the other members of the swarm will not start exploding until the leader starts exploding. Leaders drop extra sulpher at death. After a leader is killed, a new leader is instantly chosen from one of the members of the swarm.
-Only 1 swarm will spawn per chunk. They spawn under the same conditions as regular creepers.
A pack of creepers.
A swarm of creepers exploding simultaneously.
Also, Creeper Swarms vary in speed, health, explosion delay, and swarm size, based on the game's difficulty. Here are their stats for each difficulty level: Peaceful: Do not spawn. Easy: slightly faster than regular creepers; 20 health each; explode about 1/10th of a second faster; Swarms include 6 Creepers Normal: Same speed as the player; 25 health each; explode about 1/5th of a second faster; Swarms include 8 Creepers Hard: 25% faster than the player; 30 health each; explode about 1/2 of a second faster; Swarms include 10 Creepers
Creeper Swarms are very challenging to defeat, even on easy difficulty. Only install this mod if you want a real challenge. Regular creepers will still spawn with this mod installed.
NOTE: As of version 1.1, there is now a configuration file included with the mod. You can use it disable custom stats, and set swarm sizes.
NOTE: As of version 1.2, creeper swarms will now coordinate attacks against doors and glass on Hard Mode.
This mod adds a new item to the game, Teleport Swords!
These Swords are crafted from the following recipe:
The Gold Sword must be undamaged.
Teleport Swords have 200 uses, and inflict 2 damage (1 heart) to whatever is hit by it. However, these swords have 4 special abilities:
1. A creature hit by the sword will teleport a short distance away from you (usually high in the air), in the direction that you are facing.
2. If you right click while holding the sword, you will teleport a short distance away, toward the direction that you are facing. (diminishes 2 Sword uses)
3. Destroying blocks with the Sword will make nearby blocks teleport away.
4. Standing near a combination of active and inactive redstone torches will make the sword slowly recover durability.
When the sword is successful, you will see red sparkles (redstone ore dust), however, when the sword fails to teleport you (if no empty space to teleport to), then it will give out a puff of black smoke. In this case, you do not lose 2 sword uses.
Today, pigs CAN fly.
Sky travel via teleportation.
Teleporting yourself with the sword is somewhat dangerous. It is very possible to teleport yourself high into the air, where you will fall and take damage. The sword's teleportation also becomes less accurate the higher the game's difficulty. Teleporting yourself rapidly across the landscape may also cause lag if your computer is not up to par.
version 1.1 adds....colored item text. Enjoy.
version 1.2 adds....nothing really. Just an update to 1.6_06
version 1.3 adds....something! Now, whenever you destroy a block with the Teleport Sword, nearby blocks will teleport away!
version 1.4 adds....Sword Durability replenishing. Stand on flat ground holding the sword next to 4 active and 4 inactive redstone torches to replenish your sword's durability! The recipe has also been changed slightly.
The sword's ID number is 4468 (+ 256). Tell me if that conflicts with any other mods.
Special Thanks to Kingbdogz, whose' Dragon Sword sprite I recolored for the initial Teleport Sword that appears in most of the images above. I have now replaced it with a new sprite.
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Wheat Fields, Wild Saplings, and more
AKA: Worldgen Expanded
This WorldGen adds 7 new things that can generate on your world as you explore:
Wheat Fields (Plains biomes only)
Wild Saplings (all biomes except deserts)
Tree Stumps (all biomes aecept deserts)
Sandstone Pillars (desert biomes only)
Cactus Fields (desert biomes only)
Sand Pits (desert biomes only)
Melon Patches (ocean biomes only)
NOTE: As of version 1.1, there is now a configuration file included, so that players can disable any of these specific WorldGens.
NOTE: Version 1.2 updates the mod to Beta 1.6_06 and incorporates the new saplings.
NOTE: Version 1.3 makes the following changes:
-Each world gen is now biome dependant.
-Added a world gen for melon patches.
-Wheat Fields and Cactus Fields now look more natural.
-Modified the appearance of Sand Pits slightly.
-Changed the configuration file so that you can now modify the frequency of each world gen.
Wheat Fields, Wild Saplings, and more 1.3 (Requires latest ModLoader) (Beta 1.8.1) (MCP 4.4 Source Code included)
[url=http://adf.ly/3IQXY]WorldGen Expanded 1.3[/url]
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Nature Staff
This mod adds a new item to the game: Nature Staff!
This item has the following abilities:
:biggrin.gif: Right clicking on dirt turns it into grass. Right clicking on grass makes a random plant grow on top. Right clicking on a sapling makes it grow instantly (if it has enough space above it). Right clicking on a mushroom changes it to the other type of mushroom. Right clicking on a flower changes it to the other type of flower. Right clicking on wood makes it change texture. Right clicking on wheat makes it mature instantly. Right clicking on a pumpkin turns it into a pumpkin lantern. Right clicking on Leaves makes one of the following items pop out: Stick (Common), Sapling (Uncommon), Apple (Rare).
The nature staff is able to use an ability up to 100 times! However, this staff is very delicate. If you hit a mob or break a block with it, it will immediately break into a useless stick.
A sapling that popped up after right clicking some grass with the staff.
Whoops! I accidentally destroyed a block while holding the staff. Gotta be careful!
So...how do you get this versatile staff? Not by crafting it!
This staff is only found in one of these:
The Chest in the center of these gardens holds the Nature Staff as well as several other plants. These gardens will randomly generate while you are exploring grassy mountains and hills, at heights above 105. The gardens will more commonly be found in Forest Biomes.
New to version 1.1:
-The Staff is no longer found in a chest in the garden. It now simply appears in the garden, floating above a tree stump.
-Tall Grass can now also be grown by right clicking grass with the Nature Staff.
-Right clicking Tall Grass with the Nature Staff makes more Tall Grass Appear
-While walking through grassy areas, if you are holding the Nature Staff, flowers will randomly appear nearby you.
-Right clicking sand creates an effect in which a large area of sand near the spot you clicked becomes grass and dirt.
Before
During
After
Version 1.11 just makes the mod not interfere with multiplayer.
Version 1.2 makes the Nature Gardens spawn commonly in extreme hill biomes. Melons can now also be spawned in Nature Gardens, and by the Nature Staff. Right clicking Tall Grass with the Nature Staff now properly makes Tall grass spawn nearby
Sick of starting new worlds empty handed? Well, not anymore!
With this mod installed, whenever you create a new world you will start with random supplies, and a boat if water is close by.
The supplies range from completely useless to slightly helpful. The best items you can possibly hope to start with would be a Compass and/or Watch. Depending on the game's difficulty, you start with the following number of items (specifically ItemStacks):
Peaceful: 9 to 12
Easy: 6 to 9
Normal: 3 to 6
Hard: 0 to 3
NOTE: Version 1.1 gives you a chance of starting with a pet dog!
Version 1.11 just makes the mod not interfere with multiplayer.
Version 1.2 adds more possible starting items.
As the name implies, this goofy mod gives you a talking pig companion (AKA poor-quality-Charlotte-rip-off).
You'll never feel lonely again...even when you wish you were.
