Cookiehook here bringing you a mod that will make you think twice about going underground...
In this mod I've replaced the underground spawns of zombie, skeleton, creeper and spider with stronger, faster and scarier mobs. Any mob spawning on the surface has not been altered, so it's still safe to leave you house...
If you venture below level 60 you'll find that these 4 monster have been replaced by cave versions. These have an extra 5 hearts health, do an extra 1 heart of damage, extra speed and a creepy retexture. These mobs have never seen the light of day, so expect tattered clothes dripping with moss and poison, and big black eyes. If this is too much for you then you can still back out, as they can't sprint as fast as you.
Not scary enough? Then venture below level 30 to find dungeon mobs. These have another 5 hearts over the cave mobs, another 1 heart damage, are even faster,with glowing red eyes that still give me nightmares. Running is not an option here as they sprint at the same speed as the player. Trap, outwit or fight your way out of these caves, but for God's sake don't turn your back.
The cave spiders are the well known cave spiders already found in vanilla minecraft, but now spawn throughout caves between level 30 and 60. Dungeon spiders are bigger and harder hitting versions of these poisonous beasts.
Cave and Dungeon creepers boast a bigger explosion radius than their vanilla counterpart, yet still smaller than that of a charged surface creeper.
These monsters have claimed the lives of many players before you, if you're strong enough to beat them they may drop some loot plundered from previous adventurers. Expect iron, gold or redstone, dropped in largest quantities by the Dungeon varieties.
Attached are pictures of each mobs, arranged as Vanilla - Cave - Dungeon. Also attached is a comparison of the creepers blast radius when buried in dirt, arranged as Vanilla - Cave - Dungeon - Charged.
Download the .zip file, decompress and place the Armour Expansion Jar file within your mod folder.
This mod was developed in Minecraft 1.8 and Forge 11.14.1.1341, ensure you're up to date before playing!
Credit for the idea behind this mod goes to JerryAttrick of this forum.
Note - Spawn eggs for each monster can be acquired through the creative inventory, yet have no crafting recipe. This allows for their use in designing traps in adventure maps or creative worlds.
Like this mod? Then check out my other work on my mod hub page:
I already hate things that go bump in the night and you are gonna make it even scarier! Well, that'll give my players even more reasons to use the other 165+ mods to their advantage. Hopefully.
Not that this has anything to do with you, but it could. I've noticed that monsters do not spawn on bedrock. Perhaps you can add a tweak that allows them to do that. That'll add a whole new nightmarish behavior to diamond mining.
Also,
Per your license agreement; I have included this mod in the Kreezcraft's Extreme 1.8 Mod Pack with full accreditation and link back at http://kreezcraft.com/1-8-forge-mods-list/
Not that this has anything to do with you, but it could. I've noticed that monsters do not spawn on bedrock. Perhaps you can add a tweak that allows them to do that. That'll add a whole new nightmarish behavior to diamond mining.
Not spawning on Bedrock? If you remove this mod from your pack do you get the vanilla mobs spawning on bedrock? This sounds like a condition that minecraft may have on mob spawning rather than my mobs in particular. I'll look into it, see if the problem is altitude or the block itself.
As for the crash report, I can see what's throwing errors from my mod, though don't know why it would work for client and not server.
Again I'll look into it, but this one may take some time. Does this completely prevent you from you using the mod on your dedicated server?
Dude you make the best mods small edition mods i've seen in a while! One thing i think you should do is make it so spawners don't spawn the normal creatures when underground and spawns whatever mob depending on the distance down they are.
Dude you make the best mods small edition mods i've seen in a while! One thing i think you should do is make it so spawners don't spawn the normal creatures when underground and spawns whatever mob depending on the distance down they are.
Many thanks! My guiding principles are to keep it simple, make it fit within current minecraft lore, and be thorough. I've seen far too many grand design mods that fail on compatibility, or don't render, or are filled with bugs.
I'd thought about changing mob spawners to my custom mobs, but don't want to because of their drops. My mobs drop precious resources as a reward for being able to best them. I don't want people to be able to farm them with spawner drop farms to get rich with little work. Those drops must be earned!
Many thanks! My guiding principles are to keep it simple, make it fit within current minecraft lore, and be thorough. I've seen far too many grand design mods that fail on compatibility, or don't render, or are filled with bugs.
I'd thought about changing mob spawners to my custom mobs, but don't want to because of their drops. My mobs drop precious resources as a reward for being able to best them. I don't want people to be able to farm them with spawner drop farms to get rich with little work. Those drops must be earned!
