The Meaning of Life, the Universe, and Everything.
Join Date:
11/7/2014
Posts:
47
Member Details
This mod is an updated version of the original mod created by The_Holy_Frog and updated by Mr.Spring. Some new building designs were taken and modified from the Huge Abandoned City map Important: If you are upgrading the mod in your current play-through, make sure to delete the old config files then disable the spawn bunker. You will also need to add the JNBT library jar file to your mods folder(link in the downloads)
Basics:
This mod is meant to make minecraft survival much harder. You wake up in an underground shelter and just like in a 'real' apocalypse:
Food and water is scarce
Barren surface - no grass or flowers
All trees are 'dead' - no leaves
Dry wasteland - no oceans or rivers
Ruined houses
Abandoned villages
Special (slow) zombies spawn during daytime
Disable sleeping through the night (don't worry, its all configurable)
Starting out, you may find that this settings may be too difficult (good chest loot is rare, and ruins/villages are rare). Please change the rarity and other options in the config files, I tried to include as many options as possible. If you want configs for something in particular, let me know.
This mod has not been 100% tested, so please treat it as a late beta version.
Windows:
1. Download and run the Minecraft Forge installer.
2. Download the latest .zip/.jar file for the mod and the JNBT library.
3. Open Windows Explorer and type "%AppData%" in the text field above.
4. Open the ".minecraft" folder and create a "mods" folder if it does not already exist.
5. Put both, the mod and theJNBT .zip/.jar files into the mods folder.
6. Start Minecraft up and choose the "Forge" profile.
Screenshots:
When you create a new save, you will spawn in an underground bunker:
Wasteland:
Mountains:
Dead forest:
Radioactive wasteland:
Abandoned village:
Destroyed city:
Biomes map (type in chat "/biomes <range>" where range is a value from 200 to 4000 blocks; works in default non-wasteland words too):
To do list:
There is still some stuff that needs to be added, but if you have suggestions, let me know.
Remove infinite water
Possibly add more daytime mobs, and make the spawn rate slowly increase as the time goes on
Change log:
1.4.2
Added compatibility with mods that add surface world gen
(more specifically, added an option to remove generated grass blocks by other mods)
Added different tree types to the dead forests (also configurable)
1.4.1
Fixed progress bar graphics glitch
Added the option to add damage value to items in config files
1.4.0
Added abandoned city generation
Removed glass bottle use on radioactive waste
1.3.4
Added new "radioactive" biomes
Generates toxic waste pools
Fixed /biomes command
1.3.3
Added config for all registered creature spawns
1.3.1
Made/fixed multi-player server compatability
1.3.0
Updated to MC version 1.7.10
Source code:
Source zip
Remember to add the JNBT library to eclipse source files
License:
The mod was originally made by Silver_Weasek, updated by The_Holy_Frenchman(Frog) and MrSpring, now by GiMoe.You are free to use this mod in any modpack that you want. All I require is a link to this post.
TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft ("http://www.minecraft...yright.jsp" "www.minecraft.net/copyright.jsp") the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod. 1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER. 2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction. 3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation. 4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER 5. EXCEPTIONS
If I(or whoever takes care of the mod) has not updated it in a while (3+ minecraft updates) FEEL FREE to update the mod for everyone, although ONLY do this it has been A WHILE!
One thing that I would like to see is a survivor city that's really rare and replaces the Stronghold of normal Minecraft, and this survivor's city wouldnt be able to spawn within 10,000 or so blocks of spawn.
Very nice update, and what's your stance on modpacks?
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Maybe not 10,000 blocks, i think 2000 would be better
It would have to be far out enough to warrant a true Post Apocalypse journey through the world to find. There'd have to be only one generate per world, and it would contain a few Villagers, some sparse farms, and a single block of grass that's traded for in order to rebuild the world or something along those lines. That's why I gave the figure 10K blocks.
It would have to be far out enough to warrant a true Post Apocalypse journey through the world to find. There'd have to be only one generate per world, and it would contain a few Villagers, some sparse farms, and a single block of grass that's traded for in order to rebuild the world or something along those lines. That's why I gave the figure 10K blocks.
By the time you reach the City, the map's going to be HUGE.
One thing that I would like to see is a survivor city that's really rare and replaces the Stronghold of normal Minecraft, and this survivor's city wouldnt be able to spawn within 10,000 or so blocks of spawn.
Yeah, I'm working on generating a large-ish city / cities. I was thinking an entire city biome. This biome would be rare.