With this mod installed, as soon as you start an existing or new world, a pig buddy will spawn near you. You only get one per world (unless you cheat of course). This buddy of yours has the following notable traits:
It will try its best to follow you. It never stops talking while you are nearby it. If you are near a dark location, there is a chance that it will sniff out a mushroom for you to find. Whenever it speaks, any nearby aggressive mobs will immediately try to kill it. Unfortunately for those mobs, it is unkillable and never despawns. It can only be killed by you. It will attack any aggressive mob that attacks it first. It will starve to death if not fed regularly. It eats flowers, seeds, mushrooms, and most food items (except pork). Right click on it while holding one of these to feed it. If you put a saddle on it, you can ride it and control it. If you right click it with a stick, you can bring up a special gui.
There are some more details I didn't mention, but you can either play the game or look through the source code to find out all the details.
Here is a video of the Talking Pig in action (contributed by CreeperKing)
New to version 1.1:
-The Pig now says more phrases
-The Pig can now eat a slightly larger variety of food, such as cookies.
-Hunger bug fixes
-The pig now has hidden stats, and will level up these hidden stats while fighting enemies for experience.
-After the pig has become strong enough, it will be able to coerce regular pigs to aid it in battle.
New to version 1.2:
**Pig is now completely controllable when ridden
**Pig can now be right clicked with a stick to bring up a GUI for setting stats and changing the pig's name.
**Pig no longer levels up stats directly. Instead each time Pig levels up, it gains skill points which can be assigned to stats via the pig GUI.
**Pig now gains followers at level 8
**Pig now enters aggressive mode sooner, when strength hits 5.
**Pig now has more phrases.
**Pig now knows your name if you are logged in.
**Pig now notices when you hurt other animals.
**Pig now gains more experience for defeating a stronger foe.
**Golden Apples automatically level up the pig by 1 level.
Pig's new GUI (credit for Mo' Creeps and Weirdo's for base GUI code):
Pig now has new phrases
Version 1.21 just makes the mod not interfere with multiplayer.
These bats usually spawn underground in very dark cave systems. These bats spawn either sleeping and attached upside-down under a block, or awake and flying about. Bats can also spawn outside at night time, in darker locations.
Sleeping bats occasionally drop bonemeal (aka "bat guano") from the ceiling they hang from. If you approach sleeping bats, they have a chance of waking up and flying around in panic. Touching sleeping bats will also wake them up. Bats that are flying around can knock out torches and various other blocks, like redstone torches and flowers. Also, be aware that bats that bump into you will also push you away farther than other mobs would.
Bats have between 3 and 7 hp, and very rarely drop bonemeal at death. Though most bats fly very fast, bats will fly slower as they take damage. Bats and water don't mix well. Bats outside in a rainstorm will have difficulty navigating, and bats that get caught in a water block will likely drown.
It is possible to tame bats by throwing the correct item nearby them. Once tamed, they will follow you until told to roost (some bats will fight for you). To make them roost, hold a feather and right click your bat. They will then find a dark location to sleep in, and go to sleep. They will still produce bone meal while sleeping.
Here is an overview of each type of bat:
[Pictured above]
Insect Bats: 3 Hp - Very common - Spawns in all biomes - Aggressive toward Spiders - Produces guano frequently - Tamable with slime balls.
Nectar Bats: 4 Hp - Spawns in all biomes except desert, ice-desert, and tundra - Will hover over flowers - Tamable with Red/Yellow flowers.
Fruit Bats: 5 Hp - Spawns in forest and swampland biomes only - Can grab items from leaves - Tamable with Apples.
Meat Bats: 6 Hp - Spawns in all biomes - if wild, will attack chickens and other bats - If tamed, will attack mobs that threaten player - Tamable with raw fish.
Blood Bats: 7 Hp - Spawns in rainforest biomes ONLY - Will latch onto animals (excluding chickens) to heal itself - if tamed, will attack mobs that threaten the player, healing itself after each attack - Tamable with raw pork.
This mod includes a configuration file which will let you change how often bats spawn, and how rare each bat is.
1.2 Changelist
-Mod renamed to Bats.
-Bat taming has been added: To tame a bat throw the appropriate item near the bat and the bat will get the item and be tamed.
-Bat spawning changed to work properly. There can now be a maximum of 32 untamed bats at any given time.
-There are now five kinds of bats, each with different spawning conditions and traits. Each bat skin was provided by RainBatRi.
-Only Meat and Blood bats will attack players if they are attacked first on higher difficulties.
-Bats will now heal while sleeping.
-Tamed bats that are flying will stay within 12 blocks of you.
-While holding a feather, tamed bats will fly over to you and slow down momentarily.
-Right clicking a tamed bat with a feather will make the bat look for a dark place to perch and sleep.
-Some tamed bats will attack mobs that target you.
-Bats now have the ability to fly through leaves like air.
-Tamed bats that are awake and far away will teleport to you.
-Sleeping bats now fold their wings slightly.
-Certain bat types only spawn in specific biomes.
1.3 Changelist
-Blood Bats now only spawn in swamp biomes.
-Tamed Blood Bats that are awake will now attack anything you attack.
-Fruits Bats now only spawn in forest and swamp biomes.
-Nectar Bats now do not spawn in ocean and desert biomes.
-Wild Meat Eater bats can now randomly become aggressive toward the player and untamable (Easy Difficulty and higher).
Download Link (Requires ModLoader & AudioMod)
[url=http://adf.ly/2soRJ]Bats 1.3[/url] (Beta 1.8.1) [Includes MCP 4.4 SRC code for viewing pleasure] Download Link (Requires ModLoader & AudioMod)
[url=http://adf.ly/2Zl9o]Bats 1.2[/url] (Beta 1.73) [Includes MCP 4.3 SRC code for viewing pleasure]
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Easy NPCs
This is a mod I made for a donater. It allows you to easily add human NPCs to your game.
To make this mod spawn a new NPC all you have to do is put its correctly named skin into your minecraft.jar's "mob" folder. That's it! The game will then make that human NPC occasionally appear.
These human NPCs don't do much beyond walk around. They hold varying items, and drop varying items at death. By default, this mod includes 12 NPC skins (all from my Builders mod). Credits for these skins are found in the thread for my Builders mod.
There are optional configuration options as well.
Version 1.13 just makes the mod not interfere with multiplayer.
Version 1.2 makes the NPCs not spawn on Peaceful mode any more (I had to use monster spawning algorithm)
Download Link (Requires ModLoader)
[url=http://adf.ly/2soUj]Easy NPC 1.2[/url] (Beta 1.8.1) [Includes MCP 4.4 Source Code for viewing pleasure]
Download Link (Requires ModLoader)
[url=http://adf.ly/2YuG8]Easy NPC 1.13[/url] (Beta 1.73) [Includes MCP 4.3 Source Code for viewing pleasure]
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Randomly Spawning Items
Ever wish you could just find items lying around while exploring the world? Now you can!
The items you can find while exploring are nothing spectacular. They are all generally common items. However, these common items include gunpowder, bones, slimeballs, and silk, which are normally unable to be acquired on peaceful mode. Also found are items that are normally difficult to obtain, like cocoa beans, apples, and mossy cobblestone. The best item you can find is probably charcoal, though sticks and bones are spawned often.
These items can spawn anywhere, though they are much more common above ground, particularly on the top of trees or in the ocean. These items hop slightly every 3 seconds, so that they are easier to spot.
Version 1.01 just makes the mod not interfere with multiplayer.
Version 1.1 makes the items easier to spot and adds more possible randomly spawning items.
Raining Bomb Squids
This mod adds a new and completely realistic survival element to minecraft: explosive squids that rain from the sky!
