Detail the names of the mods and the versions of the game they are for. And, why specifically 1.10.2?
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May 6, 2017Posted in: Minecraft Mods
So i am playing this on a server me and my friend put together and theres a major issue where i scan something with the thaumometer, but the aspects never show up in the research table, i can make aspects using the primal ones that you start out with but nothing i scan adds anything to the research table. I've tried logging out and back in, ive tried directly connecting to the server with its ip, none of this stuff has worked, so if someone has a answer id super appreciate it.
I'm using the most current version of thaumcraft and the server is hosted using creeperhost
Research doesn't work like it did in TC4, so you can't get aspects that way. It isn't an issue at all, unless you're not using TC5.
Apr 15, 2017Posted in: Minecraft Mods
Where can I find the crash log?
Edit:I did research,but I am not sure this the right.
[17:43:47] [main/WARN] [FML]: The coremod thaumcraft.loader.ThaumcraftLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[17:43:47] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:43:47] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[17:43:47] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:43:47] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:43:47] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:43:48] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[17:43:48] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[17:43:48] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:43:48] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
You can find crash logs in "crash-reports", which is in the .minecraft folder.
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Apr 10, 2011Posted in: Minecraft Mods
[*** WHAT IS BETTER THAN WOLVES? ***]
Better Than Wolves is a "total conversion". This differs from most mods that you are probably used to in that it changes many of the rules of play to provide a richer experience, rather than just adding in new stuff. What makes it special however, is that it always attempts to do so in a way that retains the original spirit of the game, perhaps even more so than the newer official releases.
It focuses both on challenging survival play, and player creativity in terms of never providing "magic block" solutions to in game problems. Instead, it provides basic tools and leaves it to the player to figure out how to use them to get the job done.
In short, Better Than Wolves is a vision of what Mincraft could have been, designed by a very serious player, for other like minded individuals.
[**** End Of Dev ****]
Please note that after a full decade, all development has ceased on Better Than Wolves. The final version (4.B0000003) can be downloaded here:
And the source code can be downloaded here:
Better Than Wolves and its source code are made freely available under the creative commons attribution license:
You are free to modify and redistribute portions of BTW and its code as you wish, but I (FlowerChild) would appreciate acknowledgment if you do so. Keep in mind however that parts of BTW may be based on modified versions of Mojang's code and assets, and it is left to anyone redistributing portions of BTW to make sure they are appropriately considering Mojang's intellectual property and licensing as well.
Feb 18, 2015BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
Mowzie's Mobs adds a variety of fictional creatures to Minecraft, priding itself in unique AI, environmental and atmospheric appropriateness, and standard-setting animations.
(FOHL-ee-ayth or fohl-I-ath)
These jungle-lurking plant monsters want nothing more than to eat anything that moves! They may seem like ordinary ferns, but they'll emerge if you come close. You can't get close enough to strike them, so find some other way of killing them! They drop foliaath seeds.
To grow a foliaath, obtain a seed and plant it by right clicking on grass or dirt. Every half-day for two days, feed the baby foliaath by tossing it a meat item. Then, it will emerge as a fully grown foliaath. Be careful: grown foliaaths aren't tamed and will still attack you!
Lost underground many years ago, these heavily armored knights are not men nor are they statues. Are they guarding something? They have forgotten what. Are they waiting for something? They have forgotten when. Are they mourning someone? They have forgotten whom. All they know is to slay those who approach their chambers. There is only one way to damage a Ferrous Wroughtnaut; its weakness is for you to discover.
Only the bravest of adventurers would dare to challenge a Ferrous Wroughtnaut. Upon defeat, the Wroughtnaut will drop its Wrought Helm and its Axe of a Thousand Metals for the victor. Right clicking with the axe attacks in a large arc, and shift-right clicking will create a shockwave that brings targets closer to you. Neither tool can break.
Native to the savanna, the Barakoa tribesmen travel in small hunting packs. They are one with the masks on their heads, which cannot be removed. Some use bones as clubs as weapons while others use poisoned blowdarts. Each hunting pack is led by a Barakoana elite, wielding a traditional spear and shield. The Barakoa make traversing the savanna quite dangerous, as they can surround their prey quickly and put up a good chase.
When defeated, the Barakoa will sometimes drop their masks as items that the player can wear. Each mask bestows a different, small buff.
Barakoa can also be found in villages scattered across the savanna plain.
Barako, the Sun Chief
Barako is the chief of the Barakoa tribe, residing in a stationary seat upon a throne in Barakoa villages. He draws his power from the sun, calling forth sunstrikes, solar flares, and massive solar beams. He can also create Barakoa followers from masks to defend him during combat. As such, his masked children revere him as a god. Unequipped travelers should keep their distance from his villages, lest they be smitten by his heliomancy.
Those strong enough to face and defeat him, however, are rewarded with his mask: the Sol Visage. This mask allows its wearers to breathe life into masks to create Barakoa followers. Unfortunately, the mask does not bestow heliomancy upon its bearer; this power is innately carried by Barako, and thus dies with him. Perhaps there is another way...?
Frostmaws are dangerous beasts found rarely in snowy areas. Their massive size, impressive speed, and powerful ice breath make them near-impossible opponents. If, on your travels, you encounter one sleeping in your path, it's likely best to take a different route and let it lay. The beast guards a precious ice crystal that can unleash pure winter energy when wielded.
These adorable crystal crustaceans live deep underground in caves and ravines. Sometimes called “living ore,” Grottols are prized as a rare source of diamonds. But only the quickest of adventurers can manage to catch them before they burrow away; grottols are very fast and surprisingly clever, even using minecarts to escape pursuers. Keep in mind that only iron or stronger pickaxes can penetrate their diamond shells.
Lanterns dot the canopy of roofed forests, glowing like jellyfish. Some cultures believe that these creatures contain the souls of the recently deceased. Others wish on them like stars. Adventurers, however, know that the luminous jelly inside lanterns is a great light snack that will briefly illuminate the darkest of nights.
Coastal cliffs are dangerous places. Adventurers tell of winged serpents called nagas with impressive speed and menacing acid venom. Though these drakes are powerful, a well-placed arrow can knock a naga right out of the sky; time your shots to hit when the naga is preparing an attack.
Naga acid is deadly, but can actually be used to neutralize other poisons. The fangs they drop upon death can be used to brew poison antidotes and preventatives.
By The Diamond MinecartBy ANTONIcra (Spanish)
Mobs:Strongholder - Floating gauntlet that grabs, pounds, and swats to attack. Floats eerily through stronghold tunnels, maybe passing through walls.
Phoben - Fear spirit that spawns in roofed forests. Wields fear magic, a lantern, and a long, darkness-infused blade called Ej. Fighting the phoben will involve carefully but quickly deciding when to strike and when to block.
The Sculptor - A simian guru that can be found meditating on mountaintops. He will challenge players to complete obstacle courses made of floating rocks. Those who pass this test are granted the ability to wield powerful earth magic.
Forest Dryad - Will grant players her magic pan flute in exchange for the Phoben's lantern as thanks for defending the forest.
Stalkers - Rival tribe of the Barakoa. Jungle pack hunters that lurk in the canopy before leaping down on their prey. Their simian features, ornamented headdresses, long claws, and glowing red eyes strike fear into their prey.
Nimbus Drakes - Flying serpents with clouds billowing from its head and wings. The clouds turn grey before the drake unleashes its lightning attacks. It circles an egg in a nest on the top of its mountain, which can be claimed and hatched by the player who defeats the mother.
The Winter Order - A league of cryomancers residing in a frozen citadel.
Large, scary insects in swamps, maybe large, scary frog-things to go with them
Anglerfish-like deep sea monster
Ents that can be created from trees using an item.
Golems that can be created from Geomancy boulders.
Snake Charmer - Humanoid desert boss that spawns in a temple structure. He can summon snake spirits by playing his flute, and can transform into a moving painting on the wall to dodge attacks and move across the room.
Just a plain dragon. I'd like to try my hand at this timeless monster concept.
I'd like to add at least one mob for each of Minecraft's environments, and I do like suggestions! BUT I'm very picky about what I work on. Only suggest your mob if you can imagine players thinking, "I can't believe I ever played Minecraft without this in my game!". I will not add monsters from existing franchises or mythologies, or just giant versions of real animals. No griefing or one-hit-kill moves.
Sphax textures by Phazanor
Open policy on the condition that you let me know through PM or comment.
Some sounds edited from:
Super Smash Brothers Ultimate
Pokken Tournament DX
Very special thanks to RafaMV for his collaboration on animation tools.
Oct 30, 20121WTC posted a message on The Dalek Mod - Updated (Dec 2020) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!Posted in: Minecraft Mods
Latest Dalek Mod Video
What is the Dalek Mod?