Very nice update, and what's your stance on modpacks?
This is the reason I made the updates to this mod. It would fit into a hard mode modpack.
I was thinking of making a modpack involving galacticraft and possibly gregtech. The idea would be: you start out after an apocalypse and move your way around the wasteland. Explore villages and find your way to the city (via clues). The city would let you make it to the moon (galacticraft) and eventually mars. The story would be: people left earth because they messed it up due to some reason, and escaped to mars.
When you eventually get to mars, the planet is over-run by whatever destroyed earth and you have to travel to the end to mop up the mess..
I like the changes so far but I would like to see some of the old features return in a new way. Adding in a dry ocean biome, and a wasteland desert. This will give players the ability to find sand. The dry ocean would just use the generation of the ocean floor where all you would find is sand. gravel, and dirt the wasteland desert would be void of all cactus. A nuclear winter style biome that has only snow and dead trees. Also an option to only generate a nuclear winter world in the config. You see in the original desert biomes and snow where something that could be found but as of the newer versions those kind of biomes no longer generated.
The return of the very rare oasis type biomes.Two types would generate one with a small patch of grass, water, a single tree with leaves, tall grass, flowers and sugar cane. It would not be a guarantee that you would find all of this in a single oasis it would only be a random chance. A desert oasis that has water and cactus. An option to turn on an overcast looking sky color. This would make the day zombies make more sense as to why they can survive in the day. With this option on no mobs world burn in the day as well.
The next thing would be an addon that would work well with the mod and help add to the challenge this could also just be a config option as well. I've always wanted to see the Fallout Rad System at work. Food, Water, and even mods that add uranium type ores would give the player Rads. A small hub meter would keep track of the Rads allowing players to see how close they are to getting bad potion effects. The number of Rads till you get bad effects can be changed in the config to make it easier or harder. This can also work with other mods like Enviromine and HungerOverhaul.
Players could craft a Rad suite to help reduce Rads when in water or even when carrying uranium ores. A sanitizer and purifier could be used to reduce Rad levels on food and water bottles. Food and water would get a tool tip of sanitized or purified to prevent players from trying to remove more Rads. Rad Away can be used to remove some of the players Rads, and Rad-X can be used to reduce how much Rads you gain. Of course this can be completely configurable with a blacklist for items that won't give the player Rads when consumed. This could also add a new radioactive waste to generate on the surface and even radioactive areas.
Anyways sorry for the long post keep up the good work and I hope that at least some of my ideas can be used to help improve this mod.
I think this mod is preventing modded mobs from spawning. I'm using this with the Weeping Angels mod and the Five Nights at Freddy's Mod and all I can find are the day zombies and normal mobs.
Crashes when i launch a server i'm almost certain it is this mod
---- Minecraft Crash Report ----
// You're mean.
Time: 11/25/14 11:40 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/Render
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:270)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.entity.Render
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 29 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 31 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I think this mod is preventing modded mobs from spawning. I'm using this with the Weeping Angels mod and the Five Nights at Freddy's Mod and all I can find are the day zombies and normal mobs.
Adding on to what I said before, it does seem to let mobs from the Special Mobs mod spawn, I suspect that's because Special Mobs modifies all normal mobs instead of just straight up adding new ones.
Adding on to what I said before, it does seem to let mobs from the Special Mobs mod spawn, I suspect that's because Special Mobs modifies all normal mobs instead of just straight up adding new ones.
This may not be something I'm able to fix. It all depends on how the mod adds in the mobs to the game. Usually minecraft adds hostile and passive mobs through the biome class. For example, the BiomeGenBase class has these lines of code to add sheep and zombies to the game:
Previously for this mod, I removed whatever was in the "spawnableCreatureList" which was sheep, pigs, cows and chickens. If the mod added creatures to this creature list, the wasteland mod would remove it. I've now updated the mod to only / selectivelyremove: sheep, pigs, cows, chickens and squid. If this doesn't fix the problem you had with mobs spawning from other mods, there is not much else I can do. Those custom mobs may be programmed to only spawn in particular biomes.
If you could see about getting special mobs to work I would really appreciate it, It worked in the older versions of the wasteland mod so i couldn't really see it being impossible to fix
a possible idea of mine was maybe mutated, vicious versions of normal animals that could be a new daytime mob as well as a source of things like food and leather.
Sir, i have appriciated the job that the original author did and i was wondering if you were looking into some sort of lore for it (like the survivors city they were talking about) and maybe i could help you with writing the story.