These bomb squids will continually fall from the sky, exploding as soon as they hit the ground. The frequency, explosion size, proximity to you, and number of these falling bomb squids increases based on your difficultly level. On peaceful mode, these bomb squids will be only a minor nuisance at worst. On hard mode, your overworld will be completely decimated within minutes. If you don't like the idea of your saved worlds becoming giant craters, then backup your saved worlds before using this mod.
Difficulty
Peaceful: 1 bomb squid maximum at any given time; 1 squid spawns every 5 seconds; squids spawn maximum 4 chunks from player; squids maximum explosion size is 1.0
Easy: 6 bomb squids maximum at any given time; 2 squids spawn every 3.5 seconds; squids spawn maximum 3 chunks from player; squids maximum explosion size is 2.0
Normal: 12 bomb squids maximum at any given time; 3 squids spawn every 1.8 seconds; squids spawn maximum 2 chunks from player; squids maximum explosion size is 3.0
Hard: 18 bomb squids maximum at any given time; 4 squids spawn every 0.3 seconds; squids spawn maximum 1 chunk from player; squids maximum explosion size is 4.0
Uh oh....
WARNING: This mod can cause a lot of lag on higher difficulties, due to the number of explosions and the number of items left around after each explosion.
Version 1.01 just makes the mod not interfere with multiplayer.
Version 1.1 makes the squid explosions no longer leave squid ink (which was just contributing to the lag). It also adds 3 new kinds of bomb squids that are occasionally mixed in with the regular bomb squids. These "Trick" bomb squids don't cause regular explosions. Play the mod and try to find out what these 3 bomb squids do!
This mod adds NPCs that can be scripted to do a variety of different actions!
These NPCs can do any of the following: Search for specific blocks! Mine Blocks using tools! Attack mobs, animals, or even you! Say stuff! Equip Armor! Collect items (and drop them at death)!
A survivor punching down a tree for wood.
Unlike other mods that add human mobs that only wander around or do 1 thing, these human mobs do what YOU want them to do!
A survivor mining, just like I scripted him to do.
Here's how you use this mod: The mod comes with a text file called SurvivorScripts.txt. By modifying this text file, you can create your own custom NPCs that wander, mine, attack things, etc. You not only determine what these NPCs do, but also what skin they use, their inventory size, their health, etc. By default, it includes 10 NPCs made by me (beware, one is aggressive). Here is a sample from the SurvivorScripts.txt file for a NPC that just digs holes with his nifty shovels:
----Survivor 1 - Digger----
name: Jason
maximum hp: 50
movement speed: 0.9
jump height: 0.65
texture: /mob/char.png
living sound: NONE
hurt sound: random.hurt
death sound: random.hurt
inventory size: 40
idle statements: I love to dig! : I wonder where I can find some gravel... : I would love to have a diamond shovel! : I love diggin' holes! : I can wield a shovel like a pro!
begin action script
1:addinvitem:314#1#0,315#1#0,316#1#0,317#1#0
2:equiparmor:314,315,316,317
3:addinvitem:269#1#0,273#1#0
4:wander:60
5:findblock:88,12,13,2,3:300
6:mineblock:88,12,13,2,3:20:284,277,256,269,273
7:saymessage:8:Do you like digging too?: Hey there buddy!
8:goto1:4:3:273#1#0
end action script
Don't worry if you don't understand everything in this code snippet. The included README file explains everything in detail.
Here is some basic information about the NPCs: They spawn above ground, at sea level or higher. They always spawn fairly close by. If one is killed, he/she will soon respawn. Only 1 of each kind of NPC can exist at a given time (unless you cheat) NPC's that die drop their entire inventory. You will see messages that indicate when NPCs die, spawn, or despawn.
This mod is an experiment. It is currently rather limited in customization. I may decide to expand it later, but for now enjoy version 0.02!
Want more excitement when exploring the depths of minecraft? Do you feel too safe in your lit up underground mines? Then this mod is for you!
This mod adds three underground events that make being underground much more dangerous and exciting!
Falling Stones!
While below layer 64, there is a random chance that small groups of Stone blocks with air underneath them will act like sand blocks and fall down to the ground. Not particularly dangerous on their own, but they can create unexpected obstacles while trying to flee monsters. They also change the configuration of the cave slightly, making caves a bit more difficult to navigate.
Cave Ins!
While below layer 32, there is a random chance that large groups of Stone blocks with air underneath them will act like sand blocks and fall down to the ground. Unlike regular falling stone blocks, cave ins can actually kill you if you get caught in one. These cave ins have a massive effect on underground terrain.
Eruptions!
While below layer 16, there is a random chance that a underground lava lake will erupt. When this happens, the lava at the eruption point will rise and spread fast for a short time, consuming even stone blocks. These are extremely dangerous, so be on the look out for these when near lava.
This mod includes a configuration file for adjusting how often these events occur and how much these events affect the terrain of caves. Tweak the frequencies and magnitudes of these events to increase or decrease the danger.
Version 1.1 makes the mod not interfere with multiplayer. It also balances out Eruptions, making them slightly more common, yet slightly less dangerous and laggy.
Version 1.2 makes Eruptions slightly more common and tweaks the default occurance frequencies of each event.
Download link for Beta 1.8.1(Requires only ModLoader)
[url="http://adf.ly/2soaL"]Deadly Caves 1.2[/url] Download link for Beta 1.73(Requires only ModLoader)
[url="http://adf.ly/2YuIz"]Deadly Caves 1.1[/url]
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More Item Uses
This is a small mod that gives 35 existing items new abilities and traits!
However, instead of modifying 35 class files and being incompatible with dozens of mods, this mod adds these item abilities without modifying a single existing class file for maximum compatibility! Here are the items that have been enhanced:
******TOOL BONUSES******
* Wooden Axe: Chop down wood or leaves for a chance to get extra sticks!
* Wooden Shovel: Dig up dirt (not grass) for a chance to get extra clay!
* Wooden Sword: Attack spiders for a chance to get extra string!
* Wooden Pickaxe: Mine sandstone for a chance to get extra sand!
* Wooden Hoe: Till grass for a chance to get extra flower dyes!
* Stone Axe: Chop down birch leaves for a chance to get extra saplings!
* Stone Shovel: Dig up snow for a chance to get extra snow balls!
* Stone Sword: Kill cows for a chance to get extra leather!
* Stone Pickaxe: Mine coal ore for a chance to get extra coal!
* Stone Hoe: Till grass for a chance to get extra seeds!
* Iron Axe: Chop down pine leaves for a chance to get extra saplings!
* Iron Shovel: Dig up sand for a chance to find buried items!
* Iron Sword: Kill Chickens for a chance to get extra feathers!
* Iron Pickaxe: Mine redstone ore for a chance to get extra redstone!
* Iron Hoe: Till grass above layer 100 for a chance to find hidden items!
* Diamond Axe: Chop down regular leaves for a chance to get extra saplings!
* Diamond Shovel: Dig up grass for a chance to get extra seeds!
* Diamond Sword: Kill Squids for a chance to get extra ink!
* Diamond Pickaxe: Mine stone above layer 100 for a chance to get bones or ores!
* Diamond Hoe: Till grass or dirt to automatically till the surrounding 8 grass or dirt blocks! (costs extra durability)
* Golden Shovel: Dig up gravel for a chance to get 1-4 extra gunpowder!
* Golden Pickaxe: Mine mossy cobblestone for a chance to get 1-3 extra slime balls!