The Dalek Mod is a mod for Minecraft which brings to world of Doctor Who into your game. Whilst using the mod you can travel the universe using the fully functional Tardis, explore a vast array of planets, battle the Cybermen and Daleks. Play by yourself in single player or play with friends and go on an amazing adventure. All this and more from just a simple forge installation!
All download links for the mod direct to our website. The download buttons for each version are on the right side of the page in red.
Dalek Mod Server
You can find out all the information you need to know about the Dalek Mod server by visiting the Dalek Mod Universe server page on our website here
What does the mod include?
The Dalek Mod includes a vast range of features, covering almost all aspects of Doctor Who, from clothes, to Daleks, to Cybermen, to multiple Tardises, lots of Sonic Screwdrivers and more!
- 60s Daleks (A vast assortment of different types)
- 70s Daleks (A vast assortment of different types)
- 80s Daleks (A vast assortment of different types)
- Asylum Daleks (A large array of different types of damaged insane Daleks from the Asylum)
- Special Weapons Dalek
- Suicide Daleks
- Paradigm Daleks
- Movie Daleks
- Time War Daleks
- Marine Daleks
- Invasion Daleks
- Imperial / Renegade Daleks
- Dalek Storm (Boss)
- TV-21 Dalek (Boss)
- Ender Daleks
- Nether Daleks
- Ironside Daleks
- 80s Cybermen
- Moderen Cybermen
- Tenth Planet Cybermen
- Cyber Villager
- UNIT Soldier
- Companion (formerly Clara, although K9 is a tameable entity)
- Classic Players
- Ice Warriors
- Time Lords
- Weeping Angels
- Empty Mobs
- Clockwork Droid
- Empty Child
- Empty Villagers (Gas Mask Zombies)
- Empty NPC (Gas Mask Zombies)
- Gel Guard
- Bacteria Spiders
- Dalek Storm
- TV21 Emperor Dalek
- Cyber Leader
All of the Planets in the Dalek Mod
- Skaro (Home planet of the Daleks)
- Forest in a box
- The Moon
- Omicron Persei 8
All of the different TARDISes in the Dalek Mod
- Classic TARDIS
- War Doctor's TARDIS
- 9th/10th Doctor's TARDIS
- Bad Wolf TARDIS (Links to the Coral Console)
- 2013 Dalek Mod TARDIS
- 11th Doctor's TARDIS
- 2014 Dalek Mod TARDIS (Under Construction!)
- 80's TARDIS Exterior (Under Construction!)
The Sonic Screwdriver is a valuable tool that has sound effects and has different variations. The Sonics can each do the following:
- Send a Redstone signal (Broken in current versions)
- Open iron doors
- Ignite TNT
- Turn on redstone lamp
- Shatter glass panes (Right click and hold, just make sure you are not in hitting distance of the pane)
All of the different Sonic Screwdrivers in the Dalek Mod
- Mark 1 (Second Doctor's)
- Mark 2 (Third Doctor's)
- Mark 3 (Third and Fourth Doctor's)
- Mark 4 (Fifth Doctor's)
- Mark 5 (Seventh and Eighth Doctors')
- Mark 6 (Eighth Doctor's (Big Finish) )
- Mark 7 (War Doctor's)
- Mark 8/9 (Ninth and Tenth Doctors')
- Mark 10 (Eleventh and Twelfth Doctors')
- Sonic Lipstick (Sara Jane Smith's)
We really appreciate any donations we get. The donations help towards funding the development of the mod, as well as to pay for the Dalek Mod servers, as well as our web hosting which we use to host most of the Dalek Mod resources and files.
Nov 17, 2010DrZhark posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Posted in: Minecraft Mods
Compatible with Minecraft 1.12.1
This Mod adds more creatures to the game.
Mo'Creatures is now open source! You can access the source code at https://github.com/DrZhark/mocreaturesdev
You're welcome to add this mod to your modpack. No need to ask for permission
We have a new website!! Please check it here: http://mocreatures.org/home
Download the Mod:
Minecraft version 1.12.1
Minecraft version 1.10.2
Minecraft version 1.8.9
Minecraft version 1.8.1
Minecraft version 1.7.10nothing to report now
How to Install Mo'Creatures Mod:Minecraft 1.6.x+
1. Install Forge using the installer.
2. Launch the game using the Forge profile. Exit the game.
3. Copy the MoCreatures.zip, CustomSpawner.zip into the .minecraft/mods folder.
4. Play! (Make sure your profile is set to Forge)
Download the files linked above
Please make a backup of your minecraft.jar file and then:
1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
2. install GUI Api (just copy the .jar file into the /coremods folder)
3. Delete the META-INF folder in the minecraft.jar file
4. locate your .minecraft/mods folder
5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
And this one that explains how to set up a server with Mo'Creatures 5.0.0
This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
PixelPaperCraft has a section for Mo'Creatures!
Previous VideosThis video explains how to transfer your pets from Minecraft 1.5.2 to 1.6.2
this one is in Spanish and explains most of the features of Mo'Creatures:
This video shows the New Big Cats and Manticores
-fixed crashing bug when hitting werewolves with a tool
-another attempt to fix aquatic animals crashing bugs
-fixed hybrid bigCats and pet amulet bug
-animals can be tamed by riding them again
-fixed Jellyfish crashing bug
-fixed bug that made wyverns revert back to mother wyvern
-exorcised Aquatic animals crashing bugs
-Tamed Ligers can obtain wings by receiving an essence of light
-fixed tiny creatures appearing with the summon command
-fixed game crashing bug when Ents were planting flowers
-fixed game crashing bug with MoCPetNames
-fixed game crashing bug with PetAmulets
-fixed MoCreatures tab name
-fixed Mammoth Platform name
-bunnies can be tamed again
-small creatures can be picked up again
-fixed light blue kitty bed icon
-fixed amulets and fish nets
-BigCats move faster
-fixed bug with inventories of BigCats, Horses
-fixed bug with entities moving sideways
-fixed duplicating item bug when using item on off hand
-fixed animation bug with aquatic entities receiving damage
-Bears can now be tamed by giving meats to cubs
-Bears can now be ridden and given chests
-Split bears into separate entities
-Split ogres into separate entities
-medium fish were split into separate entities
-small fish were split into separate entities
-hybrid big cats are now separate entities
-Updated for Minecraft 1.10.2
[8.1.3] and [8.2.2]
tamed animals will no longer attack the player
tamed bears can be commanded to sit with the whip
fixed invisible kittybeds
[8.1.2] and [8.2.1]
-fixed bug where ghost big cats will revert to normal cats after reloading game
-fixed bug where amulets will disappear from tamed big cats
-fixed bug with wyvern lair spawnings (the default mocreatures and customspawner .cfg files need to be erased for the fix to take place)
-tigers and leopards now show chests
-added more big cat hybrids (thanks to Cybercat5555): Leoger (between leopard and tiger), Panthger (between Panther and tiger), liard (between male lion and leopard) and lither (between panther and male lion)
-Updated for MC 1.8.9
-BigCat overhaul, split the bigcats into their own categories: lions, tigers, panthers, leopards
-split stingRays and MantaRays
-BigCats can be tamed by giving pork or raw fish to a cub
-big cats can mate by giving them pork or raw fish and keeping them in an enclosed space
-white lions and white tigers are a rare spawn with a 1/20 chance
-ligers are obtained by breeding a male lion with a Tiger
-there is a hybrid between panther and regular leopards
-giving a dark essence to a panther gives it wings
-giving a light essence to a male lion, white male lion or liger will give it wings
-Manticores are a new mob, red manticores are found in the Nether, blue manticores in snowy biomes and dark and green manticores elsewhere
-Manticores can drop an egg, that can be hatched to obtain a pet manticore. Pet manticores can be ridden once they turn into adults
-There are ghost versions of the big cats that can be obtained randomly when a tamed big cat dies
-winged big cats, ghost big cats, hybrid big cats and manticore pets are sterile (they can't breed)
-fixed kitty beds icons and behavior
-synchronized flying horse wing flapping animations and sounds
-cleaned up the code
-fixed komodo animations
-fixed server code
[8.0.0] devA - Note this is not a release ready version, for testing purposes only
-werewolves will receive higher damage from items / weapons with 'silver' in the unlocalized name or name of the material. They won't receive extra damage from gold weapons
-werewolves won't complain as much when transforming from human to werewolf form
-improved werewolves moving speed when hunched
-improved dolphin riding code
-turtle swimmimg animation improved
-piranhas move as a herd and attack differently
-deers will jump when fleeing from entities
-horses can also get ready to breed by feeding them a golden carrot
-turtles / bunnies will not receive damage when riding a player
-updated ogre attack animations
-improved minigolem / golem throwing stone accuracy
-added three more crab textures
-foxes now spawn cubs that follow adults and flee from players
-improved maggot animation
-improved ant food picking behavior
-added female turkeys
-ents now plant all the flower varieties
-added bear attack animation
-decreased frequency of goat bleets
-wraiths do not collide with entities, added attack animation
-skeletons, silver skeletons and zombies can now ride scorpions and wild wolves as well as mob horses
-MoCreature inventories can be opened by interacting with the creature while sneaking (right click while pressing shift). The MoCreatures 'keys' are no longer obtained by adding a chest to a creature and the crafting recipe was removed.
