My game crashed when I was using the soul cage, I accidentally clicked on the cage with an empty soul shard. Bug? This was in the OverLoad pack from the ATlauncher. here is the crash log.
So, I'm not sure if this is an issue or not, but according to Forge, SS2 is "attempting to register channels without specifying a packet handler", whatever the heck that is. Again, I'm not sure if that's an issue, just thought that you might want to know.
My friend and I are running a MoonQuest server, and did some testing. You can Soul Shard pretty much every mob, besides the Wither Boss and a Witch (didn't test the End Dragon.) It's just that some of the other mobs )like blazes) require 5 Soul Essence to capture. The problem I'm coming across is the cage seems to keep disappearing.
Okay, so after experimentation (fairly brief in nature) - most vanilla mobs are able to be turned into a soul shard, but the number of Crystalized Soul Essence required varies from 1 to 5 (Blazes costing 5.) I haven't tried on the Ender Dragon, Wither, Zombie Pigmen, Wither Skeleton, or Snow Golems, but everything else has been chopped up for the testing.
Villagers and Iron Golems don't give Soul Shards. (I suspect Snow Golems would be the same.) That's fine - I can kinda understand those. But squids can't be turned into soul shards, either, and that one is kind of weird to me, particularly since bats can be. In fact, every other mob I tested gave soul shards - all the hostile mobs, cows/sheep/pigs/chickens/mooshrooms, even ocelots, wolves, and horses. But no squids. That one really confuses me.
I'd like to ask - do the soul cage spawners operate like vanilla spawners? That is to say, do they activate at the same ranges, and have the same kinds of spawning patterns (within so many blocks, and only 1 up or down from the y level).
I'd also like to point out that this:
for the moment there are no plans to make a afk autofarm capable cage.
is exactly what you have. If they only work when nearby, then the best use for them is, in fact, as an AFK farm. I've already figured out a number of ways to do it (predicated on the idea that the spawners work as per vanilla spawners, but even if they somehow operate differently, the plans can be modified. Therefore, honestly, I would like an additional soul cage, perhaps a very expensive one, that would operate without a player being forced to be nearby. And, of course, as long as it's chunk loaded.
Okay, so after experimentation (fairly brief in nature) - most vanilla mobs are able to be turned into a soul shard, but the number of Crystalized Soul Essence required varies from 1 to 5 (Blazes costing 5.) I haven't tried on the Ender Dragon, Wither, Zombie Pigmen, Wither Skeleton, or Snow Golems, but everything else has been chopped up for the testing.
Villagers and Iron Golems don't give Soul Shards. (I suspect Snow Golems would be the same.) That's fine - I can kinda understand those. But squids can't be turned into soul shards, either, and that one is kind of weird to me, particularly since bats can be. In fact, every other mob I tested gave soul shards - all the hostile mobs, cows/sheep/pigs/chickens/mooshrooms, even ocelots, wolves, and horses. But no squids. That one really confuses me.
I'd like to ask - do the soul cage spawners operate like vanilla spawners? That is to say, do they activate at the same ranges, and have the same kinds of spawning patterns (within so many blocks, and only 1 up or down from the y level).
I'd also like to point out that this: is exactly what you have. If they only work when nearby, then the best use for them is, in fact, as an AFK farm. I've already figured out a number of ways to do it (predicated on the idea that the spawners work as per vanilla spawners, but even if they somehow operate differently, the plans can be modified. Therefore, honestly, I would like an additional soul cage, perhaps a very expensive one, that would operate without a player being forced to be nearby. And, of course, as long as it's chunk loaded.[/background][/size][/font][/color]
I think thats a good idea. Maybe it should cost a nether star and like 4 blocks of emeralds. Something crazy
I don't understand SS2 tbh.. I've tried in Creative to get a cow spawner going, got the redstone system going (Vanilla Minecraft + Soul Shards Mod only by the way) and the cows won't spawn for some reason.
Went on my singleplayer world, and tried breaking a mob spawner, got the dust/essence, got the soul cage, but still, mobs (zombies) aren't spawning?
Well, with that said, I was wondering if there's a way of getting FTB's soul shards (Where you have to grind them) could work in 1.6.4?