* Golden Axe: Cut down regular-tree leaf blocks for a chance to get extra apples!
* Golden Sword: Slay animals for a chance to get 1-5 extra bones!
* Golden Hoe: Till grass for a chance to get 1-3 extra cocoa beans!
******OTHER ITEM BONUSES******
* Apple: Use it to destroy a gold block for a 50% chance to make it become a gold apple!
* Flint: Attack an iron block to create sparks! (Flint now unable to destroy iron blocks)
* Lava Bucket: Attack mobs to enflame them, and attack blocks to place a small amount of lava!
* Redstone Torch: Sparkles when near redstone ore, and activates nearby inactive redstone ore!
* Mushroom Stew: Simply hold it to make nearby pigs follow you!
* Seeds: Simply hold it to make nearby chickens follow you!
* Wheat: Simply hold it to make nearby sheep follow you!
* Sugar Reed: Simply hold it to make nearby cows follow you!
* Brick(Item): Attack mobs for a chance to knock them into damaging confusion for a short time!
* Snow Block: If you get set on fire, simply switch your item to a snow block to extinguish yourself! (uses up 1 snow block)
Unlike my other mods, the source code for this mod actually includes proper comments to make it understandable for other mod developers.
1.1 Changes:
-Increased success ratio of multiple tools
-Improved Gold Tools
-Wooden Axe now gets extra sticks also from leaves
-Added Stone Tool Bonuses
-Added Iron Tool Bonuses
-Added Diamond Tool Bonuses
Lol Creepers are scary just with like 1 attking 20000000 of them attking is even scarier lol xD
Well, these swarms don't have that many creepers. Though, yes that would be scary.
I had an idea for another simple mob mod, though I don't know if it has been done before:
-Mob Idea: Hungry Sheep These sheep would eat grass they are standing nearby. Once a sheared sheep has eaten enough grass, it will regrow its wool.
Tell me what you guys think of this idea. I could create this pretty quick, if it hasn't already been done before.
Yes. Please. I miss sheep eating grass. Could you also make my suggestion for a mod, where colored sheep breed? You'd have to feed them wheat, then they'd blend colors just like you do with dyes. So basically, you feed a white sheep and a cactus green sheep some wheat, and it'd make a lime green sheep. Would that be possible?
Lol Creepers are scary just with like 1 attking 20000000 of them attking is even scarier lol xD
Well, these swarms don't have that many creepers. Though, yes that would be scary.
I had an idea for another simple mob mod, though I don't know if it has been done before:
-Mob Idea: Hungry Sheep These sheep would eat grass they are standing nearby. Once a sheared sheep has eaten enough grass, it will regrow its wool.
Tell me what you guys think of this idea. I could create this pretty quick, if it hasn't already been done before.
Yes. Please. I miss sheep eating grass. Could you also make my suggestion for a mod, where colored sheep breed? You'd have to feed them wheat, then they'd blend colors just like you do with dyes. So basically, you feed a white sheep and a cactus green sheep some wheat, and it'd make a lime green sheep. Would that be possible?
Yes, that would be possible. I could add that to my idea.
Quote from Thea_Notix »
Quote from Fidget98160 »
Quote from OgreSean »
Well, these swarms don't have that many creepers. Though, yes that would be scary.
I had an idea for another simple mob mod, though I don't know if it has been done before:
-Mob Idea: Hungry Sheep These sheep would eat grass they are standing nearby. Once a sheared sheep has eaten enough grass, it will regrow its wool.
Tell me what you guys think of this idea. I could create this pretty quick, if it hasn't already been done before.
Yes. Please. I miss sheep eating grass. Could you also make my suggestion for a mod, where colored sheep breed? You'd have to feed them wheat, then they'd blend colors just like you do with dyes. So basically, you feed a white sheep and a cactus green sheep some wheat, and it'd make a lime green sheep. Would that be possible?
Or at least make coloured sheep, not despawn and regrow coloured wool!
-I could make them not despawn, though the game limits how many creatures can exist at any one time. Regrowing color wool is doable.
I guess I will need to think this idea through a little bit more.
Hey guys, thanks for the suggestions. It turns out that Dr. Zhark already made a mod called FarmCraft which has sheep that regrow their wool, so I probably won't be doing that.
Earlier today, I had a surplus of energy due to mistakenly drinking too much coffee, and I spontaneously coded a new item, which I call a Teleport Sword. Its basically a regular sword, except it has 2 special abilities:
1. If you hit an enemy with it, it will teleport that enemy a short distance away from you, in the direction that you are facing.
2. If you right click while holding it, you will teleport a short distance away, based on the direction you are facing.
Its my first item, and I haven't gotten a chance of test it yet, but after I make a TeleSword.png for it and test it in the game, I'll release it here. Maybe by tonight.
I know you probably won't do this but,
Can you make a mod where creepers blow up man made things? eg doors, cobble workbench's? I have a giant fortress and i want to test it out :biggrin.gif:
Rollback Post to RevisionRollBack
The following word is sponsored by Aaron:
Muffins.
I know you probably won't do this but,
Can you make a mod where creepers blow up man made things? eg doors, cobble workbench's? I have a giant fortress and i want to test it out :biggrin.gif:
What do you mean? Do you mean that if they are near man made materials, they will start exploding, instead of waiting to be near a player?
I was working on some World Generation earlier today, and I made a mod for generating fields of wheat. Though, someone else basically beat me to it. Well, at least I learned some stuff.
I am thinking about making a Worldgen that generates big castles that the player can explore. However, I might need more experience with the WorldGen before I attempt it.
Does anyone here have experience making png picture files for custom items? I have downloaded multiple Image and Picture editing freeware, but none of them seem to save the transparency correctly for the item pngs I try to make. When I try using these 16 by 16 pixel images in the game, the background of the item appears white instead of being transparent like I want it to be. Any help on this would be much appreciated.
Anyway, I'm making a WorldGen which will generate a variety of new stuff for the landscape. I had initially only had Wheat Fields, but since someone else already did that, I figured I would add a few more things before releasing it. So far I have the following:
Wheat Fields
Saplings
Tree Stumps
I am also in the process of coding stuff for Deserts, such as SandStone Pillars, Cactus Fields, and Sand Pits. Do you guys have any ideas for additional stuff for my upcoming WorldGen to generate?
Would it be possible for you to turn your worldgen mod into a map generator? I don't like installing mods and I would like to try worldgen.
Map Generator? I am not sure what that is or how to do that. Could you point me to a tutorial or example of a Map Generator?
Quote from aaron32 »
Yeah blow up near man made things AND the player :biggrin.gif:
I suppose I could do that, if I get the time.
As you guys can see, all the mods in this topic are currently outdated. I may try updating some of them for beta 1.3, since they are all somewhat small mods. However, I won't have the time available to attempt it until Sunday.
I've been messing around with world generation for my castle worldgen idea. I tried generating an entire chunk of stone, to see if it would lag up the game, and it didn't! I guess I'll be generating big castles afterall.
Also, it appears that Modloader calls mods' generate methods before the game's generate methods occur. Have a look:
Coal, dirt, lava, and gravel generated in the Stone I generated. I guess I'll just have to be aware of that when generating stone structures.
Try using Paint.net, it is fairly easy to use and saves the transparency properly. Its the first and only paint program I have used and havent a problem yet. There is also a plugin forum if a certain extension is needed.
