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May 27, 2012MaggotKing posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)What seeds were like in 1.7:Posted in: Discussion
(seed 1): You spawn near this big cave and all around you is this cool desert that all mountainey!
(seed 2): I spawned on this gravel beach and if you walk over to these snowy mountains, you can find a triple dungeon!
(seed 3): I found this really cool flat forest, and then its surrounded on all sides with steep, woody mountains.
What seeds were like as of 1.8:
(seed 1): Well, you spawn in this flat forest biome, next to a big ocean.
(seed 2): I spawned next to these mountains that were next to a desert, and over yonder was a swamp.
(seed 3): There is this mountain range next to an ocean, and on the other side of it, it this never-ending taiga biome.
So pretty much with the new seeds of 1.8 its not really about the cool formations, its about what biomes are next to each other.
Nov 23, 2011MaggotKing posted a message on [1.2.5] Cheat Pack - Cheat Anything You like To, Discover Edges Of MineCraftIs it multiplayer compatible?Posted in: Minecraft Mods
Nov 6, 2011MaggotKing posted a message on To those who think people who play MC cracked are bad people...Okay, IF your so poor that you cant buy it or you take a few weeks to save up for it, dont buy it. Dont waste your time playing it for hours on end when you could be out saving up money for better things.Posted in: Discussion
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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
Jun 12, 2011Sphax84 posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% completePosted in: Resource Packs
(all versions for Minecraft Java Edition available on bdcraft.net)
READ THIS FIRST
2) Use a fresh version of Minecraft (Optifine is recommended but not required)
3) Before reporting a problem or asking for support, check the forum!
Designed to let you play Minecraft as if you were in a Comic book!
Note: This pack is available in all resolutions from 16x to 512x. The recommended resolution is 128x. Use the one which fit your computer!
PureBDcraft Preview on BDcraft.net: BDcraft preview - screenshots
PureBDcraft is 100% complete!
It has HD Comic Book styled textures for all the features available in Vanilla Minecraft (and more if you are using Optifine). If you use one or more Mods, PureBDcraft can also be used thanks to more than 100 Mods Patches available on BDcraft.net.
You have all blocks, items, mobs, armors, GUI, particles, entities, logos, animations, skins and even 3D models for some Blocks and some Items!
- PureBDcraft is a resourcepack containing many different files; mainly textures in PNG format and 3D models in JSON format.
- PureBDcraft has been tested as much as possible, but it may contain bugs. If you find one, you can report it on the forum.
- PureBDcraft has been scanned for viruses and malware and does not contain any (resourcepacks do not contain any executable files).
- PureBDcraft is downloadable only if you use the official links available on this page. In the unlikely event the pack causes damage to your computer BDcraft takes no responsibility for any damage rendered.
As a user of PureBDcraft you agree that you ARE authorised to:
- decompile, alter and remix PureBDcraft for personal use if, and only if, you do not share the altered pack publicly.
- decompile, alter and remix PureBDcraft for exclusive use in online videos if, and only if, you do not share the altered pack publicly and you add due credits in the video description (with a working link to BDcraft.net): “PureBDcraft ResourcePack by https://bdcraft.net”.
- monetize online videos using PureBDcraft if, and only if, you do not share the altered publicly and you add due credits in the video description (with a working link to BDcraft.net): “PureBDcraft ResourcePack by https://bdcraft.net”.
- decompile, alter and remix PureBDcraft for use in non-commercial software if, and only if, you add due credits in a visible place (with a working link to BDcraft.net): “Textures/3D Models/Sounds from PureBDcraft ResourcePack by https://bdcraft.net”.
- decompile, alter and remix PureBDcraft for use in other games (i.e. make a “port”) if, and only if, you do not monetize the work in any way and you add due credits in a visible place (with a working link to BDcraft.net): “Textures/3D Models/Sounds from PureBDcraft ResourcePack by https://bdcraft.net”.
- copy, alter and remix textures from PureBDcraft for Mods Patches (read this thread for details).
For any other reason than those previously stated you agree you ARE NOT authorised to:
- modify, copy, host, mirror, publish, transfer, license, distribute, transmit, sell, monetise, reproduce, alter, or decompile PureBDcraft.
- create a remixpack using one or more files from PureBDcraft.
- Ask anything on the dedicated forum: PureBDcraft forum
The main resoucepack
- Open Minecraft and navigate to “Options” then “Resource Packs”.
- Click “Open resource pack folder”.
- Download the version of the pack for the version of Minecraft you’re playing and place the zip in your resourcepacks folder.
- Go back to Minecraft (you might need to exit the resourcepacks screen and re-open it).
- Click the pack to enable it.
- Click “Done” and wait for Minecraft to load the textures.
- If the pack fails to load either assign more RAM to Minecraft or use lower resolution textures.
- PureBDcraft supports more than 200 Mods (such as Dense Metals, Traverse, Aquaculture, Redstone Arsenal, IndustrialCraft², Wireless Pattern Terminal, EnderIO and a lot more)
- PureBDcraft also supports compilations of Mods (such as "Roguelike Adventures and Dungeons", "All The Mods", "Dungeons, Dragons and Space Shuttles", "Forever Stranded", "The Galaxit Project" and a lot more too!).
Thanks to official patches and the awesome BDcraft Community Patches released every week with a ton of new textures based on original PureBDcraft ones!
If you like this pack and the BDcraft work, you can support us with one of those pictures in your forum signature:
<a href="https://BDcraft.net"><img src="http://i.imgur.com/YPzNR.jpg"></a>
<a href="https://BDcraft.net"><img src="http://i.imgur.com/YPzNR.jpg"></a>
PureBDcraft is constantly updated with fine tuning, new features, alternatives and Mods support between each MC update. Feel free to post any comment, things you would like to change (or get an alternative) and things to add.
If you want MORE from BDcraft:
You have questions or want to share feedback and ideas?
Check the BDcraft Forums
You want more by supporting my work?
Check the BDcraft Shop
You still need more for your PC/Mac?
Check the BDcraft wallpapers
You want to play with PureBDcraft in real life?
Check the PaperBDcraft (for young and old kids)
You want to actively support us and remove all ads from our downloads?
Become an official BDcraft Supporter
Aug 19, 2011Posted in: Minecraft ModsImagine stepping through a portal into a twilight realm, filled with trees as far as they eye can see. Breathtaking vistas and amazing discoveries await you around every corner. But beware! Not all denizens of the forest respond to your intrusion lightly.
Updated March 29th to version 2.3.5. This version supports Minecraft 1.7.10. New in this version, the Snow Queen rules over the Aurora Palace high atop the glacier, while trolls inhabit caves deep in the rock of the highlands. In addition to these new areas to explore, this version also revises the progression system to feature very visible weather effects in "locked" biomes, instead of less-visible magic effects. Version 2.3.4 adds a /tfprogress command to advance a player's progress, as well as hint monsters that may appear if you're struggling with the progression system. Version 2.3.5 fixes bugs, adds the knightmetal block-and-chain tool and adds a bit of new swamp scenery.
If you haven't played one of the 2.0 versions, there is a new progression system. See the details on the wiki page.
Support this mod on www.patreon.com/benimatic.
Follow me on Twitter: @benimatic.