Alright well i think it'd be nice if you added some sort of config to allow or disallow mob spawners and maybe also add the lower they spawn, the more likely they can spawn with gear like iron and maybe even diamond? I'd love to see that in this adding a bit more of a challenge, keep up the good work!
Alright well i think it'd be nice if you added some sort of config to allow or disallow mob spawners and maybe also add the lower they spawn, the more likely they can spawn with gear like iron and maybe even diamond? I'd love to see that in this adding a bit more of a challenge, keep up the good work!
Mob spawners will not be changed where possible. This is to not disrupt existing XP/vanilla drop farms in existing worlds.
You want this to add more of a challenge? I suggest you go play through this mod for a few hours at Y<30, then see if you think it needs to be more challenging
Mob spawners will not be changed where possible. This is to not disrupt existing XP/vanilla drop farms in existing worlds.
You want this to add more of a challenge? I suggest you go play through this mod for a few hours at Y<30, then see if you think it needs to be more challenging
Haha sound good too me, can't wait to see what you plan to add.
Many thanks! My guiding principles are to keep it simple, make it fit within current minecraft lore, and be thorough. I've seen far too many grand design mods that fail on compatibility, or don't render, or are filled with bugs.
I'd thought about changing mob spawners to my custom mobs, but don't want to because of their drops. My mobs drop precious resources as a reward for being able to best them. I don't want people to be able to farm them with spawner drop farms to get rich with little work. Those drops must be earned!
I love that guiding principle. That's why It's taking me two years to decide to code a mod and now that I am, I'm turtling through it ever so carefully, testing every cotton picking thing before even releasing the faintest version number of it. I'm doing a mod based on Prisms. http://kreezcraft.com/prismatics-mod-by-kreezxil/ -- I've got to update my images as I've got another model to show off.
Prisms, I'm intrigued with the tech aspects you're looking to implement. Please update us when you get the new dimension, mobs and mining system running
Will do. You'll have to give me some time to get things sorted while I learn the ways of the modder.
A summary of my concept is to imagine what it would be like to mine, collect and reinforce with Star Trek style technology. But from the aspect of pretty prisms and colorful beams.
Note: I am not a padawan coder tho, only a padawan modder.
The next two items I feel that I need to create are the prismatic beam and a prismatic furnace. The furnace being an item that will run off of the beam's power. I came to a conclusion that the hard work of the beam has been done for me in that the beacon has a beam, so I plan to extend that class and use it for my purposes.
After the prismatic furnace, it should be a fairly easy jump to create the mining and collecting aspects. I say that, and I am hoping that as I progress in modding that remains the case.
Case in point; when I started looking at the open source for mods about 2 years ago, I was baffled at what I was seeing and would easily get lost in all of the various folders and trees that were in them. Now, the folder and tree structures make sense to me and it is easy to home in on the starting classes and begin the trace through all of the derived classes that an author has created. Such is the nature of hacking.
Further Proof that Coding by Osmosis works: I was creating an object had multiple facings based on a derived class of a derived class of a Mojang class. Then I realized that I needed to duplicate the object for another object with some extra variables. But then I realized that multi-facing code I had implemented could be far more global, so I placed it in the root class of one my first derived classes so it would be available to all of the child classes and objects I was creating in the tree without having to repeat all of those methods every time I created a new object class.
A long time ago in an object oriented gaming system no one remembers (LPMUD aka MUDOS), I knew to do this from the get go, but wasn't to awfully sure to do it here; but then the appropriate neurons connected and said to themselves "Hey, LPC and Java, their cousins bro, just do it, it'll work!" and well it did.
It's already in my plans
Likely won't be for a couple of weeks as I'm sitting my final university exams and don't have the time to re-learn the procedures for setting textures, names, registry etc. Definitely going to happen though, as with all my other mods!
Spotlights are very welcome!
For the let's play series please treat it as you would a modpack and place a link back to here in your video descriptions. I hope it brings many terrified screams
So I was trying this out and it worked just fine on single player, but once I try it on my server, it stops my server from launching. Tried several versions of forge including 1341. None seemed to work. Aside from that, I love the mod so far. Great work ^^
So I was trying this out and it worked just fine on single player, but once I try it on my server, it stops my server from launching. Tried several versions of forge including 1341. None seemed to work. Aside from that, I love the mod so far. Great work ^^
Hi candent. Can you post a copy of the crash report?