-Improved elephant animations
-Synchronized wyvern wing flapping animations / sounds. The wing flap depending on the flight speed when ridden.
-Added transform animation to Wyverns
-Changed wyvern speed, health, attack damage so the 2nd tier wyverns are significantly better
-Sharkteeh can now be converted into bonemeal
-fixed weapon damage and enchanteability
-added Pet scorpion sitting behavior / animation
-added transform animation to scorpions
-Pet scorpion health boosted to 40 (from 18)
-added wyvern ghosts
-increased Horse health, Horse speed
-Tamed Zebras shuffle again
-The nightmare burning effect last less than before
- Female Ostriches eggs are no longer sterile. Players must now pick up the eggs in order to hatch them.
- Bunnies no longer breed in the wild. In order to breed a bunny, players need to feed it a carrot at full health.
- Fixed Wyverns not laying eggs
- Fixed Pet Amulet glitch with mcMMO
- Fixed Pet Amulet glitch with nametags
- Fixed Ray grow glitch
- Fixed BigGolem dupe glitch
- Fixed wyverns, small fish, and medium fish not dropping the correct egg type
- Fixed possible client crash with Ent's attacking tamed animals
- Added new server '/mocspawn' admin command which allows you to spawn any type of horse/wyvern instantly.
This command should help server admins replace pets that go missing.
Valid Horse types :
Tier 1 : 1-5
Tier 2 : 6-9
Tier 3 : 11-13
Tier 4 : 16-17
Special : 21-28, 30, 32, 36, 38-40, 48-61, 65-67
Valid Wyvern types :
Normal : 1-4, 6-12
Mother : 5
An example of spawning a Zorse would be
'/mocspawn horse 61'
An example of spawning a mother wyvern would be
'/mocspawn wyvern 5'
for previous change logs, refer to the README.txt file
Currently the Mod adds the following creatures:
Ents are peaceful creatures that will be immune to any kind of weapons but axes. They attract nearby small creatures and spawn small plants.
Moles are very shy and hide underground from bigger creatures.
Mini golems are mobs that spawn at night and throw rocks at the player.
Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves
Raccoons attack back if provoked. They can be tamed by giving them any edible item.
-Small and Medium Fishpictures pending...
A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole
This is how a fishnet is crafted:
Spawn on beaches next to water. They can be tamed with fishnets
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.
The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.
To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.
-Elephants and Mammoths
Elephants spawn on Deserts, Jungles, Plains and Forests.
Mammoths spawn on cold biomes.
Elephants drop Hide
A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
Tamed elephants are healed with baked potatoes, bread or haystacks
A harness can be put on tamed adult elephants to make them rideable and attach extra things:
If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
To dismount an elephant, the rider has to make it sit first and then it can be dismounted.
Indian Elephants can be given a special luxurious garment:
In addition to the garment, a nice throne can then be given to the Elephant.
Two chest sets can be put on each elephant, allowing it to carry inventory
A key is used to open the inventory.
Mammoths can also carry two extra regular chests.
Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
While wearing them reinforcement and ridden by the player, they will break blocks.
(However that feature is disabled by default in multiplayer, to prevent griefing)
Mammoths are more effective at breaking blocks than elephants.
A platform can be put on the Songhua Mammoth, allowing them to carry a second player.
To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
The second player can dismount the mammoth by pressing the sneak key.
Komodo dragons spawn on swamps and plains. They attack small animals or players.
Komodo dragons poison their prey.
They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.
An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.
Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.
A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.
Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.
Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.
When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.
As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.
The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)
It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.
When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).
They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.
Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake
Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.
check this video by BlockDaddy
Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.
Only regular horses, donkeys and zebras spawn in the wild.
Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.
Tamed horses can be bred with the following combinations:
The Gofa made this video explaining the breeding chart:
This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.
When riding and undead horse, mobs will not attack you.
To obtain rarer horses, you need a Zebra and the rare essences:
Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.
Essence of Darkness. The heart of darkness is a rare drop of bathorses.
Bathorses are aggressive mob horses found at night, mostly on underground caves.
The Essence of Light is made by combining the other three essences
The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.
Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.
Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.
If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.
If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.
Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.
If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.
Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:
Amulet of the sky, to capture pegasus or black pegasus
Fairy amulet for the fairy horses
Ghost amulet, that can capture ghost horses
Bone amulet, used to capture skeleton horses
Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
And crystal armor for the rare horses
This is how you craft the Horse Saddle:
The only way to dismount a horse is by clicking the sneak key (shift)
Quick guide on how to breed horses:
Rules for breeding:
-The horses to breed should be kept close (no more than 4 blocks away)
-There should be no other horses around (8 blocks)
-You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
-it takes time (about 1/2 Minecraft day)
Quick Guide on How to use the Horses' Inventory:
-Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
-The horse needs to be tamed, and you need to give it a chest (only once)
-A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.
How to activate the Nightmare's special ability:
-it has to be tamed, you need to give it a redstone.
-after that, ride it... and be careful
You can craft a rope:
that can be used to tie horses and BigCats, so they will follow you.
Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.
The females and chicks will run away and hide their heads in the ground if attacked.
Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.
Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.
You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.
Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.
If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.
Male ostriches are fast and the rare albino ostriches even faster.
Ostriches can carry helmets that will reduce the damage received
A chest can be given to an ostrich and they can carry a small inventory
cloth colored cubes can be given to saddled ostriches to make them carry colored flags
Nether ostriches are obtained by giving any tamed ostrich an essence of fire
Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)
Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn
Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.
Undead ostriches are obtained by giving any tamed ostrich an essence of undead.
-SnakesThere are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.
Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles
Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.
A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures
You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.
Shy dark green snake:
shy dark spotted snake:
Mantarays are peaceful creatures, they won't bother you at all.
They can be tamed by mounting them. Then a fishnet can be used on them
Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!
They can be tamed with fishnets
JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!
Can be tamed with fishnets
Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion
Tamed and wild goats will follow you if you are carrying any edible items in your hand.
You can use a rope on tamed goat to make them follow you
You can milk female goats. Female goats don't have a goatie and have shorter horns
Don't try to milk a male goat. It won't like it
Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.
Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned
Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
Crocodiles drop hides that can be used to craft 'Croc' armor
These shy lil' guys will hide from any other creature bigger than them.
Turtles are resistant to most attacks unless they are upside down.
If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
You can tame turtles by dropping watermelon slices or sugar cane near them.
Once tamed, they will grow slowly, follow you around and also you can carry them on your head!
Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.
Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.
Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.
With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.
Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.
L = leather
G = Gold ingot
Once the cat is tamed, it will look for a Kitty bed with food or milk.
P = wood plank
I = iron ingot
W = Wool (you can use dyed wool as well, it will give you beds of different colors)
P P P
P W P
You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.
You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.
any combination of Raw Pork + Raw fish
Once the kitty has eaten, it will look for an unused litter box.
P = wood plank
S = sand
P P P
P S P
P P P
The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.
A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.
IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off
L = Leather
I = Iron Ingot
C = BigCat Claws
C L C
If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.
You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.
S = Silk
Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.
A cat will follow you if you have a wool ball on your hand
If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.
You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.
After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.
If a kitten is attacked, its mom will defend them.
Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.
They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.
They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.
Watch this video from BlockDaddy O'Neal showcasing the rats
Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
They drop pork meat
BigCats replace the lions that were part of the initial release of this mod.
Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.
Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.
BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.
Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.
Tamed BigCats will follow you and fight any mob that targets you.
BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.
Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.
If you use a rope on a tamed BigCat, it will follow you and fight your enemies
You can watch this video by Foxy1990, showing how to tame BigCats
They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu
Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water
A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
right click on it while holding any pike.
Fish can also be tamed with fishnets
There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.
You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.
Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.
This video shows how to breed dolphins: (courtesy of Foxy1990)
The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
The shark model was inspired by charle88's thread. He also shared his textures.
The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!
There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.
In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.
Werewolves sometimes will run on all fours, which makes them faster
There are four kind of bears in MoCreatures:
Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.
You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.
Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!
spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.
The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore
The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.
The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.
Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.