Old Versions:Download v2.3.3 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.2.1291 or higher. Uploaded 2/7/14
Download v2.3.2 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.0.1199 or higher. Uploaded 9/22/14
Download v2.3.1 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.0.1199 or higher. Uploaded 9/18/14
Download v2.2.3 (mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 7/17/14
Download v2.2.1(mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 7/12/14
Download v2.2.0(mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/29/14
Download v2.1.1 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/14/14
Download v2.1.0 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/8/14
Download v2.0.3 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/10/14
Download v2.0.2 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/6/14
Download v2.0.1 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/4/14
Download v1.20.4 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 22.214.171.1246 or higher. Uploaded 3/15/14
Download v1.20.3 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 126.96.36.1996 or higher. Uploaded 11/26/13
Download v1.20.2 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 188.8.131.526 or higher. Uploaded 11/11/13
Download v1.20.1 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 184.108.40.2066 or higher. Uploaded 10/7/13
Download v1.20.0 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 220.127.116.110 or higher. Uploaded 9/22/13
Download v1.19.3 - universal mod package for Minecraft 1.6.2. Requires Minecraft Forge 18.104.22.1684 or higher. Uploaded 9/8/13
Download v1.19.0 - universal mod package for Minecraft 1.6.2. Requires Minecraft Forge 22.214.171.1240 or higher. Uploaded 8/4/13
Download v1.18.2 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 126.96.36.1994 or higher. Uploaded 6/30/13
Download v1.18.1 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 188.8.131.524 or higher. Uploaded 5/27/13
Download v1.18.0 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 184.108.40.2064 or higher. Uploaded 5/11/13
Download v1.17.2 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 220.127.116.110 or higher. Uploaded 4/30/13
Download v1.17.1 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 18.104.22.1680 or higher. Uploaded 3/30/13
Download v1.17.0 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 22.214.171.1240 or higher. Uploaded 3/21/13
Download v1.16.3 - universal package for Minecraft 1.5.0. Requires Minecraft Forge 7.7. Uploaded 3/20/13
Download v1.16.2 - universal package for Minecraft 1.5.0. Requires Minecraft Forge 7.7. Uploaded 3/18/13
Download v1.15.4 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 3/2/13
Download v1.15.3 (adf.ly link) - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 2/16/13
Download v1.15.2 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 2/10/13
Download v1.15.1 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 1/19/13
Download v1.15.1 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 1/12/13
Download v1.14.0 - universal package for Minecraft 1.4.6. Requires Minecraft Forge 6.5. Uploaded 12/21/12
Download v1.13.2 - universal package for Minecraft 1.4.5. Requires Minecraft Forge 6.4. Uploaded 12/16/12
Download v1.13.1 - universal package for Minecraft 1.4.5. Requires Minecraft Forge 6.4. Uploaded 11/26/12
Download v1.13.0 - universal package for Minecraft 1.4.4 or Minecraft 1.4.5. Requires Minecraft Forge 6.3 (for 1,4,4) or Forge 6.4 (for 1.4.5). Uploaded 11/14/12
Download v1.12.3 - universal package for Minecraft 1.4.2. Requires Minecraft Forge 6.0.1.whatever. Uploaded 11/14/12
Download v1.12.2 - universal package for Minecraft 1.4.2. Requires Minecraft Forge 6.0.1.whatever. Uploaded 11/5/12
Download v1.12.0 - universal package for Minecraft 1.4.2. Requires Minecraft Forge. Uploaded 10/25/12
Download v1.11.11 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 10/19/12
Download v1.11.10 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 10/6/12
Download v1.11.8 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/27/12
Download v1.11.5 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/11/12
Download v1.11.4 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/3/12
Download v1.11.3 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 8/26/12
Download v1.11.1 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 8/20/12
Download v1.10.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/8/12
Download v1.10.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/8/12
Download v1.10.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/5/12
Download v1.9.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/3/12
Download v1.9.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/3/12
Download v1.9.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 5/1/12
]Download v1.9.0 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 5/1/12
Download v1.8.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/19/12 Updated 4/22 - fixed a few stray pixels on the items and armors.
Download v1.8.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. It is highly recommended that you update your forge to 126.96.36.199 or newer. Uploaded 4/19/12
Download v1.8.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/8/12
Download v1.8.0 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/8/12
Download v1.7.2 - client files for Minecraft 1.2.4. Requires Minecraft Forge (& ModLoader & ModloaderMp). Uploaded 4/1/12 (Re-uploaded on 4/3 to fix a bug causing more-than-usual lag in SMP. Download the file again if you're having that problem.)
Download v1.7.2 - server - server files for Minecraft 1.2.4. Requires Minecraft Forge (& ModloaderMp). Uploaded 4/1/12
Download v1.7.1 - client files for Minecraft 1.2.3. Requires Minecraft Forge. Uploaded 3/13/12
Download v1.7.1 - server - server files for Minecraft 1.2.3. Requires Minecraft Forge. Uploaded 3/13/12
Download v1.7.0 - client files for Minecraft 1.2.3. Uploaded 3/8/12
Download v1.6r2 - client files for Minecraft 1.1. Uploaded 1/26/12
Download Server v1.6r2 - server files for Minecraft 1.1. Only needed for a multiplayer server, of course. Uploaded 1/26/12
Download v1.6 - for Minecraft 1.1. Uploaded 1/20/12
Download v1.5 - for Minecraft 1.0. Uploaded 11/29/11
Download v1.4 - for Minecraft 1.8.1. Uploaded 11/02/11
Download v1.3 - for Minecraft 1.8.1. Uploaded 10/04/11
Download v1.2 - for Minecraft 1.8.1. Uploaded 9/27/11
Download v0.1p4 -updated 08/22 - for Minecraft 1.7.3. Note that saves from previous updates are not fully compatible so you will have to start a new game.
Download server mod 0.1p4 - for Minecraft 1.7.3. Only needed if you are running an SMP server. To install, drop files into the minecraft_server.jar. Note that it replaces the normal world, so you will need to generate a new world to use this.
View the change log on the wiki.
View the FAQ on the wiki.
View the installation instructions on the wiki.
To make a portal to the Twilight Forest, make a 2 x 2 shallow pool (4 squares) of water in a grassy area, and surround it entirely with natural stuff. Flowers, mushrooms or tall grass. Then throw a diamond in (with the "Q" key, by default) and stand back!
It should look a little like this:
Videos:Loooks has a great video showing some scenes from the mod here. Very tranquil.
Direwolf20's wonderful mod spotlight video should whet your appetite for some exploration:
The Yogscast explores the Twilight Forest, Part 1:
Yogscast Part 2:
Yogscast Part 3:
Lots more videos in this spoiler tag here! Some installation guides and some more mod showcases.
Paulsoaresjr takes on the Twilight Forest in his Man vs. Minecraft series. Episode 1 below, but check out the whole series.
Loooks has a great video spotlighting some of the new features here. Very tranquil.
Minecraftmoe shows you some views of the Twilight Forest with some epic music.
GameChap and Bertie are always entertaining. Here is their video showcasing the latest version:
Installation guide by SCMowns:
RoosterInASuit does a nice install guide/spotlight:
Runemaster96 does a very nice job with a mod showcase here:
Piedudeaus's Mod Spotlight:
GeraldoCockerhan fights the naga and wins!
Elliothawk has an in-depth exploration video:
MinecraftScorpion does a Mod Showcase:
Spelunkstar has a two-part video:
Older (but still good) Videos
Etalyx's Mod Spotlight:
Mod Pack Policy:
Please note that I don't usually have the time to respond to mod pack requests (or private messages in general).
You have permission to include the Twilight Forest mod in any mod pack, as long as the following conditions are met:
- Provide a link to this forum post
- Properly credit the author, Benimatic
- You cannot make any money off of the mod pack
- Remove the mod from your pack if I specifically request it
The Twilight Forest is fully supported in the Zekocraft texture pack. I love it!
Also there's the strange and wonderful Ruinex texture pack has textures for this mod.
Please let me know about other texture packs.
KensuleNL made a great banner for your signature:
<a href="http://www.minecraftforum.net/topic/561673-100the-twilight-forest-v15"><img src='http://i.imgur.com/sEFug.png' /></a>[represent]
Mar 18, 2012JRoush posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)Posted in: Minecraft ModsDescription:
Custom Ore Generation
Last Update: January 5, 2013
Latest Version: v2 for Minecraft [1.4.6] or [1.4.7]
This mod allows the player to decide what ores are generated in their worlds and how they are distributed. In addition to the vanilla "cluster" distribution it offers custom-written "vein" and "cloud" distributions.
Customization is the main goal of this mod. Every aspect of the ore generation can be changed through the flexible config file and the more succinct in-game menu. The config is set up to provide out-of-the-box support for several popular mods. Configuration data for other mods can be easily added, and I am currently expanding the out-of-the-box support. See the Configuration for a list, and fill out the mod support survey to request a standard config for a mod.
See the Algorithms section more more detail on what COG can do. See the Configuration section for a quick overview of how to set up the mod. More detailed documentation is available on the COG Wiki.
