Make a collector (recipe below) and right click to turn it on/off. While it's on, a portal will be created in a random location nearby.Attacking creatures will come from the portal and attempt to destroy the collector. It's up to you to make sure they don't do that.
The collector collects magic essence, which also comes through the portal, so you must have a clear path between the collector and the portal for the collector to work properly. Magic essence is nearly invisible, but if you look carefully, you can notice the sparkles. When the magic essence reaches the collector, it drops a condensed magic essence item.
You can use the condensed magic essence, to build defensive golems, create items, or combine 9 together to get a diamond.
Enemies
They come in 4 varieties, regular Zoblins, Zoblin Bombers, Zoblin Warriors and the much more difficult Zoblin Boss. Make sure to kill bombers quickly, as they can blow up and destroy the collector.
Rabid Dwarfs
These come in 3 regular varieties, the normal Rabid Dwarfs, Dwarf Miners and Dwarf Warriors. Miners carry a pickaxe that they use to destroy blocks, so be careful (work in progress). There's also the Dwarven Demolitionist, a boss mob that throws bombs. Destroy them quick before they explode!
Defense
There are 3 basic golems that can be upgraded into new forms, the stone archer, stone mage, and stone warrior. Check the recipes section for how to make the blocks that spawn them. A couple other notes, they can take a little while to spawn at first, and if it's killed, just wait a little bit and another one should spawn in its place.
The golem wand is used to upgrade your defensive golems. While holding the wand, right click on the spawner block (not the golem itself) to see upgrade options.
Base class upgrade: 5 exp levels + condensed magic essence
Elite class upgrade: 10 exp levels + required upgrade crystal
Recipes
Collector
Golem Part
Stone Archer Spawner (requires undamaged bow)
Stone Warrior Spawner (requires undamaged iron sword)
Disclaimer: I'm still testing this mod, and while it's worked fine for me, I cannot guarantee it wont do something like corrupt your Minecraft save, make you sterile, or blow up your computer. Use it at your own risk and backup any worlds you want to keep.
It requires Forge 9.11.1.965, and all you've got to do is drop it in your mods folder. It has now been upgraded to 1.6.4, and it should be working for both single player and multi player.
There is a 1.7 version, though I don't recommend it yet. View the details here, and use at own risk.
It's also open-source, though I haven't updated this with the newer version yet: GitHub page.
Change Log
0.9
Reworked the way golems upgrade, and added 6 new types of golems.
Enemy waves are now random, and all 9 levels are now available.
New mob, zoblin hounds.
0.8.1
Golems now attack all hostile mobs
0.8
enormous rewrite of code, everything should (hopefully) work better and run faster
round progress is now stored as block metadata
collector now deactivates when its health drops to 0 instead of being destroyed
explosions now damage collector instead of destroying it
portal focus no longer indestructible
golems respawn upon upgrade in creative mode
first round spawns faster
0.7.7
made dwarf demolitionist bomb throw rate more predictable
waits until closer to throw bombs
mobs no longer get stuck together at portal
add costs to spawner gui
current wave now announced
ice crystal no longer creates bombs
golem spawners more blast resistant
golem spawners now 1/2 block high
mobs no longer fall through golem spawners
golem spawners no longer require a block underneath
golem spawners cannot be placed directly above/below another spawner
golems no longer drop items
0.7.6
Golems now cost exp levels and condensed magic essence to upgrade
Round now ends when boss is killed
Attackers now drop random items, with some very nice rare items
Added configuration file
Better packet handling
0.7.5
New boss, dwarven demolitionist
Golems spawners can now be upgraded
New block, portal focus. You can use it to set the location of the portal.
0.7.2
Added Stone Mages & Stone Warriors
Added 3 varieties of a new enemy, Rabid Dwarves
Stone Archers no longer damage each other or players
All attackers can now damage and destroy the collector
Added 1 round of rabid dwarf attacks.