This mod needs tiers, the player should be rewarded for killing 1000 mobs by not worrying about sunlight and getting lots of spawns a oce like the old mod,I like the new system for obtaining shards but they are mob specific so why when a get a wither skele shard does it spawn a normal skele in the overworld, these shouldn't be classed as spawners otherwise I would just use dartcraft and pick up the spawners but I liked this mod because it gave me more production. This is basically just copying vanilla, there is no difference between the two. Whilst I am happy the mod is active again I am not happy in the direction the mod is headed.
When you get a wither skeleton shard it spawns wither skeletons whether you're in the overworld or the nether. Vanilla spawners can't spawn creepers, endermen, passive mobs, or half the other crap you can make with this mod. You DONT have to kill 1000 mobs anymore, so there's no reason for tiers. You'll never get your stupidly insanely way too fast and ridiculous Tier 5 shards back. I'm just not interested in breaking everything within an hour or two of gameplay the way my old mod did. it was nearly as ridiculous as EE2.
There IS however more coming than just spawners. Also dartcraft is ridiculously powerful too, I've heard. If you prefer that, then enjoy. I make this mod for myself, and I'm very pleased that people enjoy it. If you don't, however, that's reasonable too. I will always be happy to hear suggestions, but I'll never bend to anyone else's desire to change the mod unless it's something I would enjoy too. Sorry. I hope you'll keep playing Soul Shards, as I have lots of cool ideas coming up.
Okay, so after experimentation (fairly brief in nature) - most vanilla mobs are able to be turned into a soul shard, but the number of Crystalized Soul Essence required varies from 1 to 5 (Blazes costing 5.) I haven't tried on the Ender Dragon, Wither, Zombie Pigmen, Wither Skeleton, or Snow Golems, but everything else has been chopped up for the testing.
Villagers and Iron Golems don't give Soul Shards. (I suspect Snow Golems would be the same.) That's fine - I can kinda understand those. But squids can't be turned into soul shards, either, and that one is kind of weird to me, particularly since bats can be. In fact, every other mob I tested gave soul shards - all the hostile mobs, cows/sheep/pigs/chickens/mooshrooms, even ocelots, wolves, and horses. But no squids. That one really confuses me.
I'd like to ask - do the soul cage spawners operate like vanilla spawners? That is to say, do they activate at the same ranges, and have the same kinds of spawning patterns (within so many blocks, and only 1 up or down from the y level).
I'd also like to point out that this: is exactly what you have. If they only work when nearby, then the best use for them is, in fact, as an AFK farm. I've already figured out a number of ways to do it (predicated on the idea that the spawners work as per vanilla spawners, but even if they somehow operate differently, the plans can be modified. Therefore, honestly, I would like an additional soul cage, perhaps a very expensive one, that would operate without a player being forced to be nearby. And, of course, as long as it's chunk loaded.[/background][/size][/font][/color]
What i meant by afk autofarm cage was chunkloaded not even around farm. For the moment they're the same as the vanilla spawner. I do now have plans to make a block that doesn't require player presence that will help with gathering mob items. It'll be very expensive and won't be a cage.
My friend and I are running a MoonQuest server, and did some testing. You can Soul Shard pretty much every mob, besides the Wither Boss and a Witch (didn't test the End Dragon.) It's just that some of the other mobs )like blazes) require 5 Soul Essence to capture. The problem I'm coming across is the cage seems to keep disappearing.
My game crashed when I was using the soul cage, I accidentally clicked on the cage with an empty soul shard. Bug? This was in the OverLoad pack from the ATlauncher. here is the crash log.
What i meant by afk autofarm cage was chunkloaded not even around farm. For the moment they're the same as the vanilla spawner. I do now have plans to make a block that doesn't require player presence that will help with gathering mob items. It'll be very expensive and won't be a cage.
Okay. I can accept that. What about the lack of squid shards? It really does confuse me.
I kinda have to say i would not use it because it not as fast and there might be problems with people just breaking spawner all over and loading more chunks to a file then need be having to kill them save me alot less effort of looking spawner with MFR Auto Spawner combining with it thought using thaumcraft Sword of the Zepher killing them quickly.Now it like waiting game and that not good with anything really that mean my steam boilers not power because my blazes and wither not droping much fuel to keep it going honestly keeping that going at a steady pace was hard enough now it like going to be more dead no one going to use this at all i could see dartcraft and portal gun giving me more vanilla spawner help by carry them along in stacks to make up for this mod cant doing what it was doing before. Plus you have other youtubers using this mod which that mean longer time alot more of cuts between each show it really just as not as effective to use.