Wiki links: Wiki Home, The Standard Config, Editing the Config File, Distribution Algorithms
A note: there are many ore- and world-generation mods out there. I wasn't happy with any of them, so I wrote my own. Naturally I like my implementation the best, but other authors have done amazing work. Shop around!
Distribution Algorithms (and pics):
StandardGen (or "Clusters")
StandardGen spawns roughly elliptical "clusters" in each chunk. The horizontal position of each cluster is random, but the vertical position and size are configurable. It can be limited to replacing certain blocks, or to spawning only in certain biomes.
The StandardGen algorithm is an extended version of the ore generation algorithm used by vanilla minecraft. It has been modified to to support the special features offered by COG but is still fairly limited compared to the Cloud and Veins algorithms. Most players are comfortable with StandardGen, though, and it allows for faithful reproduction of the vanilla distributions when necessary. Because the clusters are relatively small and scattered randomly, StandardGen tends to encourage strip or branch mining.
For more information see the StandardGen wiki page.
The Veins algorithm creates a round central "motherlode" with branches radiating in all directions. Branches may twist and turn, and also may fork to create a more tree-like structure. Motherlode size, frequency, and height is configurable, as is branch count, length, diameter, and a host of other details. It can be limited to replacing certain blocks, or to spawning only in certain biomes. Veins is perhaps the most flexible algorithm; it can create spidery groups of branchs, large isolated tunnels, vertical pipes, and other unique shapes.
Veins require a different style of mining than the vanilla clusters. The player has to follow the vein as it twists and turns, so branch and strip mining (and the automated mining machines added by tech mods) are not very effective. Veins are also rather rare and the total amount of ore per chunk is much lower than in vanilla minecraft. However, the yield when mining is much greater than with clusters because the player does not need to keep digging through mountains of stone to find the next piece of ore. Ideally it should be challenging to find ore in the early game but much easier to accumulate large quantities later on once veins have been discovered through exploration in caves & ravines.
For more information see the Veins wiki page.
The Cloud algorithm creates an irregular ball (technically an ellipsoid) of ore. It can be flattened or stretched independently in the vertical and horizontal directions. The interior can be carved up and the surface given irregular bumps and using a noise function (3D simplex noise, to be exact). Together these provide for a huge variety in cloud shape. It can be limited to replacing certain blocks, or to spawning only in certain biomes.
Clouds are intended for large, sparse distributions that require the player to set up proper mineshafts and infrastructure. They are extremely rare, cover multiple chunks, and contain a lot of stone inbetween the ore blocks. This means that when the player does find a cloud it will probably be some distance from their base, and will probably take many trips back and forth to set up a branch mine and mine the entire distribution out. This offers an interesting dynamic for long-term single-player games or cooperative survival servers.
For more information see the Cloud wiki page.
The Substitute algorithm replaces all blocks of one type with another. It can be limited to replacing certain blocks, or to spawning only in certain biomes. As the image shows, it can also replace many types of blocks (in this case all solid blocks).
Substitute is a "helper" algorithm - not intended for actually placing ores but rather for removing the ores placed by Minecraft by changing them back to stone. This provides a "clean slate" for COG to work with when creating new distributions. This approach also works well for mod-added ores.
For more information see the Substitute wiki page.
Client Download & Installation:
This mod requires either ModLoader, ForgeModLoader, or Minecraft Forge. You must download and install one of these before installing the mod.
Risugami's Modloader is a classic but aging modding tool. COG will still run with ModLoader, but some features will be disabled (in-game options menu, debugging wireframes, and support for dimensions other than the overworld and the nether).
ForgeModLoader is a newer mod utility that is supposed to be (but frequently is not) compatible with all ModLoader mods. All major features of COG will work with FML. Some debugging features (i.e. wireframes) will not.
Minecraft Forge is an extensive API used by a large community of mods. It has many features, changes many core minecraft files, and updates frequently. All COG features work with Forge.
Once you have installed one of these three prerequisites, download the CustomOreGen [1.4.6]v2 archive and place it in your .minecraft/mods folder. The mod should be in working order right out of the box, but if you want to configure it see the COG wiki for more information.
CustomOreGen [1.2.5]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v2 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.3] (Requires ModLoaderMP)
Installation video for Forge+COG (courtesy of avi12):
Server Download & Installation:
Because terrain generation is handled entirely by the server in multiplayer, only the server needs to have CustomOreGen installed. Players generally do not need to modify their client to play on a server with CustomOreGen. However, wireframe models and custom mystcraft symbols require client-side rendering. Players will need to install COG on their client to see the wireframe models and custom mystcraft symbols.
Only the Mojang server is supported at this time; there is not yet a port for Bukkit.
If you are a server operator, you need to download and install either Minecraft Forge or ForgeModLoader. Forge is an extensive API used by a large community of mods; FML is a relatively light-weight rewrite of the Modloader API that supports servers. Choose whichever best suits your needs. All server-side features of COG work with both Forge and plain FML.
Once you have installed one of these two prerequisites, download the CustomOreGen [1.4.6]v2 archive and place the archive in the /mods folder of your server. The mod should be in working order right out of the box, but if you want to configure it see the COG wiki for more information.
CustomOreGen [1.2.5]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v2 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v1 (Requires ModLoaderMP)
CustomOreGen comes packaged with a standard configuration that supports the normal minecraft ores and a variety of mod-added ores, biomes, and dimensions.
The standard config provides out-of-the-box support for
mod support survey.
A basic options menu is available during world creation for single-player and LAN worlds:
Hovering your mouse over an option name or value will display a short tooltip explaining its purpose. There are a few general settings, but the most important options are those named "Coal Type", "Iron Type", etc. These control how each ore will generate in the newly created world. "Veins" and "Clouds" are custom-written distributions, but "Clusters" is designed to reproduce the vanilla distribution for each ore as closely as possible. You can mix and match the different types to suit your tastes. You can also completely remove an ore from the world by setting its type to "None".
The complete configuration, including the contents of the options menu, can be modified, extended, or overhauled. The core config file is CustomOreGen_Config.xml, found in the config/ directory. The rest of the standard config can be found in the config/CustomOreGen Standard Modules directory. These files are written in XML. They can be opened with any text editor but are much easier to read in editors with syntax highlighting like Notepad++. For details see the config and option pages on the COG wiki.
For anyone who plans to experiment with the settings, I would recommend turning on Debugging Mode. This feature allows you to view distributions and change settings in-game.
Enabling wireframes on a remote client currently chews up a lot of bandwidth. I may change this in the future; it depends on how serious a problem it turns out to be.
Let me know if you encounter any other bugs. I would also appreciate feedback on the default ore distributions that come in the config file. If you come up with some settings that you really like, please share them here!
- Compatible with Minecraft 1.4.7
- Standard config module for RedPower 2
- Fixed compatibility with Mystcraft 0.9.5.00
- Height limits for Subsitute. New "minHeight" and "maxHeight" attributes for <Subsitute>.
- New expression string functions. New expression functions "match" and "replace" for string manipulation.
- Option Display Groups. Option display groups can be defined with <OptionDisplayGroup>. They share a namespace with other options, but do not have a value and cannot be used in expressions. Each group appears as a tab in the COG options menu. Numeric and Choice options have a new 'displayGroup' attribute, and will only appear when the corresponding group tab is selected.
- Reorganized standard config modules. The standard modules have been renamed and moved into the "CustomOreGen Standard Modules" folder. The Minecraft ores module is now optional. Any of the modules can be deleted to disable them. They will only be regenerated when CustomOreGen_Config.xml is deleted.
- Bug fixes. Changes to wireframe packets to avoid clogging the client/server connection. Fixed Modloader compatibility (thanks to AnUberWookie). /cogOption now recognizes regular expressions in the option name. Removed Gold affinity for ExtrabiomesXL "Pine Forest", since it is not a hardwood forest. Added Forestry Apatite affinity for temperate pine and fir forests from ExtrabiomesXL.
- Updated for Minecraft 1.4.6
- <Import> accepts wildcards. Imported filenames may contain wildcards (? or *). All matching files will be loaded in a file-system-dependent order.
- Extra Modules folder. The standard config now automatically imports all files in the config/CustomOreGen Extra Modules folder.