They attack smaller prey and if you get close to them, they can also attack you. Be warned
Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.
If you pick up a bird, you can glide safely from heights
They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D model
Frequently Asked Questions
I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.F.A.Q.
Q.: Can I include your mod in my modpack?
A.: Yes you can. No need to ask permission. Just go ahead!
Q.: How do I get off my mount?
A.: Press the 'F' key
Q.: I installed the mod but don't see any of the new creatures.
A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true
Q.: I only want to have xxx mob and not the others, can I?
A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0
Q.: I can't tame/ride a horse
A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses
Q.: I get a black screen when installing the mod
A.: Did you forget to delete the META-INF folder?
Q.: Does this work for SMP?
Q.: The lions and bears are bipeds!!
A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
Q.: Does this work for Mac computers?
A.: It does, the installation procedure is different.
Q.: What program do you use to make the mobs?
A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code
Previous versions-MoCreatures v6.2.1 (for Minecraft 1.7.2)-Mo'Creatures v6.1.0 mirror (for Minecraft 1.6.4)
-Mo'Creatures Mod v5.2.5.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.3.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.2.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.1.5.zip (Mirror) (MC 1.5.1)
-Mo'Creatures Mod v5.0.8.zip (MC 1.5.1)
-Mo'Creatures Mod v4.7.0 (MC 1.4.7) requires CustomSpawner 1.11.2
-Mo'Creatures Mod v4.6.0a (MC 1.4.7)
-Mo'Creatures Mod v4.5.1.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.5.0.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.4.0.zip (Mirror) (MC 1.4.6)
-Mo'Creatures Mod v4.3.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.3.0.zip (Mirror)
-Mo'Creatures Mod v4.2.3.zip (Mirror)
-Mo'Creatures Mod v4.2.2.zip (Mirror)
-Mo'Creatures Mod v4.2.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.2.0.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.1.3.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.2.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.1.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.0.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.0.4.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.3.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.2.zip (MC 1.3.2)
-Mo'Creatures Mod v4.0.1.zip (MC 1.3.2)
-Mo'Creatures Mod v3.7.1.zip (MC 1.2.5)
BannersIf you want to add a Mo'Creatures banner to your signature, you have different options:
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iYxei.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Uwhm8.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/vygdJ.png' /></a>
Thanks to Jibberlicious
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/DH52R.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/MDDfn.jpg' /></a>And if you survived the bunny infestation...
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iIB8C.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/UNlXu.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Cpu63.jpg' /></a>
CreditsCoding: DrZhark, Bloodshot
Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
Textures, Icons: BlockDaddy and DrZhark
special thanks to:
-ScottKillen: Extrabiomes XL compatibility coding
-AtomicStryker: SMP port for Minecraft 1.2.5
-Cojomax: adding custom sounds
-Freakstricth: Forge sprites
-Vaprtek: initial Horse Model.
-Dorino1: quack sounds plus painterly pack's duck texture.
-Macaque: first boar texture.
-Rondaround: fox idea, AI, sounds and texture
-_303 and Risugami: help with ModLoader and AudioMod
-Corosus: optimization changes in the code
-charle88: shark's model inspiration
-cdrumer11: pink and white dolphin skins
-FireHazurd: first werewolf model and texture
Feb 8, 2017AstroTibs posted a message on Village Names: version 4 Homecoming Update (November 2020)Posted in: Minecraft Mods
The Village Names mod assigns randomized names to villages and villagers, and also to structures like mineshafts, strongholds, fortresses, and so on.
Download for your preferred version of Minecraft (1.7.10–1.12.2):
I don't update this thread anymore. The best place to keep track of this mod is on CurseForge.
Old update/feature descriptions:
Harmony Update: Version 3.0
Village Names is a mod I designed for ancillary use in my let's play series, Galaxy Odyssey. My server is 1.7.10 because many really good mods have not updated past that version. As a result, much of the new stuff in Village Names 3.0 is specific to the 1.7.10 version. However, there's something new for everyone—even up through 1.12.2.
Here is the 3.0 change log, roughly in decreasing order of significance to the user:
▪ Notice: Version 3 uses a new config folder. The old VillageNames folder will be ignored, so your config options have been set back to default
▪ Updated all textures and icons
▪ Added new book types to differentiate between temple types (jungle, pyramid, etc). Previously generated books will retain the generic Temple icon
▪ Added naming for village-spawned Iron Golems using a new "Golem" syllable pool
▪ Added main and in-world menu GUI for editing config options during the game
▪ Notice: (1.7.10) In case the in-world config menu GUI conflicts with other mod's, you can disable it in the general config settings
▪ All name pools now support up to seven syllables, with prefixes and suffixes
▪ Added a new config option list for right-click naming or automatic naming of any custom entity.
▪ Notice: (1.9.4 and 1.10.2) Due to Minecraft's GUI setup, custom names do not display for entities with vanilla health bars.
▪ Notice: (1.9+) Due to the way the Ender Dragon battle is regulated, if you try to use Automatic name generation for the Ender Dragon, the name will not be permanent. Every time the End is loaded, the Dragon will have a new name.
▪ Added a new config option list for naming certain mod structures. The structures must be generated and saved using the vanilla format (e.g. Galacticraft's Moon Villages)
▪ Added "Angel," "Demon," and "Dragon" syllable pools
▪ When using the right-click or automatic naming config options, or the vn_name command, You can generate names from multiple combined pools by doing e.g. the following: angel-villager-demon-(etc)
▪ Fixed naming for Mystcraft Archivists
▪ Added a config option to generate village books using the ToroQuest name for a town. This is very buggy and our mods don't always agree on the village's name
▪ Added a blank "Custom" syllable pool for making your own name generator
▪ (1.7.10) Added Guardian mob, which spawns in and around Ocean Monuments
▪ Notice: (1.7.10) Currently, the Guardian mob causes a crashing conflict with Aether Legacy. You can track the issue at: #1
▪ Notice: (1.7.10) Elder Guardians will attempt to retrogen into all previously generated Monuments exactly once: the first time you sign in with the new mod version. If you're on Peaceful when you sign in, you forfeit your chance for Elder retrogen
▪ (1.7.10 & 1.8.9) Backported Igloos. They're not 100% perfect, but they're extremely close
▪ Added Village Names achievements/advancements
▪ Added config option to specify blocks that speed up or slow down the transformation when converting a zombie villager into a villager
▪ Villagers retain their names and professions when inter-converting to/from Zombies
▪ Villagers retain their names when being recruited to Witchery Guards
▪ (1.7.10) Added config option to sub-divide vanilla Villager types into careers, with tiered trades, similar to 1.8+. This option will retroactively and permanently modify all previously generated villager trade offers to fit into the tiered "career" system. This should not result in the removal of modded trades
▪ (1.7.10) Added config option to enable Nitwit villager
▪ (1.7.10, 1.9.4, 1.10.2) Added config option to enable Cartographer villager. The Cartographer will automatically be enabled in 1.7.10 if you're using the Career option as described above. The Cartographer does not sell treasure maps like in 1.11+
▪ Added config where Librarian and Cartographer villagers can unlock high-level trades where they sell enchanted books, potions, and other treasures in exchange for Village Names-specific items.