Suggestion:
Create a way to have custom features of a shard
Usage:
1. you have a soul shard
2. open the shard editor block ( or whatever it would be called)
3. place the shard in the gui of block
4. select the upgrade you want to have
5. place an amount of crystallized soul essence in the gui (depending on upgrade
6. hit the upgrade button ( or whatever it would be called)
7. enjoy
Extra technical things:
only can have 3 upgrades
ability to take off upgrades
Upgrade examples:
don`t have to stand next to spawner to spawn the mob: 2 essence
faster mob spawning: 2x = 2 essence 3x = 3 essence 4x = 4 essence 5x = 5 essence and so on ( cannot have 2 or moreof these on at once ex. no 5x and 4x = 20x)
bigger spawn area: essence depends on size ex. 7 block radius = 2 essence (or whatever calculations cannot combine 2 of these)
self chunk loading: 5 essence
camouflage: 3 essence
Suggestion: Bring back SS1 functionality and features.
I know you are "making this mod for yourself" , but IMO the people who use SS1 mod and liked SS1, used it because of the benefits it gave. As it is in its current form SS2 is just yet another way to make or move a vanilla spawner and offers no real advantages over normal spawners.
So then I have to ask myself, if all you mod does at the moment is let me make vanilla spawner equivalents and brings nothing else to a mod pack, then why would I include it if I already have one of the above mods, which all do more then just let me put in spawners.
SS1 had added functionality that made it worth including, being able to make BETTER spawners is why people used the mod. To me it seems like you are cutting off your nose to spite your face. It would be like the BC guys suddenly saying that "Qarries are OP" and were taking them out of the mod.
Again, the FANS of your mod were not looking for a "Vanilla" spawner duplicator, they were looking for a way to make BETTER spawners.
While I like the changes to how spawners are made and the inclusion of a weapon specifically for their creation, I think the end result is the wrong direction for this mod to go. I would have left in the original functionality, and simply made the process of "Getting there" different or more difficult.
Still, its your mod and you will do what you want with it. I'm just sad to see a mod that had cool functionality I liked get such a drastic change in what I believed was its core offering.
You'll never get your stupidly insanely way too fast and ridiculous Tier 5 shards back. I'm just not interested in breaking everything within an hour or two of gameplay the way my old mod did. it was nearly as ridiculous as EE2.
You know, it's funny that you mention EE2. I literally compared someone's complaining about SS2 to someone who complained about EE2's collectors being removed in EE3. I feel the way you balanced it was completely reasonable.
As someone who likes mods to resemble some sort of balance, I'm pretty pleased with the direction this mod is taking. I no longer dread this mod's inclusion in modpacks anymore. And I'm glad to hear that you're taking this mod in the direction you want instead of catering to some fan's wishes.
Suggestion: Bring back SS1 functionality and features.
I know you are "making this mod for yourself" , but IMO the people who use SS1 mod and liked SS1, used it because of the benefits it gave. As it is in its current form SS2 is just yet another way to make or move a vanilla spawner and offers no real advantages over normal spawners.
So then I have to ask myself, if all you mod does at the moment is let me make vanilla spawner equivalents and brings nothing else to a mod pack, then why would I include it if I already have one of the above mods, which all do more then just let me put in spawners.
SS1 had added functionality that made it worth including, being able to make BETTER spawners is why people used the mod. To me it seems like you are cutting off your nose to spite your face. It would be like the BC guys suddenly saying that "Qarries are OP" and were taking them out of the mod.
Again, the FANS of your mod were not looking for a "Vanilla" spawner duplicator, they were looking for a way to make BETTER spawners.
While I like the changes to how spawners are made and the inclusion of a weapon specifically for their creation, I think the end result is the wrong direction for this mod to go. I would have left in the original functionality, and simply made the process of "Getting there" different or more difficult.
Still, its your mod and you will do what you want with it. I'm just sad to see a mod that had cool functionality I liked get such a drastic change in what I believed was its core offering.
Your logic is completely flawed in that this mod offers far more than being able to just MOVE vanilla spawners. When you find an enderman spawner, a creeper spawner, a cow spawner, or any of the MANY MANY other spawners you can make with my mod in order to be able to move them... Let me know.
Your logic is completely flawed in that this mod offers far more than being able to just MOVE vanilla spawners. When you find an enderman spawner, a creeper spawner, a cow spawner, or any of the MANY MANY other spawners you can make with my mod in order to be able to move them... Let me know.