- "Supplemental Caves" removed. The additional caves distribution has been removed from the standard config file.
- New /cogEnableDebugging command. This command enables/disables debugging mode, and is visible even when debugging mode is off.
- Significant changes to standard config. Diamond and emerald "veins" are now actual veins rather than scattered deposits (to differentiate them from "Clusters"). Cloud frequencies increased across the board. Misc. small tweaks.
- Standard modules for IC2 and Forestry. Industrialcraft and Forestry now supported out-of the-box.
- Console commands can be run from dedicated server. All console commands except /cogWireframeMode are available in the dedicated server console. The target config must be specified by dimension id.
- New argument for /cogInfo and /cogOptionInfo. These commands now take an optional true/false "detail" value. If true, the output includes descriptions and a complete list of biome/block descriptor matches where appropriate.
- New arguments for /cogPopulate. This command now takes optional coordinate arguments to specify the center of the populating region.
- Mystcraft features dont throw errors if Mystcraft is not installed. Also, a new expression variable "age" is available. It is true if the dimension is a Mystcraft age and false othewise.
- New expression functions. Three new functions: "world.nextRandom" to get a pseudorandom number based on the world seed, "blockExists" to check if a block is registered, and "biomeExists" to check if a biome is registered.
- Minor performance improvements. Memory and processor consumption is improved when many distributions are loaded. Cloud wireframes have many fewer vertices.
- Presets discarded after loading config. Preset distributions no longer appear in the list of distributions in-game.
- Fixed the following bugs:
- Veins, Cloud, and StandardGen not placing blocks in the bottom layer of the map.
- Completed structure statistics not counting structures which extend above/below the world height limits.
- Corrupt wireframe packets from the server causing geometry errors and log spam.
- Option menu tooltips showing up when mouse was outside of selection area (thanks to TimoMeijer for report).
- Wildcard patterns in block descriptors matching single blocks more than once (thanks to TimoMeijer for report).
- Debugging commands aborting permaturely when one distribution causes an error.
- Debugging command output being truncated when sent to a remote client.
- Unintelligible or garbled config error messages for bad block descriptors. [1.4.5]v2a:
- Overhaul of Client/Server communication. This version of the client-side mod cannot "talk" to older versions of the server-side mod and vice-versa.
- Bug Fixes. Mystcraft symbols now appear properly will appear in the GUI for remote clients. The client will no longer spam wireframe request packets if the server is not responding.
- Mystcraft Symbols. Added the <MystcraftSymbol> element to define custom mystcraft symbols. They can be used in expressions to control which distributions generate and what their properties are.
- Overhaul of StandardGen. StandardGen has been rewritten. It now supports all advanced features and can be used with Substitute.
- Bug Fixes. /cogPopulate now works correctly for unloaded chunks (force them to load before populating). COG metadata is properly shown in FML mod list. Client wireframe rendering mode now persists when changing dimension.
- Changes to Standard config. The standard config file has been split into two files for manageability. The StandardGen distributions have been updated, and new Mystcraft symbols and distributions have been added.
- Updated for Minecraft 1.4.5.
- Menu Tooltips. <Descriptions> for Options and choice options values are displayed as tooltips in the client menu.
- Tweaked ExtraBiomesXL biomes. Fixed inconsistencies in how ores are specialized in ExtraBiomesXL biomes.
- Misc Changes. Description annotations can now appear as attributes. Choice Option values are no longer case sensitive when set in the options file or using /cogOption.
- Updated for Minecraft 1.4.4.
- <Import> and <OptionalImport>. New config sytax for merging the contents of external XML files into the main config file.
- <ConfigSection>. New structural element for grouping content in the config file. Equivalent to <IfCondition condition='true'>.
- Seed attribute. All distributions now take a Seed attribute, which controls the random number generation for that distribution. Distributions with the same seed and setting values will share the same geometry.
- /cogPopulate command. New debugging command that populates (or repopulates) chunks near the player with ore.
- Bug fixes. Dimension IDs outside the range [-128,127] are now supported (thanks to Keybounce for pointing this out). Fixed a bug in the /cogSetting command that caused NPE crash when the type argument was not specified.
- Default setting values on the wiki. The list of default setting values for the four distribution algorithms has been removed from the standard config file and moved to the wiki.
- Updated for Minecraft 1.4.2.
- Each dimension has it's own configuration. The config+options file is read once per dimension. Dimensions other than the overworld can have their own config/options files by placing them in the dimension save folder. Debugging commands apply to the configuration for the world in which the command user is standing.
- World and dimension properties in expressions. A set of world- and dimension-specific properties can now be referenced by name in expression, e.g. "world.isHardcore" and "dimension.groundLevel".
- Relaxed biome handling. Veins and Cloud distributions no longer exclude the Nether and End biomes by default. StandardGen distributions are no longer restricted to overworld biomes. The new dimension properties should be used with conditional elements to keep overworld distributions out of these dimensions.
- COG no longer disables vanilla ore generation. An new magic option is available to disable it, but it is left enabled by default and a <Substitute> distribution is used to remove the vanilla ore clusters as necessary. This works better with mods and avoids the need to add back in the dirt and gravel deposits.
- New debugging commands. Use /cogLoadConfig to reload the configuration for the current dimension, and /cogOption to temporarily change an option value.
- New expression functions. Expressions in the config file now support the IsModInstalled() function and the ternary If() function.
- Wireframes only visible when cheats enabled. You must be OPed or the server must have cheats enabled to see wireframes.
- Height Settings do not automatically scale with world height. Veins.MotherlodeHeight, Veins.BranchHeightLimit, Cloud.CloudHeight, StandardGen.height are no longer automatically adjusted when the world height is not 256. Use the new "world.height" in an expression to do this scaling yourself in the config file when necessary.
- Expressions now use 'hard' typing. Strings wont be automatically converted to numbers or boolean values, and vise-versa. Use the conversion operators $, #, and ? to do this explicitly.
- Distributions with no Biomes or Replaceable blocks don't cause errors. They won't generate any ores, but sometimes that is the intended behavior.
- Bug Fixes. Fixed the bugs responsible for (*) the log spam during chunk generation, (*) unnecessary errors due to negative biome/block weights, (*) rounding errors in numeric option values, (*) config errors when options names include a reserved function name like "abs" or "round", (*) config options being written in random order to options file, (*) results from /cogInfo and /cogOptionInfo appearing in random order.
- Changes to the default configurations. Replaced the "groundLevel" option with the "dimension.groundLevel" world property. Added a new "oreSize" option that controls distribution size. Gold is now more common in Forest biomes. Cloud distributions in config are now targeted to specific biomes, similar to veins. Redpower distributions have been temporarily removed.
- Updated for Minecraft 1.3.2. At long last. Major code changes under the hood to adapt to the new client/server model.
- Support for the End and mod-added dimensions. Provided FML is installed and any mod-added dimensions save their chunks in a standard location.
- New Emerald distributions. Emerald ore distributions have been added to the config file.
- FML is now "required". COG is still useable with ModLoader for single-player or LAN worlds, but the in-game options menu will not appear and dimensions other than the overworld and nether will not be supported.
- Debugging Mode is now server-side. Debugging commands are now integrated into the vanilla server command system. There are no additional requirements to use them (Single Player Commands is no longer necessary). The client does not need COG installed to use them. Debugging wireframes are now generated by the server and transmitted to the client (the client must have COG and Forge installed to see them).
- Config error dialog for the stand-alone server. Errors in the server config while produce an Abort/Retry/Ignore dialog just like the client unless the server gui is disabled with --nogui.
- Fixed crash for players without SPC+Forge. This is what happens when I don't test thoroughly.
- Massive overhaul of the config file parser. New features include per-world config files, conditional branches, numerical/boolean/string expressions, and support for attributes written as child elements.
- Config Options. "Variables" that can be used with expressions and conditional branches to control how the config file is read. Option values are stored separately for each world. An in-game menu has been added to configure them for single player worlds. A new debugging command "/cogOptionInfo" provides information on them in-game.
- Debugging Mode enabled through config file. A "magic" option in the config file now enables/disables debugging mode. It is no longer controlled through the *.cfg file generated by modloader.