Another user has found that this mod crashes dedicated servers too. For reasons unknown to me the server is trying to call a client-sided method which paints the spawn eggs different colours, causing the server to crash. I'm looking into it, but currently hitting a wall as this is an odd problem.
I'll release an update in a week or two, either with a fix, or just remove the spawn eggs. This won't have a huge effect in game as the eggs aren't craftable, they're only there for creative map makers and server admins that want to terrify players
Hi 'crafters!
Cookiehook here bringing you a mod that will make you think twice about going underground...
In this mod I've replaced the underground spawns of zombie, skeleton, creeper and spider with stronger, faster and scarier mobs. Any mob spawning on the surface has not been altered, so it's still safe to leave you house...
If you venture below level 60 you'll find that these 4 monster have been replaced by cave versions. These have an extra 5 hearts health, do an extra 1 heart of damage, extra speed and a creepy retexture. These mobs have never seen the light of day, so expect tattered clothes dripping with moss and poison, and big black eyes. If this is too much for you then you can still back out, as they can't sprint as fast as you.
Not scary enough? Then venture below level 30 to find dungeon mobs. These have another 5 hearts over the cave mobs, another 1 heart damage, are even faster,with glowing red eyes that still give me nightmares. Running is not an option here as they sprint at the same speed as the player. Trap, outwit or fight your way out of these caves, but for God's sake don't turn your back.
The cave spiders are the well known cave spiders already found in vanilla minecraft, but now spawn throughout caves between level 30 and 60. Dungeon spiders are bigger and harder hitting versions of these poisonous beasts.
Cave and Dungeon creepers boast a bigger explosion radius than their vanilla counterpart, yet still smaller than that of a charged surface creeper.
These monsters have claimed the lives of many players before you, if you're strong enough to beat them they may drop some loot plundered from previous adventurers. Expect iron, gold or redstone, dropped in largest quantities by the Dungeon varieties.
Attached are pictures of each mobs, arranged as Vanilla - Cave - Dungeon. Also attached is a comparison of the creepers blast radius when buried in dirt, arranged as Vanilla - Cave - Dungeon - Charged.
Download link:
v1.0 - http://adf.ly/1GwcX5
Download the .zip file, decompress and place the Armour Expansion Jar file within your mod folder.
This mod was developed in Minecraft 1.8 and Forge 11.14.1.1341, ensure you're up to date before playing!
Credit for the idea behind this mod goes to JerryAttrick of this forum.
Note - Spawn eggs for each monster can be acquired through the creative inventory, yet have no crafting recipe. This allows for their use in designing traps in adventure maps or creative worlds.
Like this mod? Then check out my other work on my mod hub page:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2424346-cookiehook-mod-page-collection-of-all-cookiehooks
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
I already hate things that go bump in the night and you are gonna make it even scarier! Well, that'll give my players even more reasons to use the other 165+ mods to their advantage. Hopefully.
Not that this has anything to do with you, but it could. I've noticed that monsters do not spawn on bedrock. Perhaps you can add a tweak that allows them to do that. That'll add a whole new nightmarish behavior to diamond mining.
Also,
Per your license agreement; I have included this mod in the Kreezcraft's Extreme 1.8 Mod Pack with full accreditation and link back at http://kreezcraft.com/1-8-forge-mods-list/
Oh and I have server crash report for you:
"crashes dedicated server b1404 on startup"
server crash report: http://pastebin.com/SaDyRine
server fml latest: http://pastebin.com/dqKpqpmT
client boots fine.
Not spawning on Bedrock? If you remove this mod from your pack do you get the vanilla mobs spawning on bedrock? This sounds like a condition that minecraft may have on mob spawning rather than my mobs in particular. I'll look into it, see if the problem is altitude or the block itself.
As for the crash report, I can see what's throwing errors from my mod, though don't know why it would work for client and not server.
Again I'll look into it, but this one may take some time. Does this completely prevent you from you using the mod on your dedicated server?
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
yeah the not spawning thing has nothing to do with you. Just thought you might want to take a crack at it
Dude you make the best mods small edition mods i've seen in a while! One thing i think you should do is make it so spawners don't spawn the normal creatures when underground and spawns whatever mob depending on the distance down they are.
Many thanks! My guiding principles are to keep it simple, make it fit within current minecraft lore, and be thorough. I've seen far too many grand design mods that fail on compatibility, or don't render, or are filled with bugs.