Table of Contents
1. **MOB** Creeper Swarms 1.2 (Beta 1.8.1)
2. **ITEM** Teleport Swords 1.4 (Beta 1.8.1)
3. **WORLDGEN** Wheat Fields, Wild Saplings, and more 1.3 (Beta 1.8.1)[
4. **ITEM/WORLDGEN** Nature Staff 1.2 (Beta 1.8.1)
5. **OTHER** Starting Supplies 1.2 (Beta 1.8.1)
6. **MOB** Talking Pig Companion 1.21 (Beta 1.8.1)
7. **MOB** Bats 1.3 (Beta 1.8.1) (Requires Audiomod)
8. **MOB** Easy NPCs 1.2 (Beta 1.8.1)
9. **OTHER** Randomly Spawning Items 1.1 (Beta 1.8.1)
10. **OTHER** Raining Bomb Squids 1.1 (Beta 1.8.1)
11. **MOB** Scripted Survivor NPCs 0.02 (Beta 1.8.1)
12. **OTHER** Deadly Caves 1.2 (Beta 1.8.1)
13. **OTHER** More Item Uses 1.1 (Beta 1.8.1)
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Creeper Swarms
This mod adds a new mob to the game: Creeper Swarms!
-Creeper Swarms look like a group of regular creepers
-Creeper Swarms coordinate their movement to move together in a pack.
-Each creeper of a swarm will sync up their explosion timers, thus making each of them explode simulatanously.
-Creeper Swarms move in a migratory manner, moving 1 of 8 directions (North, North-East, East, etc). They will occasionally switch directions or stay near a single location.
-Each swarm has a "leader". This Creeper determines where the swarm moves. It looks like any regular Creeper, but the other members of the swarm will not start exploding until the leader starts exploding. Leaders drop extra sulpher at death. After a leader is killed, a new leader is instantly chosen from one of the members of the swarm.
-Only 1 swarm will spawn per chunk. They spawn under the same conditions as regular creepers.
A pack of creepers.
A swarm of creepers exploding simultaneously.
Also, Creeper Swarms vary in speed, health, explosion delay, and swarm size, based on the game's difficulty. Here are their stats for each difficulty level:
Creeper Swarms are very challenging to defeat, even on easy difficulty. Only install this mod if you want a real challenge. Regular creepers will still spawn with this mod installed.
NOTE: As of version 1.1, there is now a configuration file included with the mod. You can use it disable custom stats, and set swarm sizes.
NOTE: As of version 1.2, creeper swarms will now coordinate attacks against doors and glass on Hard Mode.
Download Link:
Creeper Swarms 1.2 for Beta 1.8.1 (Requires ModLoader) [Includes MCP 4.4 Source Code]
[url=http://adf.ly/2soNU]Download[/url]
Creeper Swarms 1.2 for Beta 1.73 (Requires ModLoader) [Includes MCP 4.3 Source Code]
[url=http://adf.ly/2YuBJ]Download[/url]
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Teleport Swords
This mod adds a new item to the game, Teleport Swords!
These Swords are crafted from the following recipe:
The Gold Sword must be undamaged.
Teleport Swords have 200 uses, and inflict 2 damage (1 heart) to whatever is hit by it. However, these swords have 4 special abilities:
1. A creature hit by the sword will teleport a short distance away from you (usually high in the air), in the direction that you are facing.
2. If you right click while holding the sword, you will teleport a short distance away, toward the direction that you are facing. (diminishes 2 Sword uses)
3. Destroying blocks with the Sword will make nearby blocks teleport away.
4. Standing near a combination of active and inactive redstone torches will make the sword slowly recover durability.
When the sword is successful, you will see red sparkles (redstone ore dust), however, when the sword fails to teleport you (if no empty space to teleport to), then it will give out a puff of black smoke. In this case, you do not lose 2 sword uses.
Today, pigs CAN fly.
Sky travel via teleportation.
Teleporting yourself with the sword is somewhat dangerous. It is very possible to teleport yourself high into the air, where you will fall and take damage. The sword's teleportation also becomes less accurate the higher the game's difficulty. Teleporting yourself rapidly across the landscape may also cause lag if your computer is not up to par.
version 1.1 adds....colored item text. Enjoy.
version 1.2 adds....nothing really. Just an update to 1.6_06
version 1.3 adds....something! Now, whenever you destroy a block with the Teleport Sword, nearby blocks will teleport away!
version 1.4 adds....Sword Durability replenishing. Stand on flat ground holding the sword next to 4 active and 4 inactive redstone torches to replenish your sword's durability! The recipe has also been changed slightly.
Download Link
Teleport Swords 1.4 (Beta 1.8.1) [Includes MCP 4.4 Source Code]
[url=http://adf.ly/3GTF7]Teleport Sword 1.4[/url]
The sword's ID number is 4468 (+ 256). Tell me if that conflicts with any other mods.
Special Thanks to Kingbdogz, whose' Dragon Sword sprite I recolored for the initial Teleport Sword that appears in most of the images above. I have now replaced it with a new sprite.
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Wheat Fields, Wild Saplings, and more
AKA: Worldgen Expanded
This WorldGen adds 7 new things that can generate on your world as you explore:
Wheat Fields (Plains biomes only)
Wild Saplings (all biomes except deserts)
Tree Stumps (all biomes aecept deserts)
Sandstone Pillars (desert biomes only)
Cactus Fields (desert biomes only)
Sand Pits (desert biomes only)
Melon Patches (ocean biomes only)
NOTE: As of version 1.1, there is now a configuration file included, so that players can disable any of these specific WorldGens.
NOTE: Version 1.2 updates the mod to Beta 1.6_06 and incorporates the new saplings.
NOTE: Version 1.3 makes the following changes:
-Each world gen is now biome dependant.
-Added a world gen for melon patches.
-Wheat Fields and Cactus Fields now look more natural.
-Modified the appearance of Sand Pits slightly.
-Changed the configuration file so that you can now modify the frequency of each world gen.
Wheat Fields, Wild Saplings, and more 1.3 (Requires latest ModLoader) (Beta 1.8.1) (MCP 4.4 Source Code included)
[url=http://adf.ly/3IQXY]WorldGen Expanded 1.3[/url]
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Nature Staff
This mod adds a new item to the game: Nature Staff!
This item has the following abilities:
:biggrin.gif: Right clicking on dirt turns it into grass.
The nature staff is able to use an ability up to 100 times! However, this staff is very delicate. If you hit a mob or break a block with it, it will immediately break into a useless stick.
A sapling that popped up after right clicking some grass with the staff.
Whoops! I accidentally destroyed a block while holding the staff. Gotta be careful!
So...how do you get this versatile staff? Not by crafting it!
This staff is only found in one of these:
The Chest in the center of these gardens holds the Nature Staff as well as several other plants. These gardens will randomly generate while you are exploring grassy mountains and hills, at heights above 105. The gardens will more commonly be found in Forest Biomes.
New to version 1.1:
-The Staff is no longer found in a chest in the garden. It now simply appears in the garden, floating above a tree stump.
-Tall Grass can now also be grown by right clicking grass with the Nature Staff.
-Right clicking Tall Grass with the Nature Staff makes more Tall Grass Appear
-While walking through grassy areas, if you are holding the Nature Staff, flowers will randomly appear nearby you.
-Right clicking sand creates an effect in which a large area of sand near the spot you clicked becomes grass and dirt.
Before
During
After
Version 1.11 just makes the mod not interfere with multiplayer.