Many many more changes/tweaks/bug fixes
0.5.2
various bug fixes
3 different levels of zoblin waves
new gui for collector
0.5
collector/portal mechanics changed
collector must now be activated by right-clicking
portal no longer craftable, spawns by itself after activating collector
new mob
another round of 10 waves, more difficult than before
waves reset if deactivated by right-clicking
wave number is now saved
New mod spotlight from BioMasterZap:
Thanks to TheDiamondMinecart for my second Mod Showcase, note that this is an older version of the mod.
More Mod Showcases
My first mod showcase, thanks jackdavid12345! I changed the mechanics of the collector and the portals, but most of it still applies to the most recent version:
Future Plans
More types of enemies/different portals
More defensive items
Working multiplayer
A golem "forge" block and more types of golems
Better looking models, textures, & icons
More difficult waves of enemies in the end/nether
Zoblin dimension, other dimensions...
I'd like to continue to expand this mod, but I also realize it's an enormous amount of work for a single person. If anybody would like to assist me in creating this, I could use help with coding, modeling, textures... pretty much everything. If you're interested, leave a reply with an example of your work.
The Zoblins are great, love the models.
It would be cool to have the Zoblins spawn naturally in the world too.
Maybe have the portals spawn randomly when the collector is placed instead of having to place them yourself.
The Zoblins are great, love the models.
It would be cool to have the Zoblins spawn naturally in the world too.
Maybe have the portals spawn randomly when the collector is placed instead of having to place them yourself.
I like that idea, it adds a random element instead of the current way it is, which is very linear and predictable. Makes things simpler too, I'll see how it works.
I like that idea, it adds a random element instead of the current way it is, which is very linear and predictable. Makes things simpler too, I'll see how it works.
Sweet, I believe that would be very cool.
The stone archers are very useful around a base since they seem to attack all the aggressive mobs and I like how they stay on their spot.
I did notice that after the boss came the portal seemed to shut down.
Oh, you should definitely add a config for block and ID issues.
Okay, I've just updated to a new version, here's the changes:
collector/portal mechanics changed
collector must now be activated by right-clicking
portal no longer craftable, spawns by itself after activating collector
new mob
another round of 10 waves, more difficult than before
waves reset if deactivated by right-clicking
wave number is now saved
I'm not sure how well upgrading it from the old version will work, let me know if there's any problems. I did change the block and item IDs around to avoid conflict with other mods, so they should disappear if you upgrade.
The stone archers are very useful around a base since they seem to attack all the aggressive mobs and I like how they stay on their spot.
I did notice that after the boss came the portal seemed to shut down.
Oh, you should definitely add a config for block and ID issues.
The stone archers attack zombies and skeletons, I left creepers off the list so they wouldn't get themselves blown up.
In the new version, the portal disappears at the end, but you can just reactivate the collector to open up another portal and restart the waves. I plan on adding a GUI to the collector with more options, and I'm thinking about making it require some sort of fuel to keep powered.
And thanks for pointing out the ID issues, I changed them to something other than the tutorial ones in the new version.
We have dwarfs and goblin looking things...now we need elves.
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Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I'm going to add a 3rd enemy, but I haven't decided what yet. Probably something more menacing than elves, was thinking about giant insects.
Well, elves do fit in with their magic and bows and stuff. (elves and dwarves have usually been together). But do what you want.
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
First, I'll explain how it works:
Getting Started
Make a collector (recipe below) and right click to turn it on/off. While it's on, a portal will be created in a random location nearby. Attacking creatures will come from the portal and attempt to destroy the collector. It's up to you to make sure they don't do that.
The collector collects magic essence, which also comes through the portal, so you must have a clear path between the collector and the portal for the collector to work properly. Magic essence is nearly invisible, but if you look carefully, you can notice the sparkles. When the magic essence reaches the collector, it drops a condensed magic essence item.
You can use the condensed magic essence, to build defensive golems, create items, or combine 9 together to get a diamond.