▪ (1.7.10 & 1.8.9) Backported the varying per-profession skins for Zombie Villagers
▪ (1.7.10 & 1.8.9) Backported Thorns, Squid, Witch, Bucket, Painting, Item Frame, Lead Knot, and Furnace sound effects
▪ (1.7.10 through 1.11.2) Backported Ender Eye sound effects
▪ (1.8.9+) Changed Librarian trades from requiring two identical written books to requiring only one, like in 1.7
▪ (1.8.9+) Added red mushroom to empty flower pots in witch swamp huts
▪ (1.7.10) Replaced Wool blocks in Desert Pyramids with Terracotta
▪ Codex added as rare chest loot
▪ Added config option to deactivate Librarian villagers from producing the Codex item. It would then only be obtainable as chest loot
▪ The top line of Well signs will sometimes say Outpost/Hamlet/Village/Town/City based on the size of the village. This does not preclude the generated name having those words
▪ Added general config option for disabling X, Y, Z coordinates being recorded into books
▪ Added general config option to disable the colored well boundary, or to turn off well decoration altogether
▪ You can right-click any Village Book onto a villager to get a clue of your reputation level with that town
▪ Added naming for Traveling Merchants, Lost Miners, and Sheepmen from Primitive Mobs (uses "Villager" name pool)
▪ Obtaining Codexes from Librarians while in Creative mode won't consume resources
▪ Change: Your reputation no longer increases when trading for Codexes
▪ Villagers won't add their career tag to their names if they're not fully grown
▪ (1.7.10) Priest villagers can now record Ocean Monuments in hint pages if the Careers flag is off
▪ (1.7.10 to 1.11.2) Concrete, Concrete Powder, and Glazed Terracotta texture addresses and unlocalized name addresses have been changed to vanilla
▪ Notice: (1.7.10) Glazed Terracotta addresses have not been changed due to graphics limitations. Resource packs have to reference the Village Names addresses
▪ Turning off the concrete, glazed terracotta, etc in the configs now removes those blocks from the game entirely, rather than just stopping them from generating or being craftable
▪ Removed "dimension blacklist" vn_general.cfg option because it didn't really do anything
▪ (1.7.10) Generated Monuments now record their chunks in the NBT data file, as they should
▪ (1.11.2) Rolled back Forge to recommended version 126.96.36.1996 for maximum compatibility
▪ (1.10.2) Rolled back Forge to recommended version 188.8.131.525 for maximum compatibility
▪ (1.9.4) Rolled back Forge to recommended version 184.108.40.2066 for maximum compatibility
▪ (1.8.9) Rolled back Forge to recommended version 220.127.116.112 for maximum compatibility
▪ (1.7.10) Rolled back Forge to recommended version 13.4.1558 for maximum compatibility
▪ (1.8.9+) Fixed startup errors about block model sub-types
▪ Slightly tweaked and added to existing default syallable pools
▪ Notice: Version 3 uses new .dat files to store generated structure names
▪ Re-wrote name generation code to be more efficient
▪ Re-wrote villager interaction code to be less buggy
Version 3.0 features
The three major features of 3.0 are:
Backporting—Many sounds were backported, especially to 1.7 and 1.8, for improved quality of life. The Cartographer and Nitwit are available in certain versions, with 1.7 receiving an overhaul to the profession system to better match the Careers from later versions. 1.7 and 1.8 now have Igloos, and 1.7 finally has Guardians!
Naming— There is now a flexible config system to allow you the power to assign names to (nearly) any entity either when you right-click on them, or when they spawn into the world! These names can be generated from any of the name pools, or even a combination of them. There are now four new name pools—Angel, Demon, Dragon, and Golem; and there is a fifth blank one, Custom, that you can reference without having to modify the existing pools. All syllable pools now support prefixes and suffixes, and up to seven syllables.
Treasure—The Codex can now occasionally appear as chest loot. Librarians and Cartographers will offer unlockable high-level trades for particularly nice enchantment books, potions, and other treasure. Each version now has five achievements/advancements, and completing them all awards you a (semi-functional) trophy.
Let's go over the major new features below!
The first thing you MUST KNOW is that old config files will no longer be used:
Your old config files will be moved to the folder VillageNamesOLD and ignored. Fresh new default config files will be placed into the VillageNames3 folder, so you will need to change your config settings again.
You can delete the VillageNamesOLD folder whenever you like.
All Village Names art has been updated to better reflect the 1.13 style
Mostly this means the colors are a bit more vibrant—especially golds. The new art should remain compatible with the old Minecraft textures. If you're using 1.7.10, you can access Jappa's new textures with my Texture Update Backport resourcepack!
Notice that I've added four new book types (in the top right) which use variations on the "sun" pattern. This is to differentiate between the four kinds of "Temple," rather than just using the same design for all of them. If the mod can't figure out which Temple sub-type you're in, it will generate the old book design (second row, all the way to the left).
At long last, you can change (most) config options from the in-game menu:
Some options require a world or client restart, of course.
In-game config works for all versions, but it's not natively implemented in 1.7.10. If another mod tries to use the in-game menu system, the mods might override each other. In that case, you can deactivate the Village Names config menu:
There are new name pools (Angel, Demon, Dragon, Golem), and supported naming for Golems:
Golems will receive names if they weren't created by you, and they're in a village with at least one resident.
Essentially any entity from any mod can be named using the new config system:
Village Names 3.0 has a powerful new system where you can enter in the class path of (nearly) any living entity to be named either by right-clicking, or automatically.
Above is an example of automatic naming. The highlighted line shows that whenever a witch spawns, identified by the class path net.minecraft.entity.monster.EntityWitch, it will gain a random name from the combined villager-goblin syllable pool. If the config option to display professions with names is turned on, witches will show (Witch) next to their name. If the last component is changed from add to remove, then all Witches will lose their custom names when loaded in—this is intended as a failsafe in case you have too many named entities. The config entry comes pre-loaded with a couple vanilla and multiple mod entities.
Similarly, there is a system for naming entities when you right-click them. This is particularly useful for e.g. mod NPCs:
There is also a system for generating names for certain mod structures.
The highlighted example essentially says that if you right click an Alien Villager with a book, it will create an Alien Village Book using the alien village pool, and record its dimension as "Moon." Please note this feature only works for structures that follow the very strict vanilla data formatting. Pre-loaded in the configs are all the nameable mod structures from version 2.0.
You might be wondering how to find the class paths for the entities you would like to name. Village Names has a new miscellaneous config option that can be used to print extra debug messages. This also gives the class paths of entities and blocks that you right-click:
Additional messages and information are printed to the console.
Rejoice! 1.7.10 now has the GUARDIAN MOB!
So now you can actually obtain the resources required to craft Prismarine blocks. The Guardians are essentially fully functional, though a bit flawed: I had to manually backport a lot of 1.8's complicated swim pathfinding. Combined with 1.7.10's odd collision detection and water movement, and my own need to write a manual spawning system, the Guardian behavior is a little off. But it's definitely good enough.
For anybody really interested in my time working through the Guardian problem, you can see my breakthroughs in this imgur gallery.
But what about monuments generated in 2.0? Don't worry: the next time you load your overworld, 3.0 will scan through every previously generated monument and retroactively place three Elder Guardians into each one.
1.7.10 and 1.8.9 now have the 1.9+ Igloo temples which sometimes appear in snowy biomes:
1.9 uses a new Template system to register and construct structures. This was a bit too difficult to backport, so I instead manually re-created the Igloo structure from scratch. They should be pretty faithful reproductions, though the furnace is sometimes rotated incorrectly due to a bug in 1.7 and 1.8 structure generation. Good enough.
Hey all you achievement hunters out there! Village Names now has goals for you:
Achievements for earlier Minecraft versions:
If you manage to complete all five, you get a special memento.
You can influence the healing ritual of a zombie villager:
Did you know that when healing a zombie villager, officially, having beds and iron bars within four blocks makes them convert quicker?
You'd be forgiven for never noticing. The effect is very tiny—at the maximum number of influencing blocks (14), the ritual time is shortened by only a few percent. Now, you can customize which blocks influence the ritual (positively or negatively), and the maximum number:
The config files come pre-loaded with the vanilla blocks and their vanilla influence rates. Similarly to finding entity class paths, you can turn on the debug messages config option and right-click a block to get the information you need.
By the way, 1.7.10 and 1.8.9 display the zombie villager skins used in later versions. Also, villagers keep their names and professions when converting to and from zombies!
1.7.10 now has the Careers system!
In 1.8 and beyond, every differently-dressed villager can be one of a few subtypes. For example, the brown-robed Farmer villager will now be a Farmer, Fletcher, Shepherd, or Fisherman.
Trades are now tiered. The first trade a villager offers you will be from the level-1 trades from 1.8+
When a villager unlocks the next trade, it will either be a level-2 trade, or a trade that another mod might have added:
Unlike 1.8+, you only unlock one trade at a time (with the exception of the shepherd's colored wool variants). Once you've reached the maximum trade level from 1.8+, all subsequent trades unlocked will be the remaining ones the villager can offer. So trades are tiered, but unlocked one at a time—it's like a hybrid of 1.7's and 1.8's trading system.
Ooh! New trades?
1.7, 1.9, and 1.10 now have the special Cartographer variant of the vanilla Librarian. In 1.11, this villager would eventually sell you treasure maps that lead you to ocean monuments and woodland mansions. But I haven't backported the maps (or mansions). So why should you care about Cartographers?
Because now, when you unlock enough trades, Cartographers will offer you cool new treasure trades! These can be special potions, trinkets, or even a name tag set with a custom-generated name for you to use at your discretion.
Eventually, I decided that this feature was too cool not to put into every version, so now you can get specialty trades from Cartographers and Librarians, in all versions from 1.7.10 to 1.12.2!
Cartographers will sell you treasures, and Librarians will sell you enchanted books.
In 1.8.9 there is no Cartographer, so the Librarian will offer any of the special trades.
In every version except 1.7.10, Librarians and Cartographers are limited to three special Village Names offers. Because 1.7.10's trade unlocking system is more convoluted, you can technically wring every possible treasure trade out of these villagers, but it will take very, very many attempts to unlock them.