Version 1.2 makes the Nature Gardens spawn commonly in extreme hill biomes. Melons can now also be spawned in Nature Gardens, and by the Nature Staff. Right clicking Tall Grass with the Nature Staff now properly makes Tall grass spawn nearby
Nature Staff 1.2 (Beta 1.8.1) [Includes MCP 4.4 Source Code)
[url=http://adf.ly/3GTN3]Nature Staff 1.2[/url]
The ID number of the Nature Staff is 5050 (+ 256)
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Starting Supplies
Sick of starting new worlds empty handed? Well, not anymore!
With this mod installed, whenever you create a new world you will start with random supplies, and a boat if water is close by.
The supplies range from completely useless to slightly helpful. The best items you can possibly hope to start with would be a Compass and/or Watch. Depending on the game's difficulty, you start with the following number of items (specifically ItemStacks):
Peaceful: 9 to 12
Easy: 6 to 9
Normal: 3 to 6
Hard: 0 to 3
NOTE: Version 1.1 gives you a chance of starting with a pet dog!
Version 1.11 just makes the mod not interfere with multiplayer.
Version 1.2 adds more possible starting items.
Starting Supplies 1.2 (Beta 1.8.1) (Includes MCP 4.4 Source Code)
[url=http://adf.ly/2vwYr]Download[/url]
Starting Supplies 1.11 (Beta 1.73) (Includes MCP 4.3 Source Code)
[url=http://adf.ly/2YuEV]Download[/url]
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Talking Pig Companion
As the name implies, this goofy mod gives you a talking pig companion (AKA poor-quality-Charlotte-rip-off).
You'll never feel lonely again...even when you wish you were.
With this mod installed, as soon as you start an existing or new world, a pig buddy will spawn near you. You only get one per world (unless you cheat of course). This buddy of yours has the following notable traits:
There are some more details I didn't mention, but you can either play the game or look through the source code to find out all the details.
Here is a video of the Talking Pig in action (contributed by CreeperKing)
New to version 1.1:
-The Pig now says more phrases
-The Pig can now eat a slightly larger variety of food, such as cookies.
-Hunger bug fixes
-The pig now has hidden stats, and will level up these hidden stats while fighting enemies for experience.
-After the pig has become strong enough, it will be able to coerce regular pigs to aid it in battle.
New to version 1.2:
**Pig is now completely controllable when ridden
**Pig can now be right clicked with a stick to bring up a GUI for setting stats and changing the pig's name.
**Pig no longer levels up stats directly. Instead each time Pig levels up, it gains skill points which can be assigned to stats via the pig GUI.
**Pig now gains followers at level 8
**Pig now enters aggressive mode sooner, when strength hits 5.
**Pig now has more phrases.
**Pig now knows your name if you are logged in.
**Pig now notices when you hurt other animals.
**Pig now gains more experience for defeating a stronger foe.
**Golden Apples automatically level up the pig by 1 level.
Pig's new GUI (credit for Mo' Creeps and Weirdo's for base GUI code):
Pig now has new phrases
Version 1.21 just makes the mod not interfere with multiplayer.
Talking Pig Companion 1.21 (Beta 1.8.1) (Requires Modloader) [Includes MCP 4.4 Source Code]
[url=http://adf.ly/2vwU6]Talking Pig 1.21[/url]
Talking Pig Companion 1.21 (Beta 1.73) (Requires Modloader) [Includes MCP 4.3 Source Code]
[url=http://adf.ly/2YuF1]Talking Pig 1.21[/url]
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Bats
This mod will add a new mob to your game: Bats!
These bats usually spawn underground in very dark cave systems. These bats spawn either sleeping and attached upside-down under a block, or awake and flying about. Bats can also spawn outside at night time, in darker locations.
Sleeping bats occasionally drop bonemeal (aka "bat guano") from the ceiling they hang from. If you approach sleeping bats, they have a chance of waking up and flying around in panic. Touching sleeping bats will also wake them up. Bats that are flying around can knock out torches and various other blocks, like redstone torches and flowers. Also, be aware that bats that bump into you will also push you away farther than other mobs would.
Bats have between 3 and 7 hp, and very rarely drop bonemeal at death. Though most bats fly very fast, bats will fly slower as they take damage. Bats and water don't mix well. Bats outside in a rainstorm will have difficulty navigating, and bats that get caught in a water block will likely drown.
It is possible to tame bats by throwing the correct item nearby them. Once tamed, they will follow you until told to roost (some bats will fight for you). To make them roost, hold a feather and right click your bat. They will then find a dark location to sleep in, and go to sleep. They will still produce bone meal while sleeping.
Here is an overview of each type of bat:
[Pictured above]
Insect Bats: 3 Hp - Very common - Spawns in all biomes - Aggressive toward Spiders - Produces guano frequently - Tamable with slime balls.
Nectar Bats: 4 Hp - Spawns in all biomes except desert, ice-desert, and tundra - Will hover over flowers - Tamable with Red/Yellow flowers.
Fruit Bats: 5 Hp - Spawns in forest and swampland biomes only - Can grab items from leaves - Tamable with Apples.
Meat Bats: 6 Hp - Spawns in all biomes - if wild, will attack chickens and other bats - If tamed, will attack mobs that threaten player - Tamable with raw fish.
Blood Bats: 7 Hp - Spawns in rainforest biomes ONLY - Will latch onto animals (excluding chickens) to heal itself - if tamed, will attack mobs that threaten the player, healing itself after each attack - Tamable with raw pork.
This mod includes a configuration file which will let you change how often bats spawn, and how rare each bat is.
1.2 Changelist
-Mod renamed to Bats.
-Bat taming has been added: To tame a bat throw the appropriate item near the bat and the bat will get the item and be tamed.
-Bat spawning changed to work properly. There can now be a maximum of 32 untamed bats at any given time.
-There are now five kinds of bats, each with different spawning conditions and traits. Each bat skin was provided by RainBatRi.
-Only Meat and Blood bats will attack players if they are attacked first on higher difficulties.
-Bats will now heal while sleeping.
-Tamed bats that are flying will stay within 12 blocks of you.
-While holding a feather, tamed bats will fly over to you and slow down momentarily.
-Right clicking a tamed bat with a feather will make the bat look for a dark place to perch and sleep.
-Some tamed bats will attack mobs that target you.
-Bats now have the ability to fly through leaves like air.
-Tamed bats that are awake and far away will teleport to you.
-Sleeping bats now fold their wings slightly.
-Certain bat types only spawn in specific biomes.
1.3 Changelist
-Blood Bats now only spawn in swamp biomes.
-Tamed Blood Bats that are awake will now attack anything you attack.
-Fruits Bats now only spawn in forest and swamp biomes.
-Nectar Bats now do not spawn in ocean and desert biomes.
-Wild Meat Eater bats can now randomly become aggressive toward the player and untamable (Easy Difficulty and higher).
Download Link (Requires ModLoader & AudioMod)
[url=http://adf.ly/2soRJ]Bats 1.3[/url] (Beta 1.8.1) [Includes MCP 4.4 SRC code for viewing pleasure]
Download Link (Requires ModLoader & AudioMod)
[url=http://adf.ly/2Zl9o]Bats 1.2[/url] (Beta 1.73) [Includes MCP 4.3 SRC code for viewing pleasure]
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Easy NPCs
This is a mod I made for a donater. It allows you to easily add human NPCs to your game.