If you could see about getting special mobs to work I would really appreciate it, It worked in the older versions of the wasteland mod so i couldn't really see it being impossible to fix
a possible idea of mine was maybe mutated, vicious versions of normal animals that could be a new daytime mob as well as a source of things like food and leather.
What mod were you thinking of that adds custom mobs? I'll check to see how it adds mobs into the game and see if I can work that into this mod.
Sir, i have appriciated the job that the original author did and i was wondering if you were looking into some sort of lore for it (like the survivors city they were talking about) and maybe i could help you with writing the story.
let me know, bye
Possibly, i havent thought a lot about this yet.
I think lore would be actually useful/cool in a modpack that uses this mod. Something like: we destroyed earth and all 'humans' left to mars (the modpack would inclide galacticraft)
sorry, turns out it does work but i saw the other guys comment and automatically assumed that it didnt work, but i tested it and it does. so keep up the good work my man.
This mod is an updated version of the original mod created by The_Holy_Frog and updated by Mr.Spring. Some new building designs were taken and modified from the Huge Abandoned City map
Important: If you are upgrading the mod in your current play-through, make sure to delete the old config files then disable the spawn bunker. You will also need to add the JNBT library jar file to your mods folder (link in the downloads)
Basics:
This mod is meant to make minecraft survival much harder. You wake up in an underground shelter and just like in a 'real' apocalypse:
This mod has not been 100% tested, so please treat it as a late beta version.
Download (latest version):
This mod requires the JNBT library, download both files!
JNBT library
1.4.4 - Wasteland mod
The JNBT library is an open source java NBT resource for minecraft. Link: http://jnbt.sourceforge.net/
Previous versions:
For Minecraft 1.7.10:
Windows:
1. Download and run the Minecraft Forge installer.
2. Download the latest .zip/.jar file for the mod and the JNBT library.
3. Open Windows Explorer and type "%AppData%" in the text field above.
4. Open the ".minecraft" folder and create a "mods" folder if it does not already exist.
5. Put both, the mod and the JNBT .zip/.jar files into the mods folder.
6. Start Minecraft up and choose the "Forge" profile.
Screenshots:
When you create a new save, you will spawn in an underground bunker:
Wasteland:
Mountains:
Dead forest:
Radioactive wasteland:
Abandoned village:
Destroyed city:
Biomes map (type in chat "/biomes <range>" where range is a value from 200 to 4000 blocks; works in default non-wasteland words too):
To do list:
There is still some stuff that needs to be added, but if you have suggestions, let me know.
1.4.2
Source code:
Source zip
Remember to add the JNBT library to eclipse source files
License:
The mod was originally made by Silver_Weasek, updated by The_Holy_Frenchman(Frog) and MrSpring, now by GiMoe.You are free to use this mod in any modpack that you want. All I require is a link to this post.
TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft ("http://www.minecraft...yright.jsp" "www.minecraft.net/copyright.jsp") the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER
5. EXCEPTIONS
If I(or whoever takes care of the mod) has not updated it in a while (3+ minecraft updates) FEEL FREE to update the mod for everyone, although ONLY do this it has been A WHILE!
Click on this spoiler to see mods and ideas that I support!
It would have to be far out enough to warrant a true Post Apocalypse journey through the world to find. There'd have to be only one generate per world, and it would contain a few Villagers, some sparse farms, and a single block of grass that's traded for in order to rebuild the world or something along those lines. That's why I gave the figure 10K blocks.
By the time you reach the City, the map's going to be HUGE.
Yeah, I'm working on generating a large-ish city / cities. I was thinking an entire city biome. This biome would be rare.
This is the reason I made the updates to this mod. It would fit into a hard mode modpack.
I was thinking of making a modpack involving galacticraft and possibly gregtech. The idea would be: you start out after an apocalypse and move your way around the wasteland. Explore villages and find your way to the city (via clues). The city would let you make it to the moon (galacticraft) and eventually mars. The story would be: people left earth because they messed it up due to some reason, and escaped to mars.
When you eventually get to mars, the planet is over-run by whatever destroyed earth and you have to travel to the end to mop up the mess..
The return of the very rare oasis type biomes.Two types would generate one with a small patch of grass, water, a single tree with leaves, tall grass, flowers and sugar cane. It would not be a guarantee that you would find all of this in a single oasis it would only be a random chance. A desert oasis that has water and cactus. An option to turn on an overcast looking sky color. This would make the day zombies make more sense as to why they can survive in the day. With this option on no mobs world burn in the day as well.