- Changed config error handling. Errors trigger an Abort/Retry/Ignore message instead of crashing outright, allowing you to find and fix the problem. Error messages now contain line numbers.
- Deferred chunk population. COG now waits to populate a chunk until all chunks within a fixed radius have been populated. This solves the problems with stripping mod-added ores from the world.
- OreDensity setting for <Veins>. Controls the probability that a given block inside the vein is actually converted to ore.
- <Substitute> distribution. Used to completely replace one block with another.
- <Cloud> distribution. Irregular clouds of ore.
- <Replaceable> weights. Replaceable blocks can bow be given a weight which determines the probability that they will be replaced.
- <Biome> weights. Biomes can bow be given a weight which determines the probability that the distribution will generate in them.
- Multiple weighted ore blocks. Multiple ore blocks can now be specified with the <OreBlock> element. Each can be given a weight determining the probability that it will be chosen.
- Nether support. Distributions that target the 'Hell' biome will now generate in the nether.
- Population counters. Distributions now track blocks placed and other statistics for debugging purposes.
- FML info file. COG now provides metadata to FML for those that use it.
- Updated config file. Added a set of Cloud distributions and a number of global options. Small tweaks to existing distributions. Reorganized comments and sections for clearer structure.
- Bugfixes. Lingering issues with ExtraBiomes and 1024 blockIDs mod should be fixed.
- Tweaked Default configurations. Made redstone slightly more common and fixed some embarrassing spelling errors (doubt I got them all, though).
- Veins distributions can now be nested. You can put a <Veins> element inside another <Veins> elements in the config file. The "inner"/"child" distribution will only spawn near its parent. A new vein setting, MotherlodeRangeLimit, has been added to control the effective range.
- Many bugfixes. Bezier veins are now faster and have fewer glitches like leaving blocks behind. Veins distributions with identical settings no longer always spawn next to each other. Mod-added biomes without names will no longer cause a crash. Overall performance should be slightly better.
- Renamed the <PDist> element. <PDist> is now <Setting>, and the "distribution" attribute is now "type".
- Renamed the <VeinDefaults> element. <VeinDefaults> is now <VeinsPreset>. A new element, <StandardGenPreset>, has been added as well.
- Changed how defaults work in the config. Default settings can now be "inherited" from another distribution using the "inherits" attribute.
- Changed how blocks are specified in the config. The "block" attribute replaces the old "blockID" and "metaData" attributes. The "block" attribute supports regular expression patterns.
- Added new presets to the config file. Several "preset" distributions have been added, based on feedback from dyrewolf.
- StandardGen now uses settings. The size, frequency, and height of StandardGen distributions is now set with <Setting> elements rather than directly with attributes.
- Reverted Lapis Lazuli distribution back to v2. The changes to the lapis distribution introduced from [1.2.5]v3 have been undone (didn't like how they turned out).
- Debugging Mode! A special mode for single-player worlds that allows in-game changes to mod settings and more.
- Fixed Redpower compatibility. The problems with redpower ore ids not being recognized has been resolved. Redpower (and other mods as well, probably) waits until the last possible moment to register it's ores. The fix means that the CustomOreGen config file is not fully processed until new chunks are actually generated.
- Smooth Vein branches. Branch segments can now either be straight lines (the old way) or smoothly interconnected curves. This choice has some effect on how the SegmentRadius setting is interpreted, but the other settings are still used in the same way.
- New attribute for <Vein>: branchType. Used to select the old vs new branch types. See the config file for details.
- New attribute for <Vein> and <StandardGen>: name. Used to identify the distribution in output messages and make the config file easier to understand.
- New child element for <Vein>: <Description>. Used to add descriptive text to a vein distribution - neater and more readable than using XML comments.
- Tweaked default distributions. Changes due to the new branch type, and an entirely new Lapis Lazuli distribution. Also a lot of reformatting to make the config file easier to read and edit.
- Air (block 0) is no longer rejected as a blockID. Distributions can now place air, i.e. for creating custom cave systems.
- Fixed Forge compatibility. CustomOreGen no longer requires ModLoaderMP. The client version can now run with just ModLoader, and the server version needs either Forge or ForgeModLoader.
- Updated for Minecraft 1.2.5
- New vein option: Biome. Use <Biome> tags to list biomes in which a vein may spawn.
- Tweaks to default ore distributions. Additional biome-specific distributions for coal, iron, and redstone. The original distributions (which spawn everywhere) are not affected.
- Fixed client/server connection issues. Connecting to a server should no longer cause a crash.
- BlockID validation. More informative error message displayed when a config file contains bad blockIDs.
- Updated for Minecraft 1.2.4
- Support for SMP! A version of the mod for minecraft servers is now available.
- No more base class edits. The mod no longer makes any changes to the core minecraft classes. It should now be compatible with nearly any other mod.
- Simplified Installation. The mod is now installed in the /mods folder rather than dumped directly into the .jar archives.
- Height values given meters. Height averages, ranges, and limits in the config file are now expected in meters rather than as a fraction of the total map height.
- Config file name changed. The config file is now named CustomOreGen_Config.xml. The old config file, OreVeinsConfig.xml, will be *ignored*. Make sure to transfer any customizations from 1.2.3 to the new config file.
- New vein parameter: BranchHeightLimit. Veins can now be prevented from extending too far upward or downward.
- Bugfix: long branches. Vein branch length is no longer silently limited to 140m.
- Major tweaks to default ore distributions. The default ore distributions have been redone (improved, hopefully).
Cadde, for permission to include an algorithm closely based on his OreVeins mod.
Risugami, SDK, and the MCP team for all their hard work to make modding easier.
Mojang, for a wonderful game.
Everyone who has posted supportive feedback in this thread - I appreciate it!
This mod is the intellectual property of the author. Anyone may reproduce or redistribute it freely or alter or borrow from it for other works, provided that they include visible written credit to the author. No permission is required so long as credit is given. The source code for this mod is freely available on request.
Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
- Mad Cowboy
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- Ender Core
- *Notice: The number of signatures from various posts has grown greatly since I last updated it. Until I can get around to compiling a list of signees following the last on this list I will not update this.*
Show your support outside this thread by putting these in your signature! Copy the text as it appears in either box and paste it into your signature! Also, if you have signatures of your own to contribute, please feel free to do so!
Jul 19, 2011ZeppelinPosted in: WIP Mods
0.31 released! Leaves work again!
668,116 downloads! Woot!
Zeppelin is a mod you can use to fly ships around in the Minecraft world. It is not limited to the world grid, but can move freely in space.
An awesome runthrough by GNS.
My old, very old video:
New Zeppelin video from BigFatPolarBear
Aether compatible (was) - Watch Neth's awesome video
Install video brought to us by Mine123Crafter!
Nice video from Neth!
A great video brought to us by The Original Minecraft Mod Showcase (with some unfortunate crashes (which are now fixed!))
A nice video by thinwhiteduke89, shows how to craft the controller and steer a ship around.
Video from robbaz :
An interview (of me) done by killthenrun1
Courtesy of KensukeNL:
Note: This mod is BETA - There is a good chance it will crash, but is stable enough for people to use now. If you get a crash dump, please post what you were doing, and the crash log in this thread.
Create a craft controller block
Airship moves forward/back, up/down, and can turn. Ship moves forward/back and can turn. Elevator only goes up/down. Turntable only rotates.
Place this block on your 'ship'. The direction you place the block will determine the forward direction for the craft. Right click the block. The craft will be determined. If it is too large, you will get an error. Default max size is 1024 blocks.
Blocks that will not be accepted as part of a ship by default (you can change this - see configuration section):
- A few more random things like flowers and mushrooms
The following blocks will be included, but will not chain to other blocks when detecting a ship (you can change this - see configuration section):
- Minecart Rails
- Redstone Wire
- Redstone Repeaters
- Melon/Pumpkin Stem
- Lilly Pad
- Nether Wart
- *See config for exact list
8 Increase speed
2 Decrease speed
4 Rotate left
6 Rotate right
* Align to grid
You can configure the controls in your options.txt, see below.
You can control the ship as long as you are standing on it (or near it in some cases).