To make this mod spawn a new NPC all you have to do is put its correctly named skin into your minecraft.jar's "mob" folder. That's it! The game will then make that human NPC occasionally appear.
These human NPCs don't do much beyond walk around. They hold varying items, and drop varying items at death. By default, this mod includes 12 NPC skins (all from my Builders mod). Credits for these skins are found in the thread for my Builders mod.
There are optional configuration options as well.
Version 1.13 just makes the mod not interfere with multiplayer.
Version 1.2 makes the NPCs not spawn on Peaceful mode any more (I had to use monster spawning algorithm)
Download Link (Requires ModLoader)
[url=http://adf.ly/2soUj]Easy NPC 1.2[/url] (Beta 1.8.1) [Includes MCP 4.4 Source Code for viewing pleasure]
Download Link (Requires ModLoader)
[url=http://adf.ly/2YuG8]Easy NPC 1.13[/url] (Beta 1.73) [Includes MCP 4.3 Source Code for viewing pleasure]
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Randomly Spawning Items
Ever wish you could just find items lying around while exploring the world? Now you can!
The items you can find while exploring are nothing spectacular. They are all generally common items. However, these common items include gunpowder, bones, slimeballs, and silk, which are normally unable to be acquired on peaceful mode. Also found are items that are normally difficult to obtain, like cocoa beans, apples, and mossy cobblestone. The best item you can find is probably charcoal, though sticks and bones are spawned often.
These items can spawn anywhere, though they are much more common above ground, particularly on the top of trees or in the ocean. These items hop slightly every 3 seconds, so that they are easier to spot.
Version 1.01 just makes the mod not interfere with multiplayer.
Version 1.1 makes the items easier to spot and adds more possible randomly spawning items.
Download Randomly Spawning Items 1.1 (ModLoader) [Includes MCP 4.4 Source Code] for Beta 1.8.1
[urlhttp://adf.ly/2vwii]Randomly Spawning Items 1.1[/url]
Download Randomly Spawning Items 1.01 (ModLoader) [Includes MCP 4.3 Source Code] for Beta 1.73
[url=http://adf.ly/2YuGg]Randomly Spawning Items 1.01[/url]
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Raining Bomb Squids
This mod adds a new and completely realistic survival element to minecraft: explosive squids that rain from the sky!
These bomb squids will continually fall from the sky, exploding as soon as they hit the ground. The frequency, explosion size, proximity to you, and number of these falling bomb squids increases based on your difficultly level. On peaceful mode, these bomb squids will be only a minor nuisance at worst. On hard mode, your overworld will be completely decimated within minutes. If you don't like the idea of your saved worlds becoming giant craters, then backup your saved worlds before using this mod.
Difficulty
Peaceful: 1 bomb squid maximum at any given time; 1 squid spawns every 5 seconds; squids spawn maximum 4 chunks from player; squids maximum explosion size is 1.0
Easy: 6 bomb squids maximum at any given time; 2 squids spawn every 3.5 seconds; squids spawn maximum 3 chunks from player; squids maximum explosion size is 2.0
Normal: 12 bomb squids maximum at any given time; 3 squids spawn every 1.8 seconds; squids spawn maximum 2 chunks from player; squids maximum explosion size is 3.0
Hard: 18 bomb squids maximum at any given time; 4 squids spawn every 0.3 seconds; squids spawn maximum 1 chunk from player; squids maximum explosion size is 4.0
Uh oh....
WARNING: This mod can cause a lot of lag on higher difficulties, due to the number of explosions and the number of items left around after each explosion.
Version 1.01 just makes the mod not interfere with multiplayer.
Version 1.1 makes the squid explosions no longer leave squid ink (which was just contributing to the lag). It also adds 3 new kinds of bomb squids that are occasionally mixed in with the regular bomb squids. These "Trick" bomb squids don't cause regular explosions. Play the mod and try to find out what these 3 bomb squids do!
Download Link (Requires ModLoader) [Includes MCP 4.4 Source Code)
[url=http://adf.ly/2ts98]Raining Bomb Squids 1.1[/url]
Download Link (Requires ModLoader) [Includes MCP 4.3 Source Code)
[url=http://adf.ly/2YuHW]Raining Bomb Squids 1.01[/url]
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Scripted Survivor NPCs
This mod adds NPCs that can be scripted to do a variety of different actions!
These NPCs can do any of the following:
A survivor punching down a tree for wood.
Unlike other mods that add human mobs that only wander around or do 1 thing, these human mobs do what YOU want them to do!
A survivor mining, just like I scripted him to do.
Here's how you use this mod: The mod comes with a text file called SurvivorScripts.txt. By modifying this text file, you can create your own custom NPCs that wander, mine, attack things, etc. You not only determine what these NPCs do, but also what skin they use, their inventory size, their health, etc. By default, it includes 10 NPCs made by me (beware, one is aggressive). Here is a sample from the SurvivorScripts.txt file for a NPC that just digs holes with his nifty shovels:
Don't worry if you don't understand everything in this code snippet. The included README file explains everything in detail.
Here is some basic information about the NPCs:
This mod is an experiment. It is currently rather limited in customization. I may decide to expand it later, but for now enjoy version 0.02!
Scripted Survivor NPCs 0.02 for Beta 1.8.1(ModLoader required; Audiomod optional)
[url="http://adf.ly/3GXGK"]Scripted Survivor NPCs 0.02[/url]
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Deadly Caves
Want more excitement when exploring the depths of minecraft? Do you feel too safe in your lit up underground mines? Then this mod is for you!
This mod adds three underground events that make being underground much more dangerous and exciting!
Falling Stones!
While below layer 64, there is a random chance that small groups of Stone blocks with air underneath them will act like sand blocks and fall down to the ground. Not particularly dangerous on their own, but they can create unexpected obstacles while trying to flee monsters. They also change the configuration of the cave slightly, making caves a bit more difficult to navigate.
Cave Ins!
While below layer 32, there is a random chance that large groups of Stone blocks with air underneath them will act like sand blocks and fall down to the ground. Unlike regular falling stone blocks, cave ins can actually kill you if you get caught in one. These cave ins have a massive effect on underground terrain.
Eruptions!
While below layer 16, there is a random chance that a underground lava lake will erupt. When this happens, the lava at the eruption point will rise and spread fast for a short time, consuming even stone blocks. These are extremely dangerous, so be on the look out for these when near lava.
This mod includes a configuration file for adjusting how often these events occur and how much these events affect the terrain of caves. Tweak the frequencies and magnitudes of these events to increase or decrease the danger.
Version 1.1 makes the mod not interfere with multiplayer. It also balances out Eruptions, making them slightly more common, yet slightly less dangerous and laggy.
Version 1.2 makes Eruptions slightly more common and tweaks the default occurance frequencies of each event.
Download link for Beta 1.8.1(Requires only ModLoader)
[url="http://adf.ly/2soaL"]Deadly Caves 1.2[/url]
Download link for Beta 1.73(Requires only ModLoader)
[url="http://adf.ly/2YuIz"]Deadly Caves 1.1[/url]
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More Item Uses
This is a small mod that gives 35 existing items new abilities and traits!
However, instead of modifying 35 class files and being incompatible with dozens of mods, this mod adds these item abilities without modifying a single existing class file for maximum compatibility! Here are the items that have been enhanced:
******TOOL BONUSES******
* Wooden Axe: Chop down wood or leaves for a chance to get extra sticks!