I'd thought about changing mob spawners to my custom mobs, but don't want to because of their drops. My mobs drop precious resources as a reward for being able to best them. I don't want people to be able to farm them with spawner drop farms to get rich with little work. Those drops must be earned!
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
Alright well i think it'd be nice if you added some sort of config to allow or disallow mob spawners and maybe also add the lower they spawn, the more likely they can spawn with gear like iron and maybe even diamond? I'd love to see that in this adding a bit more of a challenge, keep up the good work!
Mob spawners will not be changed where possible. This is to not disrupt existing XP/vanilla drop farms in existing worlds.
You want this to add more of a challenge? I suggest you go play through this mod for a few hours at Y<30, then see if you think it needs to be more challenging
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
Haha sound good too me, can't wait to see what you plan to add.
I love that guiding principle. That's why It's taking me two years to decide to code a mod and now that I am, I'm turtling through it ever so carefully, testing every cotton picking thing before even releasing the faintest version number of it. I'm doing a mod based on Prisms. http://kreezcraft.com/prismatics-mod-by-kreezxil/ -- I've got to update my images as I've got another model to show off.
Prisms, I'm intrigued with the tech aspects you're looking to implement. Please update us when you get the new dimension, mobs and mining system running
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
Will do. You'll have to give me some time to get things sorted while I learn the ways of the modder.
A summary of my concept is to imagine what it would be like to mine, collect and reinforce with Star Trek style technology. But from the aspect of pretty prisms and colorful beams.
Note: I am not a padawan coder tho, only a padawan modder.
The next two items I feel that I need to create are the prismatic beam and a prismatic furnace. The furnace being an item that will run off of the beam's power. I came to a conclusion that the hard work of the beam has been done for me in that the beacon has a beam, so I plan to extend that class and use it for my purposes.
After the prismatic furnace, it should be a fairly easy jump to create the mining and collecting aspects. I say that, and I am hoping that as I progress in modding that remains the case.
Case in point; when I started looking at the open source for mods about 2 years ago, I was baffled at what I was seeing and would easily get lost in all of the various folders and trees that were in them. Now, the folder and tree structures make sense to me and it is easy to home in on the starting classes and begin the trace through all of the derived classes that an author has created. Such is the nature of hacking.
Further Proof that Coding by Osmosis works: I was creating an object had multiple facings based on a derived class of a derived class of a Mojang class. Then I realized that I needed to duplicate the object for another object with some extra variables. But then I realized that multi-facing code I had implemented could be far more global, so I placed it in the root class of one my first derived classes so it would be available to all of the child classes and objects I was creating in the tree without having to repeat all of those methods every time I created a new object class.
A long time ago in an object oriented gaming system no one remembers (LPMUD aka MUDOS), I knew to do this from the get go, but wasn't to awfully sure to do it here; but then the appropriate neurons connected and said to themselves "Hey, LPC and Java, their cousins bro, just do it, it'll work!" and well it did.
So Yeah, I'm thrilled.
It's already in my plans
Likely won't be for a couple of weeks as I'm sitting my final university exams and don't have the time to re-learn the procedures for setting textures, names, registry etc. Definitely going to happen though, as with all my other mods!
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
Spotlights are very welcome!
For the let's play series please treat it as you would a modpack and place a link back to here in your video descriptions. I hope it brings many terrified screams
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
Yes.
So I was trying this out and it worked just fine on single player, but once I try it on my server, it stops my server from launching. Tried several versions of forge including 1341. None seemed to work. Aside from that, I love the mod so far. Great work ^^
Hi candent. Can you post a copy of the crash report?
Another user has found that this mod crashes dedicated servers too. For reasons unknown to me the server is trying to call a client-sided method which paints the spawn eggs different colours, causing the server to crash. I'm looking into it, but currently hitting a wall as this is an odd problem.
I'll release an update in a week or two, either with a fix, or just remove the spawn eggs. This won't have a huge effect in game as the eggs aren't craftable, they're only there for creative map makers and server admins that want to terrify players
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
http://pastebin.com/yjs1nPXd
I just ran it on my server to generate you a fresh crash report. Hope this helps
Long time in the fixing guys, but this is now stable to run on servers
It was the dumbest and simplest of things in the end, but now it's working!
Check out my Youtube channel, where I build a theme park in vanilla Minecraft!
https://www.youtube.com/playlist?list=PLeCiIIOoWhe-mq3nYd_nXXrKw9MkjnUU7
What did you abandon this? It's an awesome mod imo.
I like castles and the Twilight Forest.