You can gauge your village reputation:
The cost of generating a Codex and the trigger for certain achievements is dependent on your town reputation. Similarly, villagers won't make you village books or codexes if your reputation is too low. Now, if you right-click any villager with any village book, you can get a gauge for how high your reputation is in that town.
I'd like to give a special shout-out and thanks to:
whrrgarbl for being an excellent and supportive wife, and also being patient and understanding about my comparative lack of Java knowledge.
Darian Stephens for giving me lots of awesome suggestions, playtesting the mod (esp. the feature-heavy 1.7 version), and listening to my non-stop griping about bugs and version issues without ever complaining to me once.
jreneias for sending me his private modpack and world in order to investigate a fatal bug.
Odyssey Update: Version 2.0
Here is the change log:
▪ Added naming for Galacticraft's Moon Villages and Alien Villagers (uses new "Alien Village" and "Alien Villager" syllable pools).
▪ Added naming for Galacticraft 4's abandoned asteroid mining bases (uses "Alien Village" pool).
▪ Notice: Galacticraft 4 village/structure bounding boxes are a little bananas: e.g. Moon Villagers or the Codex might have trouble producing a book. Try different locations within the structure when making a book.
▪ (1.7.10–1.11.2) Back-ported Concrete, Concrete Powder, and Glazed Terracotta.
▪ Village wells now decorate with a Glazed Terracotta pattern in the roof, and a concrete rim around the well perimeter.
▪ (1.7.10–1.11.2) "Hardened Clay" is renamed to "Terracotta" to match 1.12
▪ Added naming for More Planets's Nibiru/Fronos villagers (uses "Hobgoblin" syllable pool) and villages (uses "Alien Village" syllable pool).
▪ Added naming for More Planets's Koentus villagers and villages ("Alien Villager" and "Alien Village" syllable pool).
▪ Added naming for Witchery's Village Guards, Witch Hunters, and Vampires (uses "Villager" syllable pool).
▪ Added naming for Witchery's Hobgoblins (uses "Hobgoblin" syllable pool).
▪ Added naming for Hardcore Ender Expansion Towers and Island Fortresses (uses "End City" syllable pool)
▪ (1.7.10) Back-ported Prismarine, absorbent Sponges, and Ocean Monument generation.
▪ Village "colors" (previously only used for clay under signs) can now be any of the 16 colors. Though, all are of different rarity.
▪ Notice: A bug in OptiFine prevents structure data from saving properly in local games (thankfully, server games seem unaffected because servers don't boot OptiFine). As a result, it seems like names generated using the Codex aren't always permanent.
▪ Bugfix (maybe?): Biomes O'Plenty should no longer cause a crash when generating a village.
▪ You can add a custom career tag for nitwit villagers to display if addJobToName is true.
▪ You can rename villagers with name tags if you're in Creative mode regardless of if nameVillagers is true.
▪ Bugfix: Two-letter names are now NEVER the same two letters, rather than ALWAYS the same two letters (stupid code mistake on my part).
▪ Added OP command for generating name lists: vn_name [numberToMake]
▪ Bugfix: Default Blacksmith career tag is now called "Blacksmith" and not "Armorer"
▪ Notice: vn_othermods.cfg has renamed its categories, so if you changed these values from their defaults, you may need to do that again and delete the vestigial categories.
▪ Change: You can't make a Codex while crouched. This will prevent the double-Codex bug.
▪ Change: The Monument Book icon is different.
▪ Bugfix: Fixed crash related to village books created by non-vanilla villagers.
v1.1b (1.12 only)
▪ Critical update: Forge overhauled its registry system starting at 18.104.22.1688 forward, and this caused version 1.1a to crash.
▪ Added Lunarin Style Iron Brick.
▪ Bugfix (1.8.9 and up): Functionality such as random villager names and Codex creation now works if your Language setting is not English!
▪ Bugfix (1.11.2 and 1.12): Using a name tag on a villager does not permanently rename them (unless "Name villagers"=false, as intended)
▪ Bugfix (1.7.10, 1.11.2, 1.12): Item names now display properly.
▪ When writing a Village Book, villagers can add a second page that hints at the location of an interesting structure to explore.
▪ Added a new item: the Codex. Right-click this while also owning a blank book to discover and record the name of a structure you're in (Village, Temple, Mansion, End City, etc).
▪ Names for all structures draw from different syllable pools and are configurable.
▪ To obtain a Codex, right-click a named Librarian/Cartographer while holding an emerald or iron/gold ingots.
▪ There is now a config option to add/remove a villager's career to their name when you talk to them (off by default).
▪ There is now a config option to handle and include villagers from other mods so that they can generate structure hints and display careers with their name tags.
▪ Bugfix: non-cobblestone wells should now generate signs and rim slabs.
▪ Bugfix (1.7.10): stopped console from spewing out "PopulateChunkEvent triggered."
▪ Generated village books are now dropped directly into the player's inventory (configurable).
▪ Bugfix (1.9.4 and 1.10.2): sneak-right-clicking a book onto a villager does not consume two and produce two Village Books.
▪ Change: villagers don't create a Village Book if you have negative reputation in that village.
▪ Bugfix: generated villages now correctly save the color of their clay sign base. This color info may be used in the future.
▪ Village wells generate with signs on them and slabs around the rim (configurable).
▪ Right-clicking a villager reveals its name (configurable).
▪ Right-clicking a book onto a villager causes it to record the village's name, location, population, and radius into a Village Book.
▪ Syllables in village and villager name pools are configurable.
Version 2.0 features:
Much of 2.0's features are to allow you to name creatures and features from mods that I like.
You can now name Galacticraft's Moon Villages, Alien Villagers, and abandoned asteroid mining bases:
If you have the More Planets add-on, you can name Nibiru, Fronos, and Koentus villagers and villages:
Village Guards, Vampire Hunters, Vampires, and Hogoblins from Witchery can all be named:
You can even name End Towers and Island Fortresses from Hardcore Ender Expansion:
...but some of the new stuff involves playing with back-ported blocks!
In all versions, 1.7.10 up through 1.12.2, village wells generate with 1.12 Concrete and Glazed Terracotta decorations instead of the old stained hardened clay base beneath the sign:
Yes, this means that I've backported Glazed Terracotta and Concrete for your enjoyment!
Note that I don't know how to make G.T. unresponsive to sticky pistons. You'll just have to live with it.
In 1.7.10, you can now find 1.8-style Ocean Monuments constructed from gorgeous Prismarine:
I've only core-ported the monument generation, and not the Guardian mobs. That's quite an undertaking and I don't know if I'll ever do it. For now consider Prismarine to be a finite resource.
Similarly, I probably won't back-port woodland mansions because they're no fun without their unique mobs or the Totem item.
Version 1.1a features:
1.1a only adds one new "feature," the Lunarin Iron Block:
...however, this new feature was just an excuse to motivate me to upload a bugfix: If you were not using English language settings, villager names and Codexes would not generate for versions 1.8.9 and up! This issue should be fixed as of 1.1a.
Here is a mod showcase video I did to cover all the general stuff the mod can do up through v1.1:
Version 1.1 features:
You can add the villager's career to their displayed name:
Villagers only respond to changes in this config setting when you interact with them.
Nitwits do not display any career by default, but you can add your own string in the configs.
When your reputation is high enough, a villager may write a second page when writing you a Village Book. This second page gives a hint about the location of a structure such as a Mineshaft or a Temple!
The generation of this second page is not random, and it's also not guaranteed. It depends on the villager you talk to, your reputation, and the proximity of certain structures. For example, a Butcher will only tell you about temples or other Villages. A Librarian will tell you about Strongholds or Mansions.
For those of you interested in the exact machinery involved in writing a second page, check here:
A villager will generate a "hint page" if its search radius contains a structure of the correct type.
The structure types each villager profession* can find are:
Farmer (not Fisherman): Village
Fisherman: Ocean Monument
Librarian: Stronghold or Mansion
Butcher: Temple or Village
Nitwit: Any of the above
*With the exception of Farmer/Fisherman, a villager's Career subtype is irrelevant.
The search radius around the villager, in blocks, is:
[Player's reputation] × sqrt[(Number of trades the villager offers) + 1] × 64
1.8.9 and up:
[Player's reputation] × sqrt[(Number of trades the villager offers)/2 + 1] × 64
Since the Nitwit does not offer trades, his search radius is different:
[Player's reputation] × 160
The search radius for Strongholds specifically is the above times sqrt(2) ≈ 0.7 for all versions (effectively, half search area compared to other structures).
The villager will always report the nearest valid structure.
A villager will only generate a "hint page" if he's named.
A villager that's a child, or that's not in a village, will not write a Village Book and so won't report a structure, even if there is a valid one. A villager also will not write you a book if you have negative reputation.