Way to focus on just one point, but I'll bite:
With SS2 in its current form you can make spawners for "other" mobs that aren't vanilla.. fine, you consider that your unique offering that makes you mod worthwhile.
With Dartcraft I can not only make spawners for "other" mobs that aren't vanilla, as well as do a bunch of other cool stuff. meaning it brings way more to the table. Not to mention that its way of making spawners is IMO balanced better then your current way.
MFR also allows for the creation of spawners for "other" mobs, in fact it also allows you to make specific mobs right down to what they had in their inventory. It balances this by requiring power and mob essence to function, which again, is better balanced then your current solution to balance. And, once again, MFR brings a lot more to the table.
I am probably missing some other mods out there, but those two are pretty well know and have been in "most" mod packs I have played and both are "must haves" in my current mod pack I maintain for friends. I included SS2 in my most recent update because I remembered liking SS1 and a few of my players asked about SS2 since you updated.. they were all excited about it. Now, a few days later if the players on my server want spawners they dont use SS2 to do it.. they have all abandoned it in favor of the other methods.
So yeah.. IMO you have CUT OUT THE CORE PURPOSE OF YOUR MOD in favor of balance. You can ignore that opinion, as I'm sure you will, but just because you dont like it doesn't mean I'm not making a valid point.
Lol, why are people whining about "SS1" functionality and such? If you want something ridiculous, go snag Twilight Forest, find a Ur-Ghast tower/Lich Tower/Hallow Hill, obtain essences, make about 30 cages, apply captured shard to cages, and bam "Tier 5" spawner (since soul shards aren't consumed in the cages anymore).
In a realistic sense, he doesn't have to release a damn thing to the public (and I don't blame him if he doesn't since this community is HEAVILY demanding over every little aspect about everything) since he clearly states a page or two ago that he's making this for personal use. A bunch of greedy, entitled brats, it what it's sounding like to me. Sheesh.
I do have a question, do ProjectRed red alloy wires still work on the cages? I'm curious because of wireless redstone.
One more thing, I've been using this mod since FTB first introduced it. It has inspired me to make a massive spawner house for creepers with all the extra obsidian I have, haha.
With SS2 in its current form you can make spawners for "other" mobs that aren't vanilla.. fine, you consider that your unique offering that makes you mod worthwhile.
With Dartcraft I can not only make spawners for "other" mobs that aren't vanilla, as well as do a bunch of other cool stuff. meaning it brings way more to the table. Not to mention that its way of making spawners is IMO balanced better then your current way.
MFR also allows for the creation of spawners for "other" mobs, in fact it also allows you to make specific mobs right down to what they had in their inventory. It balances this by requiring power and mob essence to function, which again, is better balanced then your current solution to balance. And, once again, MFR brings a lot more to the table.
I am probably missing some other mods out there, but those two are pretty well know and have been in "most" mod packs I have played and both are "must haves" in my current mod pack I maintain for friends. I included SS2 in my most recent update because I remembered liking SS1 and a few of my players asked about SS2 since you updated.. they were all excited about it. Now, a few days later if the players on my server want spawners they dont use SS2 to do it.. they have all abandoned it in favor of the other methods.
So yeah.. IMO you have CUT OUT THE CORE PURPOSE OF YOUR MOD in favor of balance. You can ignore that opinion, as I'm sure you will, but just because you dont like it doesn't mean I'm not making a valid point.
Dartcraft is ridiculous and MFR Spawners are fueled. Frankly I'm not concerned about whether you feel the mod is useful. I don't take other mods in to consideration when balancing mine. There will ALWAYS be some ridiculous mod that makes your mod seem pointless/underpowered. Dartcraft basically does that for every mod out there.
Additionally you're also ignoring the SBS and the future plans I've mentioned that you probably haven't seen/heard of. Once I add the Transmogrifier and the Fabricator and fix the SBS to be a little easier to use, I'll be pretty happy with this mod in general.
Oh and a gui to customize the mobs spawned will be fun too.