If you jump off while the ship is in motion, wave goodbye.
Right clicking the controller block will cause the ship to stop, realign to the world grid, and rejoin the world.
Create a compass block!
This compass is placed like a regular block, and will point Notch-North (towards the rising sun, at +X)
Any sign on an active craft will have the following string transforms done to each line.
#X# - The current X position of the controller.
#Y# - The current Y position of the controller.
#Z# - The current Z position of the controller.
#S# - The forward speed of the craft.
#A# - The current ascent rate of the craft.
#R# - The current rotation rate of the craft.
#H# - The current heading of the craft.
#C# - The ID of the craft.
Additional ideas for this are welcome!
A remote control for the Zeppelin controllers!
- Link a remote to a controller via right-clicking it when active.
- Right clicking anything else will tell you the craft it is linked to (message shown in screenshot above).
- If you have a remote in your hand, you can control the remote ship with the normal controls.
- If you are on a ship, and have a remote in your hand, you control the remote ship, and not then ship you are on, so you can make hanger doors and stuff without giving commands to both ships at once.
- #C# sign will tell you the ID of the ship.
- Remote linkages persist across saves.
- You can have multiple remotes for one craft.
mod_Zeppelin-client-188.8.131.52.31.zip (Adfly) MD5 A34F100C426EBA6711B6B20CDAE69C1D
*Installation of 0.31 requires you to extract wu.class from the mod_Zeppelin-client-184.108.40.206.31.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.31.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-18.104.22.168.30.zip (Adfly) MD5 4E0CE98C9F8769FD3CE2831B94DA6694
*Installation of 0.30 requires you to extract wu.class from the mod_Zeppelin-client-22.214.171.124.30.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.30.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-188.8.131.52.29.zip (Adfly) MD5 D9FE5CB97EA6208ECCE4CFC3FA91900E
*Installation of 0.29 requires you to extract wu.class from the mod_Zeppelin-client-184.108.40.206.29.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.29.zip (optional) (Adfly) MD5 5AF28E882A912B9625DD4F7BCF10D5DE
mod_Zeppelin-client-18.104.22.168.28.zip (Adfly) MD5 4567EFD6A9716E4A3FB688089F69A2BF
*Installation of 0.28 requires you to extract wq.class from the mod_Zeppelin-client-22.214.171.124.28.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.28.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-188.8.131.52.27.zip (Adfly) MD5 2DF0D9F80D24A933B9118AD303AD1344
*Installation of 0.27 requires you to extract wq.class from the mod_Zeppelin-client-184.108.40.206.27.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.27.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-18.104.22.168.26.zip (Adfly) MD5 5132FC0B102D6545B836F2F04F029FF8
*Installation of 0.26 requires you to extract vi.class from the mod_Zeppelin-client-22.214.171.124.26.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.26.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-188.8.131.52.25.zip (Adfly) MD5 F0503DE667229A1C3DA9753BC95D5A23
*Installation of 0.25 requires you to extract vi.class from the mod_Zeppelin-client-184.108.40.206.25.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.25.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-18.104.22.168.24.zip (Adfly) MD5 B1A18BB21672F88A2FCE23AB9E165B02
*Installation of 0.24 requires you to extract vi.class from the mod_Zeppelin-client-22.214.171.124.24.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.24.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-188.8.131.52.23.zip (Adfly) MD5 C8313329348F64E31C7465981A16D1B0
*Installation of 0.23 requires you to extract c.class from the mod_Zeppelin-client-184.108.40.206.23.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.23.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-18.104.22.168.22.zip (Adfly) MD5 70F3FC8A28E563EB6381740CE16C96A9
*Installation of 0.22 requires you to extract c.class from the mod_Zeppelin-client-22.214.171.124.22.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.22.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-188.8.131.52.21.zip (Adfly) MD5 732AEDF971AD0780C4650714021BD5E1
*Installation of 0.21 requires you to extract c.class from the mod_Zeppelin-client-184.108.40.206.21.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.21.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-18.104.22.168.20.zip (Adfly) MD5 6B5ED7A456330ABA9ACA5D0C73B98BAC
*Installation of 0.20 requires you to extract c.class from the mod_Zeppelin-client-22.214.171.124.20.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.20.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-188.8.131.52.19.zip (Adfly) MD5 392803DB9E5AEAA1827E562F740A709A
*Installation of 0.19 requires you to extract c.class from the mod_Zeppelin-client-184.108.40.206.19.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.19.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-18.104.22.168.18.zip (Adfly) MD5 3A4867EEC6B203D9333BB28FDD90C9A8
*Installation of 0.18 requires you to extract rp.class from the mod_Zeppelin-client-22.214.171.124.18.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.18.zip (optional) (Adfly) MD5 E04CA4B70F36FC5D8185D31BDBCFEC57
mod_Zeppelin-client-188.8.131.52.17.zip (Adfly) MD5 E80F8CF16555FC3DF8F8D34538633E92
*Installation of 0.17 requires you to extract rp.class from the mod_Zeppelin-client-184.108.40.206.17.zip and place it in your minecraft.jar.
mod_Zeppelin-client-220.127.116.11.16.zip (Adfly) MD5 33BA77CE12C5B5089F720CA6191D4C4B
*Installation of 0.16 requires you to extract rp.class from the mod_Zeppelin-client-18.104.22.168.16.zip and place it in your minecraft.jar.
mod_Zeppelin-client-22.214.171.124.15.zip (Adfly) MD5 0F83936FF5E089BF72113ECCD3EB8FF3
*Installation of 0.15 requires you to extract rp.class from the mod_Zeppelin-client-126.96.36.199.15.zip and place it in your minecraft.jar.
mod_Zeppelin-client-188.8.131.52.14.zip (Adfly) MD5 EBBDD154AE97A3545DDA47287A45C148
*Installation of 0.14 requires you to extract rp.class from the mod_Zeppelin-client-184.108.40.206.14.zip and place it in your minecraft.jar.
mod_Zeppelin-client-220.127.116.11.13.zip (Adfly) MD5 5CB7DAECC9482C2904D3335F49541BC6
mod_Zeppelin-client-18.104.22.168.12.zip (Adfly) MD5 BEAF37139A090E5ED119BDC9A3E86AEA
mod_Zeppelin-client-22.214.171.124.11.zip (Adfly) MD5 CCDB6AFA0D4FAA84F6176FFB0822DF77
mod_Zeppelin-client-126.96.36.199.10.zip (Adfly) MD5 E6CE76FD85D45F5A367E06DD78252EE8
mod_Zeppelin-client-188.8.131.52.9.zip (Adfly) MD5 49AEAA09FE98279772BD4B6DEE6DE698
mod_Zeppelin-client-184.108.40.206.8.zip (Adfly) MD5 B2177D110C2DA1CCD5977E457FA22ACF
mod_Zeppelin-client-220.127.116.11.7.zip (Adfly) MD5 FE7091A1C52261DEC30D1252423114C3
mod_Zeppelin-client-18.104.22.168.6.zip (Adfly) MD5 3AC37D4A1C7B84FA48E3A54B99FA1C23
mod_Zeppelin-client-22.214.171.124.5.zip (Adfly) MD5 A209D259BB7AB1055605219CE5BA0871
mod_Zeppelin-client-126.96.36.199.4.zip (Adfly) MD5 7B0C974BC4997E75CD179502354D2B71
mod_Zeppelin-client-188.8.131.52.3.zip (Adfly) MD5 B424D36B6516DC2C86F032D49465A808
mod_Zeppelin-client-184.108.40.206.2.zip (Adfly) MD5 BCBB86C34DAD8481C23DB83718CC0516
mod_Zeppelin-client-220.127.116.11.1.zip (Adfly) MD5 34900889907507B3D327B420DD328124
This mod requires ModLoader!
- Install ModLoader
- Place Zeppelin-client-&--#60;version&--#62;.zip in the /mods/ folder.