Fun development note and disclaimer regarding player reputation in villages:
While making this mod I discovered a bug in vanilla Minecraft that's been in place for as long as 1.9, and probably still exists: whenever a server gets restarted, all player reputations for every village are reset to 0. This is to do with the changeover from username to UUID, and went unnoticed for so long because player rep was hardly used in the vanilla game. LexManos tried to fix it on Forge's end but I don't think it was properly repaired, so I have a band-aid custom reputation handler in place. As a result, player reputation isn't always 100% accurate between server restarts for the mod's 1.9.4 and later versions.
Right-clicking a stack of emeralds, iron ingots, or gold ingots onto a Librarian or Cartographer (white robe) villager allows them to create the new Codex item.
Here is the Codex in-hand:
Generally, a Codex will cost about 4 emeralds, and you can substitute up to one emerald with about 3 gold or 6 iron. The exact details are below for anyone who's interested:
If you have 0 reputation with the village:
Right-clicking with an emerald stack consumes 5 emeralds.
Right-clicking with an iron ingot stack consumes 4 emeralds and 8 iron.
Right-clicking with a gold ingot stack consumes 4 emeralds and 4 gold.
If you have 10 reputation (max) with the village:
Right-clicking with an emerald stack consumes 3 emeralds.
Right-clicking with an iron ingot stack consumes 2 emeralds and 4 iron.
Right-clicking with a gold ingot stack consumes 2 emeralds and 2 gold.
The villager will refuse you if you have negative reputation.
Each time a villager makes you a Codex, there's a 50% chance your reputation will increase by 1.
If you right-click the Codex and you have an ordinary book in your inventory, both will be consumed and you will receive a written book containing the name and coordinates of the structure you're in!
Here I've visited Vinria, as per the hint given to me in the earlier Village Book. I've used the Codex to generate a Temple Book (in hand):
A villager does not need to have discovered a structure before you! Here I've used the Codex to discover the name of this Stronghold:
The Codex can even be used in the Nether and the End to record the long-lost names of Fortresses and End Cities!
Be careful: the Codex can be used in villages! Don't waste a freshly-obtained one by accident!
Names for Villages, Villagers, Mineshafts, Temples, Strongholds, Monuments, Mansions, Fortresses, and End Cities all have their own unique syllable pools in order to lend a different feeling to these features (e.g. Fortresses tend to sound Greek-like). These are completely configurable.
Lastly, version 1.1 allows the above features to be accessible to mod villagers by way of a config file. The default config values and explanation are below:
The Brewer and Apiarist villagers from Growthcraft use Profession IDs 10 and 14 by default. When they write Village Books, they will behave like a Farmer and a Butcher, respectivey: that is, the Brewer will only report other villages, and the Apiarist will report either villages or temples.
Warning! These default values have only been tested for 1.7.10. But as these arrays can be modified, you can fix incorrect values or add functionality for other mods' custom villagers.
Version 1.0 features:
This mod patches up a shortcoming that I'm surprised that nobody else has addressed.
Whenever a village is generated, it also generates a sign nearby the well:
An option in the configs changes the well's rim to slabs so that villagers and players won't get stuck inside.
Anyway, that sign shows a randomly generated name for the village:
Whenever you interact with a villager (i.e., open the trading GUI), the villager will reveal its name to you:
The village's sign can be broken, or may accidentally not generate (they do not generate on SuperFlat for 1.7.10 or 1.8.9!); or you may install this mod after a village has generated, but this mod has no retrogen. In any of these cases you might think that affected villages won't have names. But don't worry:
If you right-click a book onto a villager, it will record the village's name and location into it!
This of course will also work even if the village has a sign by the well. Anyway, according to this Village Book, there is a fourth villager that we haven't discovered.
Ah, there s/he is.
The village and villager names are generated from a pool of many hundreds of real-world and fantasy town/character names that are split apart and reassembled, resulting in so many possible combinations that honestly I can't be bothered to calculate the number. These name pieces are accessible in the config files.
Lastly, since this is my first (and only) modding project, I had to learn Java/Eclipse/Forge—absolutely everything from scratch. As a result of the many tutorials I browsed, I did make one custom decorative block:
This is a shapeless recipe. Just six gold ingots.
Here's an imgur gallery of all the pics above and a number of others showcasing more random names I generated during the testing processes.
This mod was designed with other exploration/adventure mods in mind. Please, use this in modpacks. Just don't be untoward about it.
Sep 3, 2013Posted in: Minecraft Mods
For Minecraft (with Forge) 1.6.2 to 1.15.1
This mod adds many new mobs to specific biome, dimensions and other environments such as lava! These new mobs are mostly hostile but there are some passive ones too that can be bred for special food. Many mobs can be tamed, used as mounts and even summoned as temporary minion hordes!
This mod also adds deadly world events that start randomly every hour or so (highly configurable), these events spawn swarms of deadly mobs as well as other hazards!
This mod takes inspiration from other games and mythologies and is well known for it's Doom (by ID Software) inspired Demon Mobs for the Nether, but has much more than just that!
Support the Cause!
Here are a few mods that use or add support to this mod:
- Thaumcraft Mod Aspects Adds Thaumcraft Aspects to mobs from this mod and others.
- Doomlike Dungeons Randomly generated dungeons supports this mod with a custom theme config.
- Roguelike Dungeons Has custom spawner support for it's dungeons!
I'd like to give a special thanks to everyone who has downloaded and enjoyed this mod, every download that goes through Curse (both direct and through packs) helps support me in taking time to work on this mod, but what truly motivates me the most is to hear and even see (YouTube, Twitch, etc) people enjoy my hard work and there is much more to come!
A thanks to Gooderness for the epic mob event voice overs!
A big thanks goes to translators, helping bring you Lycanite's Mobs in your language and I'd also like to give a special thanks to all those who have donated and be sure to contact me for your very own Familiar Minion.
Join the Official Nephrite Server with Lycanite's Mobs:
Feel free to include this mod in your public/private mod pack! I strongly believe that all mods should be allowed in public packs as sharing should be in the spirit of the Minecraft community! Please provide credit to me (Lycanite) and a link to the mod website.
Please don't provide direct links to this mod alone (unless it is linked inside of modpack config or something). I hope to eventually remove Adfly from which point I wont care where my mod is linked from, currently though I use Adfly, Google Ads on the mod website, donations and Patreon to help fund both the mod website and the free to access public Nephrite World Modded Server.
Videos - Survival Series and Modpacks:
Videos - Reviews:
Pinky wants to eat you!
Dec 14, 2015Posted in: Minecraft Mods
Welcome to the Thread
Welcome to the discussion thread for Chisels & Bits (C&B) and Flat Colored Blocks (FCB).
First, if you have issues or ideas about the mods please refer to the issue tracks linked for each mod respectively this makes keeping track of ideas and issues much easier and if you create an issue you won't get lost in the shuffle.
Second, I don't intend on back-porting either mod to 1.7.10 or earlier so please do not ask.
With that said I hope that people will share their experiences and constructions with everyone, I'd love to hear what everyone has thought of using the mod so far as well as well as see some of the cool things that you have made. Feel free to share your creations and discuss the mod in general.
As of July 2019, I'm stepping away from these projects, read more on the github.
Both C&B and FCB both require Forge, the minimum required forge varies from build to build, I simply suggest using the latest recommended available for your version of MC.
Chisels & Bits ( 1.8.9 / 1.9 / 1.9.4 / 1.10.2 / 1.11 )
This mod adds several chisels, a wrench and ways to copy designs and store bits. These tools enable you to create new custom decorative blocks and designs to decorate your bases and improve the flexibility of your building style.
Flat Colored Blocks ( 1.8.9 / 1.9 / 1.9.4 / 1.10.2 / 1.11 )
A mod that generates a selection of simple colored blocks for use in building and creative projects. Highly configurable with settings to adjust number of hues, values, and saturation, as well as min/max ranges.
Dec 1, 2011Posted in: Minecraft Mods
Join my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Dialog Setup
- Factions Setup
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
If you are using mcpc+ there are multiple permissions you can usepermissions:
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Tutorial/Show Off by SCMowns
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/m6yxj.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/MZMYs.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://img560.imageshack.us/img560/7007/customnpcbanner3.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/42bg6.gif' /></a>
Mar 2, 2011AtomicStryker posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utilityPosted in: Minecraft Mods
What this mod does:
Take your standard compass into your hand and USE it to swap between Settings. Each setting can feature different needles, pointing at awesome things like diamonds, Strongholds, the nearest Mob Spawner ...
If the server you are on has it enabled, it might be an Item you have to craft first. The recipe is a compass in middle, with diamonds at the sides (left, right, top, bottom).