The next thing would be an addon that would work well with the mod and help add to the challenge this could also just be a config option as well. I've always wanted to see the Fallout Rad System at work. Food, Water, and even mods that add uranium type ores would give the player Rads. A small hub meter would keep track of the Rads allowing players to see how close they are to getting bad potion effects. The number of Rads till you get bad effects can be changed in the config to make it easier or harder. This can also work with other mods like Enviromine and HungerOverhaul.
Players could craft a Rad suite to help reduce Rads when in water or even when carrying uranium ores. A sanitizer and purifier could be used to reduce Rad levels on food and water bottles. Food and water would get a tool tip of sanitized or purified to prevent players from trying to remove more Rads. Rad Away can be used to remove some of the players Rads, and Rad-X can be used to reduce how much Rads you gain. Of course this can be completely configurable with a blacklist for items that won't give the player Rads when consumed. This could also add a new radioactive waste to generate on the surface and even radioactive areas.
Anyways sorry for the long post keep up the good work and I hope that at least some of my ideas can be used to help improve this mod.
Link is in the signature V
V
I'm a youtuber! Be sure to check out my videos here: http://www.youtube.com/c/MoonV
---- Minecraft Crash Report ----
// You're mean.
Time: 11/25/14 11:40 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/Render
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:270)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.entity.Render
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 29 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 31 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Linux (i386) version 3.13.0-24-generic
Java Version: 1.7.0_65, Oracle Corporation
Java VM Version: OpenJDK Server VM (mixed mode), Oracle Corporation
Memory: 695233272 bytes (663 MB) / 1029439488 bytes (981 MB) up to 1029439488 bytes (981 MB)
JVM Flags: 2 total; -Xmx1G -Xms1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 45 mods loaded, 45 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.85.1230} [Forge Mod Loader] (Launch.jar) Unloaded->Constructed
Forge{10.13.2.1230} [Minecraft Forge] (Launch.jar) Unloaded->Constructed
CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed
OpenModsCore{@[email protected]} [OpenModsCore] (minecraft.jar) Unloaded->Constructed
CoFHCore{1.7.10R3.0.0B8} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B8-36.jar) Unloaded->Constructed
BuildMod{v1.0} [Build Mod] (CoroUtil-1.1.jar) Unloaded->Constructed
CoroAI{v1.0} [CoroAI] (CoroUtil-1.1.jar) Unloaded->Constructed
ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.1.jar) Unloaded->Constructed
ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.1.jar) Unloaded->Constructed
DeadlyWorld{1.0.2} [Deadly World] (DeadlyWorld-1.7.10-1.0.2.jar) Unloaded->Constructed
dungeonpack{1.7.10-1.0} [Dungeon Pack] (dungeonpack-1.7.10-1.0.jar) Unloaded->Constructed
EasyCrafting{1.7.10-2.0.1.16} [Easy Crafting] (EasyCrafting-1.7.10-2.0.1.16.jar) Unloaded->Constructed
ThermalFoundation{1.7.10R1.0.0B3} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.0.0B3-8.jar) Unloaded->Constructed
ForgeMultipart{1.1.0.307} [Forge Multipart] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded->Constructed
ExtraUtilities{1.1.0k} [Extra Utilities] (extrautilities-1.1.0k.jar) Unloaded->Constructed
FortuneOres{2.0.4} [FortuneOres] (FortuneOres-MC1.7.10-2.0.4.jar) Unloaded->Constructed
wuppy29_harderpeaceful{1.7.3} [Harder Peaceful] (Harder Peaceful 1.7.10-1.7.3.jar) Unloaded->Constructed
HopperDuctMod{1.3} [Hopper Ducts] (hopperductmod-1.3.jar) Unloaded->Constructed
IguanaTweaks{1.7.10-Beta-19} [Iguana Tweaks] (IguanaTweaks-1.7.10-Beta-19.jar) Unloaded->Constructed
wuppy29_improvedmobspawn{1.5.3} [Improved Mob Spawn] (Improved Mob Spawn 1.7.10-1.5.3.jar) Unloaded->Constructed
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar) Unloaded->Constructed