Suggestion:
Create a way to have custom features of a shard
Usage:
1. you have a soul shard
2. open the shard editor block ( or whatever it would be called)
3. place the shard in the gui of block
4. select the upgrade you want to have
5. place an amount of crystallized soul essence in the gui (depending on upgrade
6. hit the upgrade button ( or whatever it would be called)
7. enjoy
Extra technical things:
only can have 3 upgrades
ability to take off upgrades
Upgrade examples:
don`t have to stand next to spawner to spawn the mob: 2 essence
faster mob spawning: 2x = 2 essence 3x = 3 essence 4x = 4 essence 5x = 5 essence and so on ( cannot have 2 or moreof these on at once ex. no 5x and 4x = 20x)
bigger spawn area: essence depends on size ex. 7 block radius = 2 essence (or whatever calculations cannot combine 2 of these)
self chunk loading: 5 essence
camouflage: 3 essence
I hope you like the idea
I've actually had almost this exact idea as well, but it's currently competing with another idea I have to solve the problem of all the whiny people complaining about how my mod isn't OP anymore. Haven't decided which to use yet.
http://pastebin.com/6pdGVFVJ
Villagers and Iron Golems don't give Soul Shards. (I suspect Snow Golems would be the same.) That's fine - I can kinda understand those. But squids can't be turned into soul shards, either, and that one is kind of weird to me, particularly since bats can be. In fact, every other mob I tested gave soul shards - all the hostile mobs, cows/sheep/pigs/chickens/mooshrooms, even ocelots, wolves, and horses. But no squids. That one really confuses me.
I'd like to ask - do the soul cage spawners operate like vanilla spawners? That is to say, do they activate at the same ranges, and have the same kinds of spawning patterns (within so many blocks, and only 1 up or down from the y level).
I'd also like to point out that this: is exactly what you have. If they only work when nearby, then the best use for them is, in fact, as an AFK farm. I've already figured out a number of ways to do it (predicated on the idea that the spawners work as per vanilla spawners, but even if they somehow operate differently, the plans can be modified. Therefore, honestly, I would like an additional soul cage, perhaps a very expensive one, that would operate without a player being forced to be nearby. And, of course, as long as it's chunk loaded.
I think thats a good idea. Maybe it should cost a nether star and like 4 blocks of emeralds. Something crazy
Went on my singleplayer world, and tried breaking a mob spawner, got the dust/essence, got the soul cage, but still, mobs (zombies) aren't spawning?
Well, with that said, I was wondering if there's a way of getting FTB's soul shards (Where you have to grind them) could work in 1.6.4?
Hope to get an answer, thanks.
I made a mod showcase of the mod!
When you get a wither skeleton shard it spawns wither skeletons whether you're in the overworld or the nether. Vanilla spawners can't spawn creepers, endermen, passive mobs, or half the other crap you can make with this mod. You DONT have to kill 1000 mobs anymore, so there's no reason for tiers. You'll never get your stupidly insanely way too fast and ridiculous Tier 5 shards back. I'm just not interested in breaking everything within an hour or two of gameplay the way my old mod did. it was nearly as ridiculous as EE2.
There IS however more coming than just spawners. Also dartcraft is ridiculously powerful too, I've heard. If you prefer that, then enjoy. I make this mod for myself, and I'm very pleased that people enjoy it. If you don't, however, that's reasonable too. I will always be happy to hear suggestions, but I'll never bend to anyone else's desire to change the mod unless it's something I would enjoy too. Sorry. I hope you'll keep playing Soul Shards, as I have lots of cool ideas coming up.
What i meant by afk autofarm cage was chunkloaded not even around farm. For the moment they're the same as the vanilla spawner. I do now have plans to make a block that doesn't require player presence that will help with gathering mob items. It'll be very expensive and won't be a cage.
redownload.
Yes bug. Creative spawned shards don't work and cause crashes. Haven't bothered to fix yet.
Create a way to have custom features of a shard
Usage:
1. you have a soul shard
2. open the shard editor block ( or whatever it would be called)
3. place the shard in the gui of block
4. select the upgrade you want to have
5. place an amount of crystallized soul essence in the gui (depending on upgrade
6. hit the upgrade button ( or whatever it would be called)
7. enjoy
Extra technical things:
only can have 3 upgrades
ability to take off upgrades
Upgrade examples:
don`t have to stand next to spawner to spawn the mob: 2 essence
faster mob spawning: 2x = 2 essence 3x = 3 essence 4x = 4 essence 5x = 5 essence and so on ( cannot have 2 or moreof these on at once ex. no 5x and 4x = 20x)
bigger spawn area: essence depends on size ex. 7 block radius = 2 essence (or whatever calculations cannot combine 2 of these)
self chunk loading: 5 essence
camouflage: 3 essence
I hope you like the idea
I know you are "making this mod for yourself" , but IMO the people who use SS1 mod and liked SS1, used it because of the benefits it gave. As it is in its current form SS2 is just yet another way to make or move a vanilla spawner and offers no real advantages over normal spawners.