Enemies
They come in 4 varieties, regular Zoblins, Zoblin Bombers, Zoblin Warriors and the much more difficult Zoblin Boss. Make sure to kill bombers quickly, as they can blow up and destroy the collector.
Rabid Dwarfs
These come in 3 regular varieties, the normal Rabid Dwarfs, Dwarf Miners and Dwarf Warriors. Miners carry a pickaxe that they use to destroy blocks, so be careful (work in progress). There's also the Dwarven Demolitionist, a boss mob that throws bombs. Destroy them quick before they explode!
Defense
There are 3 basic golems that can be upgraded into new forms, the stone archer, stone mage, and stone warrior. Check the recipes section for how to make the blocks that spawn them. A couple other notes, they can take a little while to spawn at first, and if it's killed, just wait a little bit and another one should spawn in its place.
The golem wand is used to upgrade your defensive golems. While holding the wand, right click on the spawner block (not the golem itself) to see upgrade options.
Base class upgrade: 5 exp levels + condensed magic essence
Elite class upgrade: 10 exp levels + required upgrade crystal
Recipes
Collector
Golem Part
Stone Archer Spawner (requires undamaged bow)
Stone Warrior Spawner (requires undamaged iron sword)
Stone Mage Spawner
Golem Wand
Portal Focus
Ice Crystal
Fire Crystal
Poison Crystal (those are fermented spider eyes)
Dark Crystal
Earth Crystal
Hero's Crystal
It requires Forge 9.11.1.965, and all you've got to do is drop it in your mods folder. It has now been upgraded to 1.6.4, and it should be working for both single player and multi player.There is a 1.7 version, though I don't recommend it yet. View the details here, and use at own risk.It's also open-source, though I haven't updated this with the newer version yet: GitHub page.
Change Log
0.9
More Mod Showcases
My first mod showcase, thanks jackdavid12345! I changed the mechanics of the collector and the portals, but most of it still applies to the most recent version:
Future Plans
More defensive itemsWorking multiplayerA golem "forge" block and more types of golemsBetter looking models, textures, & iconsZoblin dimension, other dimensions...I'd like to continue to expand this mod, but I also realize it's an enormous amount of work for a single person. If anybody would like to assist me in creating this, I could use help with coding, modeling, textures... pretty much everything. If you're interested, leave a reply with an example of your work.
It would be cool to have the Zoblins spawn naturally in the world too.
Maybe have the portals spawn randomly when the collector is placed instead of having to place them yourself.
I like that idea, it adds a random element instead of the current way it is, which is very linear and predictable. Makes things simpler too, I'll see how it works.
Sweet, I believe that would be very cool.
The stone archers are very useful around a base since they seem to attack all the aggressive mobs and I like how they stay on their spot.
I did notice that after the boss came the portal seemed to shut down.
Oh, you should definitely add a config for block and ID issues.
Thank you very much!
MINECRAFT needs World-edit like tools in the creative mode.
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Thanks! Just added it to the original post.
The stone archers attack zombies and skeletons, I left creepers off the list so they wouldn't get themselves blown up.
In the new version, the portal disappears at the end, but you can just reactivate the collector to open up another portal and restart the waves. I plan on adding a GUI to the collector with more options, and I'm thinking about making it require some sort of fuel to keep powered.
And thanks for pointing out the ID issues, I changed them to something other than the tutorial ones in the new version.
I was trying to get the pickaxe to render in his hand, not his head... got it fixed now.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I'm going to add a 3rd enemy, but I haven't decided what yet. Probably something more menacing than elves, was thinking about giant insects.
Well, elves do fit in with their magic and bows and stuff. (elves and dwarves have usually been together). But do what you want.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Okay, got a change log up there now.
MINECRAFT needs World-edit like tools in the creative mode.
I plan on updating it, waiting on the next recommended version of Forge 1.7.2 to see how hard it will be.