IronChest{6.0.62.742} [Iron Chest] (ironchest-1.7.10-6.0.62.742-universal.jar) Unloaded->Constructed
levelup{0.7} [Level Up!] (LevelUp!-0.7(1.7.10).jar) Unloaded->Constructed
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded->Constructed
MobProperties{0.3.3} [Mob Properties] (MobProperties-1.7.10-0.3.4.jar) Unloaded->Constructed
NetherOres{1.7.10R2.3.0RC3} [Nether Ores] (NetherOres-[1.7.10]2.3.0RC3-84.jar) Unloaded->Constructed
newdungeons{0.3} [New Dungeons] (NewDungeons-0.3(1.7.10).jar) Unloaded->Constructed
OpenMods{0.6} [OpenMods] (OpenModsLib-1.7.10-0.6-snapshot-224.jar) Unloaded->Constructed
OpenBlocks{1.3} [OpenBlocks] (OpenBlocks-1.7.10-1.3-snapshot-434.jar) Unloaded->Constructed
clayspawn{1.7.2a} [Pam's Clay Spawn] (Pam's Clay Spawn 1.7.2a.zip) Unloaded->Constructed
ThermalExpansion{1.7.10R4.0.0B6} [Thermal Expansion] (ThermalExpansion-[1.7.10]4.0.0B6-16.jar) Unloaded->Constructed
TConstruct{1.7.10-1.7.1.build748} [Tinkers' Construct] (TConstruct-1.7.10-1.7.1 (1).jar) Unloaded->Constructed
telepads{1.6.4 v5} [Teleportation Pads] (Telepads-1.7.2_1.7.jar) Unloaded->Constructed
WLM{1.3.0} [The Wasteland Mod] (Wasteland Mod-1.3.0.jar) Unloaded
wildcaves3{0.4.3.6} [Wild Caves 3] (WildCaves3-0.4.3.6(1.7.2).jar) Unloaded
YALSM{2.1.3} [Yet Another Leather Smelting Mod] (yalsm-2.1.3.jar) Unloaded
yampst{1.3.3} [YAMPST] (Yampst-WasteLand-1.1.jar) Unloaded
ZAMod{v1.9.5} [Zombie Awareness] (ZombieAwareness-1.9.5.jar) Unloaded
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded
McMultipart{1.1.0.307} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded
IguanaTweaksTConstruct{1.7.10-2.0.6} [Iguana Tinker Tweaks] (IguanaTinkerTweaks-1.7.10-2.0.6.jar) Unloaded
ForgeMicroblock{1.1.0.307} [Forge Microblocks] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Adding on to what I said before, it does seem to let mobs from the Special Mobs mod spawn, I suspect that's because Special Mobs modifies all normal mobs instead of just straight up adding new ones.
I'm a youtuber! Be sure to check out my videos here: http://www.youtube.com/c/MoonV
Let me know if there are any other issues.
Link: https://www.dropbox.com/s/481s5dv508wq6pv/Wasteland%20Mod-1.3.1.jar?dl=0
This may not be something I'm able to fix. It all depends on how the mod adds in the mobs to the game. Usually minecraft adds hostile and passive mobs through the biome class. For example, the BiomeGenBase class has these lines of code to add sheep and zombies to the game:
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntitySheep.class, 12, 4, 4));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityZombie.class, 100, 4, 4));
Previously for this mod, I removed whatever was in the "spawnableCreatureList" which was sheep, pigs, cows and chickens. If the mod added creatures to this creature list, the wasteland mod would remove it. I've now updated the mod to only / selectively remove: sheep, pigs, cows, chickens and squid. If this doesn't fix the problem you had with mobs spawning from other mods, there is not much else I can do. Those custom mobs may be programmed to only spawn in particular biomes.
Try the updated version (1.3.1) and let me know
I'm a youtuber! Be sure to check out my videos here: http://www.youtube.com/c/MoonV
a possible idea of mine was maybe mutated, vicious versions of normal animals that could be a new daytime mob as well as a source of things like food and leather.
let me know, bye
What mod were you thinking of that adds custom mobs? I'll check to see how it adds mobs into the game and see if I can work that into this mod.
Possibly, i havent thought a lot about this yet.
I think lore would be actually useful/cool in a modpack that uses this mod. Something like: we destroyed earth and all 'humans' left to mars (the modpack would inclide galacticraft)
specialmobs mod, as the previous fellow was talking about.here is a link http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mobif you could get this to work i would very much appreciate it.sorry, turns out it does work but i saw the other guys comment and automatically assumed that it didnt work, but i tested it and it does. so keep up the good work my man.