- (0.14+ only) Extract the specified class from mod_Zeppelin-client.zip, and put it in your minecraft.jar
- (1.0.0 for Mac)
- Cart Mod
- CCTV (craft controls will fail)
The configuration file can be found in your minecraft folder under /config/mod_Zeppelin.cfg. If it does not exist it will be created at runtime. These configuration settings are currently implemented, along with their defaults:
block.controller.id = 195
This is the controller block ID
block.compass.id = 196
This is the compass block ID
zeppelin.max_craft_size = 1024
This is the maximum size the controller will attempt to detect. Larger craft are slower, so this depends on how fast your computer is.
zeppelin.disallowed_blocks = 1,2,3,8,9,10,11,12,13,30,31,32,37,38,39,40,51,52,59,78,79,87,88,90
A comma separated list of blocks the controller will skip when searching for a craft. See wiki for ID listing. Air and Bedrock are always skipped.
zeppelin.nofollow_blocks = 6,27,28,30,31,32,50,51,55,59,63,65,66,68,69,70,72,75,76,77,93,94,96,104,105,111,115
A comma separated list of blocks the controller will include, but not continue searching past. (think minecart rails on an elevator, you dont want to pick up the whole track, just the part on the elevator).
zeppelin.diagonal_connections = false
Allows diagonal search for the controller block. Do not connect your floors diagonally, you can fall out.
zeppelin.render_distance = 128
Max distance for rendering the ship. Do not increase unless you have a good reason.
zeppelin.accurate_player_on_craft = true
Selection of player detection method. True = new accurate method. False = old box method.
zeppelin.update_properties_on_mod_update = true
If true, config file will be updated when the mod updates.
zeppelin.print_flight_text = true
This can be used to disable the in-flight status text, if you only want to use the instrumentation signs.
zeppelin.keyboard_repeat_rate = 150
This is the value in milliseconds for the keyboard repeat rate (how often it presses when you hold it down). If you set this to 0, it works like it did prior to 0.22.
zeppelin.dynamic_lighting = false
Enable this for full lighting effects (light in real world will light up Zeppelin craft, Zeppelin will darken when entering caves)
zeppelin.minimal_sprites = false
Enable this so Zeppelin only uses 1 terrain sprite index for the controller.
The block rotation database is located in /config/MetaRotation/Vanilla.meta. If you would like to add rotation support for another block (ie buildcraft) you can create another .meta file in this directory, and it will be automatically included. If you create entries, please post them and I will add them to the section here so we can get a nice database going.
The following spoiler contains any MetaRotation data that people create for other mods. If you change the block ID, you will have to update it. But the : meta numbers will be the same. Take the chunks you want, and put them in a .meta file in your /config/MetaRotation/ directory.
; Map frame.
201:2 -&--#62; 201:4 -&--#62; 201:3 -&--#62; 201:5 -&--#62; 201:2
- Fixed crash with leaves and a few other blocks from 0.30
- 1.2.5 support!
- 1.2.4 support!
- Fixed dispensers firing fireballs sideways
- Fixed world height &--#62; 128 bug.
- Better dispenser action! Doesn't fire sideways anymore!
- Turrets and other 'stationary' entities should stop floating upwards.
- Works much better with Djoslin's cannonpowder mod.
- You can now set the compass or remote ID to -1 to disable them (therefore consuming no block IDs or sprites)
- Added minimal_sprites option for people strapped for terrain sprites.
- Signs rotate properly again.
- 1.2.3 support!
- Fixed crashes when removing blocks from bottom of craft.
- Added Netherrack and Soul Sand to default disallowed list.
- No more getting pulled off the ship.
- Readdition of the dynamic_lighting config option. Enable this to get full lighting effects (torches/etc in the world will light up Zeppelins as they move past).
- Some alignment issues fixed.
- Several optimizations for large craft.
- Redstone signals should propagate better on ships.
- Rejoining world should no longer drop you through the floor.
- 1.1 Support!
- Fixed grabby ships (accurate player detection)
- Dispensers fire! But dispensers can't be broken in flight, and you can't use their inventory in flight.
- Improved world faking.
- Fixed keypresses incrementing by 2 when first pressing.
- You can now hold down multiple keys.
- You should no longer get a broken stack in your inventory when placing the last item in a stack.
- You should no longer be able to place a block where there is already a smaller block.
- Dispensers should no longer fire two items at once. This should also fix some other bugs with pistons.
- You can now hold down keys instead of having to press every time.
- Added configurable repeat rate for keys.
- Huge mushrooms actually work this time.
- Fixed vines and leaves crashing ship.
- Fixed buttons not rotating
- Fixed player moving too fast when ship is in motion.
- Fixed player moving slow and wierd when ship is in motion.
- Fixed some disappearing (I hope).
- Added huge mushroom rotation data.
- Fixed torches and doors crashing ship.
- Fixed signs not rendering.
- Fixed some of TMI's issues (still has extra Unnamed blocks)
- Fixed stack overflow when placing items sometimes.
- Added config option for remote item ID.
- 1.0.0 support!
- Remote control added. See OP for details.
- Several crashes fixed.
- Added #C# for identification of craft.
- Optional guiControls download to fix the "Done" button in controls. (NOT REQUIRED to play zeppelin)
- Sounds work again.
- You should no longer get glued to blocks.
- Controller should no longer get stuck activated.
- Sign instrumentation panels added! See op.
- Config added to turn off in flight text if you only want to use instrumentation.
- Compass block added! See op.
- Several acheivements and statistics added.
- Y_limit removed and detected automatically instead.
- Crafts are more 'grabby' and should prevent you from falling off as much.
- Craft will no longer align to grid if this would cause them to clip inside other blocks.
- Furnaces work.
- Pistons work as long as they are above the controller Y.
- Many other mod blocks will maintain state now, but are non-interactable.
- Ships should no longer disappear.
- Saplings and other small objects should no longer crash the game when attached to a craft.
- Redstone breaks in one hit, no longer shows tnt texture.
- Craft can be deactivated with redstone.
- All .meta files in /.minecraft/ are now found and included.
- .meta entries found in files override vanilla ones.
- Clicking on a ship with no item in your hand will no longer crash the game.
- Improved rotation collisions
- Added vanilla rotation for rails and vines
- Fixed issue with blocks forgetting metadata when destroyed
- No-follow blocks config introduced.
- Correct amount of items is dropped when destroying a block.
- Chests now have 1.8 animations, and no longer lose contents.
- Signs keep text
- New turntable controller added!
- Crafts now collide when rotating instead of noclipping into objects.
- Fixed crash with saplings/grass/mushrooms
- Support for custom rotation data
- 1.8.1 support!
- You can place blocks on active craft
- Craft no longer twitches
- Paintings don't fall off
- Improved collisions and general position detection for many things
- Major FPS improvements
- Craft which are too large now say how many blocks were detected (up to 8*max size)
- Redstone support!
- Cakes, beds, slowsand and farmland collide (almost) correctly. Beds and cakes now work.
- Block max damage now based on hardness (and breaking animations!)
- Improved craft detect option
- Added config option for craft detect method
- Improved grabbing and collision.
- Visible selection box
- Most tile entities will retain their data now
- Added render distance config option.
- Rewrote render class to use built in minecraft calls.
- Pistons and dispensers now retain their orientation and inventory (dispensers) during flight.
- Craft-Craft collisions disabled in favour of faster game. This will be fixed in the future.
- Half-bed and Half-door bug should be fixed.
- Craft duplication should be fixed.
- "Craft Controller" split into three blocks. Airship Controller, Ship Controller, Elevator Controller. See recipes above.
- New crafting recipes for the three blocks.
- Added reverse speed of -1.
- Speed changed to range from -1 to 20 (old 10 is the new 20).
- Workbenches work during flight.
- Chests work during flight, and across saves.
- Fixed stair direction rendering.
- Fixed fence rendering thanks to nudurandal!
- Added / to beginning of texture path to support re-texturing.
- Align to grid no longer stops the craft.
- Added config option for diagonal connections.
- Added config option for upper Y limit.
- TNT no longer crashes the game.
- Align to grid will now align entities on the ship as well.
- Players should no longer fall through the blocks.
- Items should no longer duplicate.
- Stairs collide like slabs for now.
- The controller will no longer cause a stack overflow if it hits lava.
- Craft will now ascend with items on board (dropped items or minecarts/boats)
- Craft are less 'grabby' about players near them.