Short tutorial, FML VERSION:Install FML according to it's instructions
Drops the file you downloaded into your mods folder
I reserve the liberty of not responding to posts stating ("It crashes", "doesn't work") and so on unless you provide an error message or log. Read the included textfile.
Files can be obtained from curse, the 1.13.2 version is available only there:
Most Downloads moved to my homepage for user convenience:
You can add your own searchable materials and needle colors.
Read the config file in .minecraft/config/ for more information and examples.
My other mods:
Aug 9, 2015FireandIceMod posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
For hundreds of years, Dragons have roamed the lands of the Known World. They are not simply pests and menaces, but the main cause of the loss of many lives. Only a brave few can slay a dragon. Even less can tame one.
Welcome, to Ice and Fire.
Ice and Fire is a mod created by both Raptorfarian and Alexthe666, which hopes to give you a true dragon experience. Currently, Dragons have two types, Ice and Fire. Fire Dragons breathe fire and roam most of the habitable world, whilst Ice Dragons inhabit the coldest places known to man and freeze their prey to death. Both kinds of dragons spawn naturally as adults. Now that both the ice and fire dragons are in we will be focusing on adding new creatures to the mod.
Ice and Fire aims to bring to you a revolutionary dragon experience. It allows role players and mod pack makers, access to all thebasic and advanced needs of a dragon hunter and/ or tamer. These
include, but aren't exclusive to:
Dragon skeletons - these can be found in desert biomes and can be used to collect a few bones
Dragon roosts and caverns - where you can fight dragons and find grand treasures
Dragon eggs - which can be found in dragon caves
Dragon taming and riding - mount up your tamed dragons and even armour them
Dragon equipment - craft tools and weapons from dragon bones and armours from dragon scales
Bestiary - for collecting and learning information with regards to dragons
Additionally now the that the fire and ice dragons are in we will be aiming to perform necessary bug fixes and balance changes in addition to adding new mythical creatures.
Q. What inspired you to make this mod?
Alex666: A. Never have I ever seen a mod represent dragons like I want them. They are always hexapodedal, or they are small or the models are straight up unsatisfying.
A. I've always wanted to have a dragon mod where you had dragons which could be found guarding treasure, hunting farm animals or hunting you. After a long time waiting for the greatly anticipated Red Dragon. I'd had enough and decided to take my 2 years of Minecraft modelling experience to make the dragon mod I've always wanted
Q. Will there be other types of dragons/creatures?
A. We will do additional fantasy creatures that aren't necessarily dragons.
Q. Do you plan on adding other dragon elements e.g. Earth and Lightning?
A. We feel this concept is slightly over used with elements such as Earth and Lightning being potentially more useful and creative if used in conjunction with other creatures. Also The Ice and Fire, Earth and Lightning Mod doesn't have the same ring to it.
Q. Do Dragons come in different colours?
A. Dragons come in 4 different colours per species, and the color darkens as they grow older.
Q. Where are Dragons to be found?
A. Dragons can be found sleeping in caves surrounded by treasure or out hunting for food in their home biome. Fire Dragons are found in extreme hills while Ice Dragons can be found in ice plains and ice spike plains.
Q. Are you able to tame dragons?
A.Dragon taming is planned to be a large part of the mod. Dragons are tamed from obtaining an egg from a stage 4 or 5 dragons (stages will be explained next question). Eggs can then be hatched by heating with fire (fire
dragon) or freezing in a block of ice (ice dragon). You will then have to raise the baby to adult hood. Be cautious however abuse of your dragon may result in it going rogue.
Q. What are dragon stages?
A. The Dragons in our mod slowly grow over time each stage marks a significant change in the dragon after a certain amount of growth. Stages represent a change in colour, horn size, eye shape, diet and abilities of the dragon. As dragons progress in the stage they typically become darker, their wing membrane increases in size allowing flight which starts at stage 3 and develop their characteristic breath at stage 2. At younger stages dragons will only eat rabbits and chickens and as they grow so will the size and quantity of their prey required to sustain them. As dragons go up in rank they unlock new abilities and/or their previous abilities increase in strength. The final dragon rank is
stage 5 which are truly monstrous in size. Only the best Dragon hunters go after those.
Q. Are Dragons ridable?
A. Duh, of course.
Q. What sort of loot can be obtained from Dragons?
A. Dragon caves if found are filled with piles of treasure which can be harvested for gold and occasionally rare gems and items. The Dragons themselves drop scales and bones. Scales can be crafted into armour the colour of which is determined by the dragon and provides and protection bonus against its corresponding type. Bones can be crafted into powerful swords and bows. Dragon Head trophies can also be obtained and of course lots of EXP.
Q. What sort of attacks that Dragons have?
A.Dragons have a large number of attacks. Initially, dragons will only be able to attack by biting at stage 1 though are more likely to run away. At stage 2 they unlock fire/ ice stream. Stream attacks are a gout of flames or ice. Fire stream burns the target and lights the ground it touches with dragon flame ( a faster-burning version of fire). Ice stream slows the target and deals a smaller amount of damage, it also places dragon ice (a more blue form of ice that stacks like snow) and shards of dragon ice which deal damage. At later stages, the size, length and range of the streams will increase. Fire streams being likely to burn down forests while Ice streams being able to completely encase you at later stages. At stage 3 they unlock their next two attacks which come with flight. Swoop and Fire/Ice blast. Swoop is where a dragon will swoop down at the player picking them up then dropping them. Fire blast is an explosive shot which breaks blocks and spreads dragon flame on the ground. While Ice blast will turn blocks into ice and encase the area in a chunk of dragon ice and ice shards.
Q. What's the most effective method of killing Dragons?
A.The best way to take on a dragon is with preparation. You will require a lot of potions and golden apples. To take on the later stage dragons. The best equipment is dragon bone weapons along with armour of the corresponding type. Want to take on a fire dragon. Come wearing fire dragon scale armour and with fire resistance potions and weapons
enchanted with frost aspect (applies slows onto the target and increases damage vs creatures with fire resist) . When facing an ice dragon take ice dragon scale armour, swiftness potions to counter the snowing effects and weapons enchanted with fire aspect. Fire Dragons are immune to fire and Ice Dragons are immune to slows. Both also have a natural resistance to poisons. Fortunately for you finding dragons above stage 3 hunting in the wilds is a rare sight.
See here for download.
Note the mod also requires this LLib for 1.11.2: https://minecraft.curseforge.com/projects/llibrary/files/2478635
Note the mod also requires this LLib for 1.10.2: https://minecraft.curseforge.com/projects/llibrary/files/2370377 And the latest recommended version of 1.10.2: https://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.10.2.html
-Added Hippogryphs. Search for them in mountainous biomes and tame them!
-Added Gorgons. DON’T LOOK INTO THEIR EYES. (thanks to Zyanna for the structure)
-Added Pixies. Find their villages in roofed forests!
-New dragon textures for both fire and ice dragons
-New dragon sounds for both fire and ice dragons
-New dragon Flight AI
-Dragons now defend their owners
-Dragon strike now works
-Dragons are now angry balls of rage again
-New Dragon Staff Texture
-Added Chinese Translations
-Nerfed dragon shake attack
-New block textures for gold and silver piles
-New block sounds for gold and silver piles
-new block textures for frozen blocks
-Added frozen splinters block
-Fire and Ice dragons will now turn wooden blocks into ash or frozen splinters, respectively.
-Changes to oredictionary definitions
-Fixed Sponge Forge Snow VIllager Crash
-Larger dragons now articulate their legs on uneven ground(thanks Paul101)
-Lecterns can be placed on half blocks
-Edited spawn rates a bit.
-Fixed Silver Ore not obeying the config
-Fixed Podium and Lectern deleting inventory
-Fixed Ice dragons only being female
-Fixed dragons causing soft crash
-Fixed spelling/grammar in bestiary
A note on crafting and using the bestiary:
1- Find a dragon roost and loot one of the chests for manuscripts.
2- Craft a bestiary using 3 manuscripts in the configuration below.
3 -Then open the bestiary as if you were reading a book, and use the introduction section to learn how to improve it further.
Head coder and animator for Ice and Fire
Other projects include: Fossils and Archaeology Revival Mod / It's about time mod /Biome Reactors
Chief model and texture designer for Ice and Fire
Other projects include: Fossils and Archaeology Revival Mod / Avatar the lastblockbender (discontinued)
Thank you for reading and I hope you enjoy the mod!
WARNING: any request for a 1.7.10 version will result in being reported for spamming.
Please refrain from messaging this profile as it is not checked for messages, it is merely a shared account for this mod.
Yes, we know they are Wyverns technically, however wyverns are defined as being a type of dragon. Plus ours do not spit poison like wyverns do in some mythologies.
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