So then I have to ask myself, if all you mod does at the moment is let me make vanilla spawner equivalents and brings nothing else to a mod pack, then why would I include it if I already have one of the above mods, which all do more then just let me put in spawners.
SS1 had added functionality that made it worth including, being able to make BETTER spawners is why people used the mod. To me it seems like you are cutting off your nose to spite your face. It would be like the BC guys suddenly saying that "Qarries are OP" and were taking them out of the mod.
Again, the FANS of your mod were not looking for a "Vanilla" spawner duplicator, they were looking for a way to make BETTER spawners.
While I like the changes to how spawners are made and the inclusion of a weapon specifically for their creation, I think the end result is the wrong direction for this mod to go. I would have left in the original functionality, and simply made the process of "Getting there" different or more difficult.
Still, its your mod and you will do what you want with it. I'm just sad to see a mod that had cool functionality I liked get such a drastic change in what I believed was its core offering.
As someone who likes mods to resemble some sort of balance, I'm pretty pleased with the direction this mod is taking. I no longer dread this mod's inclusion in modpacks anymore. And I'm glad to hear that you're taking this mod in the direction you want instead of catering to some fan's wishes.
Your logic is completely flawed in that this mod offers far more than being able to just MOVE vanilla spawners. When you find an enderman spawner, a creeper spawner, a cow spawner, or any of the MANY MANY other spawners you can make with my mod in order to be able to move them... Let me know.
Way to focus on just one point, but I'll bite:
With SS2 in its current form you can make spawners for "other" mobs that aren't vanilla.. fine, you consider that your unique offering that makes you mod worthwhile.
With Dartcraft I can not only make spawners for "other" mobs that aren't vanilla, as well as do a bunch of other cool stuff. meaning it brings way more to the table. Not to mention that its way of making spawners is IMO balanced better then your current way.
MFR also allows for the creation of spawners for "other" mobs, in fact it also allows you to make specific mobs right down to what they had in their inventory. It balances this by requiring power and mob essence to function, which again, is better balanced then your current solution to balance. And, once again, MFR brings a lot more to the table.
I am probably missing some other mods out there, but those two are pretty well know and have been in "most" mod packs I have played and both are "must haves" in my current mod pack I maintain for friends. I included SS2 in my most recent update because I remembered liking SS1 and a few of my players asked about SS2 since you updated.. they were all excited about it. Now, a few days later if the players on my server want spawners they dont use SS2 to do it.. they have all abandoned it in favor of the other methods.
So yeah.. IMO you have CUT OUT THE CORE PURPOSE OF YOUR MOD in favor of balance. You can ignore that opinion, as I'm sure you will, but just because you dont like it doesn't mean I'm not making a valid point.
In a realistic sense, he doesn't have to release a damn thing to the public (and I don't blame him if he doesn't since this community is HEAVILY demanding over every little aspect about everything) since he clearly states a page or two ago that he's making this for personal use. A bunch of greedy, entitled brats, it what it's sounding like to me. Sheesh.
I do have a question, do ProjectRed red alloy wires still work on the cages? I'm curious because of wireless redstone.
One more thing, I've been using this mod since FTB first introduced it. It has inspired me to make a massive spawner house for creepers with all the extra obsidian I have, haha.
Dartcraft is ridiculous and MFR Spawners are fueled. Frankly I'm not concerned about whether you feel the mod is useful. I don't take other mods in to consideration when balancing mine. There will ALWAYS be some ridiculous mod that makes your mod seem pointless/underpowered. Dartcraft basically does that for every mod out there.
Additionally you're also ignoring the SBS and the future plans I've mentioned that you probably haven't seen/heard of. Once I add the Transmogrifier and the Fabricator and fix the SBS to be a little easier to use, I'll be pretty happy with this mod in general.
Oh and a gui to customize the mobs spawned will be fun too.
I've actually had almost this exact idea as well, but it's currently competing with another idea I have to solve the problem of all the whiny people complaining about how my mod isn't OP anymore. Haven't decided which to use yet.