* Wooden Shovel: Dig up dirt (not grass) for a chance to get extra clay!
* Wooden Sword: Attack spiders for a chance to get extra string!
* Wooden Pickaxe: Mine sandstone for a chance to get extra sand!
* Wooden Hoe: Till grass for a chance to get extra flower dyes!
* Stone Axe: Chop down birch leaves for a chance to get extra saplings!
* Stone Shovel: Dig up snow for a chance to get extra snow balls!
* Stone Sword: Kill cows for a chance to get extra leather!
* Stone Pickaxe: Mine coal ore for a chance to get extra coal!
* Stone Hoe: Till grass for a chance to get extra seeds!
* Iron Axe: Chop down pine leaves for a chance to get extra saplings!
* Iron Shovel: Dig up sand for a chance to find buried items!
* Iron Sword: Kill Chickens for a chance to get extra feathers!
* Iron Pickaxe: Mine redstone ore for a chance to get extra redstone!
* Iron Hoe: Till grass above layer 100 for a chance to find hidden items!
* Diamond Axe: Chop down regular leaves for a chance to get extra saplings!
* Diamond Shovel: Dig up grass for a chance to get extra seeds!
* Diamond Sword: Kill Squids for a chance to get extra ink!
* Diamond Pickaxe: Mine stone above layer 100 for a chance to get bones or ores!
* Diamond Hoe: Till grass or dirt to automatically till the surrounding 8 grass or dirt blocks! (costs extra durability)
* Golden Shovel: Dig up gravel for a chance to get 1-4 extra gunpowder!
* Golden Pickaxe: Mine mossy cobblestone for a chance to get 1-3 extra slime balls!
* Golden Axe: Cut down regular-tree leaf blocks for a chance to get extra apples!
* Golden Sword: Slay animals for a chance to get 1-5 extra bones!
* Golden Hoe: Till grass for a chance to get 1-3 extra cocoa beans!
******OTHER ITEM BONUSES******
* Apple: Use it to destroy a gold block for a 50% chance to make it become a gold apple!
* Flint: Attack an iron block to create sparks! (Flint now unable to destroy iron blocks)
* Lava Bucket: Attack mobs to enflame them, and attack blocks to place a small amount of lava!
* Redstone Torch: Sparkles when near redstone ore, and activates nearby inactive redstone ore!
* Mushroom Stew: Simply hold it to make nearby pigs follow you!
* Seeds: Simply hold it to make nearby chickens follow you!
* Wheat: Simply hold it to make nearby sheep follow you!
* Sugar Reed: Simply hold it to make nearby cows follow you!
* Brick(Item): Attack mobs for a chance to knock them into damaging confusion for a short time!
* Snow Block: If you get set on fire, simply switch your item to a snow block to extinguish yourself! (uses up 1 snow block)
Unlike my other mods, the source code for this mod actually includes proper comments to make it understandable for other mod developers.
1.1 Changes:
-Increased success ratio of multiple tools
-Improved Gold Tools
-Wooden Axe now gets extra sticks also from leaves
-Added Stone Tool Bonuses
-Added Iron Tool Bonuses
-Added Diamond Tool Bonuses
Download (requires ModLoader)
[url="http://adf.ly/2soel"]More Item Uses 1.1[/url] (Includes MCP 4.4 Source Code)
Download (requires ModLoader)
[url="http://adf.ly/2ZlPg"]More Item Uses 1.0[/url] (Includes MCP 4.3 Source Code)
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I will add more mods as I get the time.
Upcoming Mods (to be released eventually):
-None planned
Also, feel free to Donate:
Builder Mobs 0.53
My Other Mods Here
Well, these swarms don't have that many creepers. Though, yes that would be scary.
I had an idea for another simple mob mod, though I don't know if it has been done before:
-Mob Idea: Hungry Sheep
Tell me what you guys think of this idea. I could create this pretty quick, if it hasn't already been done before.
Builder Mobs 0.53
My Other Mods Here
Yes. Please. I miss sheep eating grass. Could you also make my suggestion for a mod, where colored sheep breed? You'd have to feed them wheat, then they'd blend colors just like you do with dyes. So basically, you feed a white sheep and a cactus green sheep some wheat, and it'd make a lime green sheep. Would that be possible?
Yes, that would be possible. I could add that to my idea.
-I could make them not despawn, though the game limits how many creatures can exist at any one time. Regrowing color wool is doable.
I guess I will need to think this idea through a little bit more.
Builder Mobs 0.53
My Other Mods Here
Earlier today, I had a surplus of energy due to mistakenly drinking too much coffee, and I spontaneously coded a new item, which I call a Teleport Sword. Its basically a regular sword, except it has 2 special abilities:
1. If you hit an enemy with it, it will teleport that enemy a short distance away from you, in the direction that you are facing.
2. If you right click while holding it, you will teleport a short distance away, based on the direction you are facing.
Its my first item, and I haven't gotten a chance of test it yet, but after I make a TeleSword.png for it and test it in the game, I'll release it here. Maybe by tonight.
Builder Mobs 0.53
My Other Mods Here
also the colored wool regrow would be nice but is it possible to delay the despawn time for sheep that have colored wool?
Builder Mobs 0.53
My Other Mods Here
Can you make a mod where creepers blow up man made things? eg doors, cobble workbench's? I have a giant fortress and i want to test it out :biggrin.gif:
Muffins.
What do you mean? Do you mean that if they are near man made materials, they will start exploding, instead of waiting to be near a player?
I was working on some World Generation earlier today, and I made a mod for generating fields of wheat. Though, someone else basically beat me to it. Well, at least I learned some stuff.
I am thinking about making a Worldgen that generates big castles that the player can explore. However, I might need more experience with the WorldGen before I attempt it.
Builder Mobs 0.53
My Other Mods Here
Muffins.
Anyway, I'm making a WorldGen which will generate a variety of new stuff for the landscape. I had initially only had Wheat Fields, but since someone else already did that, I figured I would add a few more things before releasing it. So far I have the following:
Wheat Fields
Saplings
Tree Stumps
I am also in the process of coding stuff for Deserts, such as SandStone Pillars, Cactus Fields, and Sand Pits. Do you guys have any ideas for additional stuff for my upcoming WorldGen to generate?
Builder Mobs 0.53
My Other Mods Here
Builder Mobs 0.53
My Other Mods Here
Map Generator? I am not sure what that is or how to do that. Could you point me to a tutorial or example of a Map Generator?
I suppose I could do that, if I get the time.
As you guys can see, all the mods in this topic are currently outdated. I may try updating some of them for beta 1.3, since they are all somewhat small mods. However, I won't have the time available to attempt it until Sunday.
Builder Mobs 0.53
My Other Mods Here
I've been messing around with world generation for my castle worldgen idea. I tried generating an entire chunk of stone, to see if it would lag up the game, and it didn't! I guess I'll be generating big castles afterall.
Also, it appears that Modloader calls mods' generate methods before the game's generate methods occur. Have a look:
Coal, dirt, lava, and gravel generated in the Stone I generated. I guess I'll just have to be aware of that when generating stone structures.
Builder Mobs 0.53
My Other Mods Here
Heaven is not a place, or a time, it is perfection.
So, when YOU start touching perfection, you will start to emerge in heaven.
(please dont hurt MR.Creeper, he only wants t-SSSSS-boom! uhh...give you hugs!)
IM DECIETFUL!