It could be more balanced by having the super large/powerful bosses (except crabzilla) shouldn't spawn naturally, but instead have their spawn eggs rarely be dropped from mobs that are similar to them. For instance, ursa major's spawn egg would be obtained from the bear mob. Also, the garble, manticore, and the pheonix should only spawn in the nether, but their spawn rate shouldn't be crazy. Leviathan and the cragadile should only spawn in the ocean biome.
Hurricane, if you're reading this, I'd appreciate it if you could implement these features into your mod
I love the idea of this mod, but (no offence to you of course) the models are really bad, expecialy the scorpion, it really looks like the one from orespawn dyed blue, the ideas of your weapons are awesome, but you should try to make more 3d models of the swords and hammers if your going to make them gigantic, good luck with your mod
Dude the mythical creatures Arctic scorpion looks nothing like orespawns emperor scorpion
I decompiled it and found out a few telltale signs that it was made with something like Modmaker or MCreator, and copy+pasted a lot of code from other mods.
First: The java is in package twilightsparkle.basic, while the assets are in assets.kingbowsermod, suggesting that the kingbowser code was copy+pasted from another mod.
Second: In the ClientProxy, for registering the mod there's first a bunch of imports importing the mob classes in the format of import twilightsparkle.basic.mob.Something; Nobody in their right mind would do that for over 50 imports, they would do import twilightsparkle.basic.mob.*;
That is, unless you're a code generating program.
Also, each of the Entity registering lines was nearly the same.
Third: All the mobs' models were hard coded, but they followed such a pattern that they had to be generated.