- Controller block rotation fixed (again).
- Controller block can be activated via redstone signals.
- Blocks on active craft can be attacked and destroyed. This means they are vulnerable to all attacks, player, TNT, arrows, etc.
- TNT can be activated with right click when part of a craft.
- Slabs work
- Rotation of blocks! The following blocks rotate correctly:
- Stairs (wrong while flying, correct when reentering the world)
- Signs (on walls) (still get erased)
- Redstone repeaters
- Holes should no longer appear in craft when returning to the grid &--#62;.&--#62;
- Configuration option - zeppelin.default_lighting - can be used to disable lighting on craft to speed up rendering. See op.
- Active craft now save across sessions! Yay!
- Controller block is activated and deactivated with right click. It no longer auto-destroys.
- Default block ID changed to 195 to better fit with Aether.
- Fixed the player shifting when ship is rotating.
- Implemented directional controller block. The placement of the block determines the front of the craft.
- New controller block texture, brough to us by Aoefanatic! Thanks!
- Some optimizations to make things a bit faster
- Configuration file for settings now in /config/mod_Zeppelin.cfg. See configuration section for details.
- Removed cobblestone from disallowed list
- Fixed renderCraftEntity:28 crashes
- Removed ModLoaderMP requirement
- Increased maximum craft size to 1024
- Torches/Doors/Ladders etc no longer crash. They are invisble and non-collidable on active craft, but successfully reintegrate when the craft rejoins the world.
- Initial release
- You can walk through walls sometimes
- Pistons only work if they are higher than the controller.
Torches emit no light, neither does glowstone.
- Players can sometimes fail to collide horizontally with blocks when the ship is rotating
- Bounding boxes are grid aligned even during rotation.
- Water is crazy. Stay away from it. Submarines are not possible yet.
- Pressure plates do not power redstone.
Controller disappears randomly. Placing a block causes it to reappear. Ship can vanish and disappear at a previous location. Signs not rotating properly. Issues with redstone signal propagation through repeaters
- Creative doesn't work properly.
- Ships consume fuel (configurable)
- Crashing the ship at high speed will cause blocks to break
- Larger ships are slower to accelerate and turn (configurable?)
- More complicated (and expensive) recipe
Q: What is the block ID for the controller?
A: Block ID 195 by default in version 0.5 and higher (165 for 0.1 through 0.4).
Q: How can I change the controls?
A: Either use the in game control editor, or edit the options.txt in your .minecraft folder (Start-&--#62;Run-&--#62;%appdata%/.minecraft/). The numbers for the keys are scancodes, which you can find here. Minecraft's config.txt requires DECIMAL scancodes. NOT hex. Picture!
Here's a different control scheme based on arrow keys, pgup/pgdn, home/end.
Q: But the "Done" button is in the way! How can I change the controls in game?
A: Download the guiControls fix in the Downloads section. Put the file in your minecraft.jar, and then the "Done" button will move when you resize the window.
Q: I can only move up and down! Help!
A: Make sure your NUMLOCK is on! If you don't know what that is, google it!
Q: I get a black screen and no crash dump, what can I do?
A: If you get the black screen with no error, create the following batch file file (or put it in your start-&--#62;run)
java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\minecraft.jar;%APPDATA%\.minecraft\bin\jinput.jar;%APPDATA%\.minecraft\bin\lwjgl.jar;%APPDATA%\.minecraft\bin\lwjgl_util.jar" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft
You should now get a command prompt with all the java messages, and minecraft should start. When it crashes, this window should have your stacktrace.
Q: Why can't I use block X?
A: You can try! See the configuration section above.
Q: Aether/modblah doesn't work!
A: Check for a block ID conflict in your modloader.txt
Q: I have an error report that says "avax.imageio.IIOException: Error reading PNG metadata"
A: Make sure you have the latest version of java. If that still doesn't fix it, post the error report.
Q: Can you make a Bukkit / Spout version?
A: No. SMP will be ModloaderMP.
Q: Can you make this compatible with MineCraft Forge?
A: It is compatible! Zeppelin is not dependent on forge, but will work alongside any forge mod you have.
Q: Where is OPTIONS.txt?
A: In the %APPDATA%/.minecraft/ folder on windows, or in &--#60;user&--#62;/Library/Application Support/minecraft for OS X.
Q: I can't find the controller in creative mode!
A: Creative is not supported yet. You can probably craft the controller like normal, but I don't know if it will fly.
Q: My question wasn't in here!
A: Make a post! Start it with 'I read the OP but...' and please state what version of the mod you are having issues with. If you ask a question that was answered in this post, I will not answer you!
Zeppelin ( "the software" )
Copyright © 2011, Patrick "blakmajik" Wilkerson ( "the copyright holders" )
All rights reserved.
E-Mail: &--#60;[email protected]&--#62;
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as long as you don´t mark original modified or non modified minecraft files as your own.
See also: http://minecraft.net/copyright.jsp
"Decompilation" means the translation of binary forms of the software into source forms of the software with or without the help of programs (including, but not limited to, decompilers).
1. The use of the software in binary forms without any modification is permitted.
1.1 Copying the software in binary forms without any modification for private purposes is permitted. Do not publish without a written permission of the copyright holders.
2. Redistribution of the software in source or binary forms, with or without modification, is only permitted with a written permission by the copyright holders.
3. Modification of the software in source or binary forms is only permitted with a written permission by the copyright holders.
4. Reading the source code of the software is only permitted with a written permission by the copyright holders or a special permission.
4.1 A special permission is automatically achieved, when the usage of the source code of the software is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
4.2 Copying the source code of the software is only permitted with a written permission by the copyright holders.
5. Decompilation of the binary files of the software is only permitted with a written permission by the copyright holders or a special permission.
5.1 A special permission is automatically achieved, when the usage of the decompiled source code is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Apr 22, 2012SidTheSeer posted a message on [1.3.2][0.3]Project Mine + (Not an ore mod) Need Coders!Good idea with the ores, although if you are to include all this ores, the ore generation would need to be reeled in and changed a lot. The ground is already crowded enough as it is, so some biome specific or above surface gems would need to be made to level out the distribution of ores and gems. e.g Sapphires inside mountains, emeralds inside desert etc. I'll also help with texturing if you want.Posted in: WIP Mods
Dec 23, 2011ZeroKelvin posted a message on [Multi] War in Haven - v1.03 - A PvP Map (Feedback Needed!) 200+ Downloads!Posted in: Maps
For whatever reason, you have declared war on a faction which you want to see destroyed.
And for whatever their reason is, they don't want to sit there and be destroyed quietly.
Please reply on the experience you had playing this. Specifically on the number of players and major events leading to your win or loss.
If you're organizing matches, please post here to gather invites.
07-03-12...Updated to Anvil, fixed a few bugs.
19-02-12...Balance changes with new game objectives.
19-02-12...Fixed a few bugs on the "Ocean" map.
19-02-12...Added "Night Forest" map.
22-01-12...Reduced distance between islands. Islands reorganized.
30-12-11...Fixed falling to death "glitch". Sorry!
An aerial view of a Capital island. A team's home base.
The game is simple, destroy the glowstone light on top of four bedrock towers on the opposing team's home base.
Once the large central tower's glowstone light has gone out, the game is over.
The players will then count the resources they gathered and the team with the highest score wins!
1 point-Iron Ingot
2 points-Gold Ingot
-100 points for a destroyed small tower.
-200 points for destroyed central tower. (Applies to only one team.)
No cheating, no mods of any kind. Except for communication with team mates.
No altering the starting area.
No repairing the glowstone light once it has been destroyed.
Must play on a difficulty higher than peaceful.
Nothing else. However, it should be necessary to start at the same time as the other teams.
Production AKA Possible Enemy Targets
Cave Spider Spawner
Nether Wart Farm
A 26x26 mine of iron and gold. The iron has 2 layers.
A 10x10 diamond mine at the last layer of the island.
This is a resource island in between each of the four possible Capital islands.
They contain a 16x16 mine of iron, a 6x6 mine of diamonds and some wood logs.
The game is simple, destroy the glowstone light on top of four bedrock towers on the opposing team's home base.
Once the large central tower's glowstone light has gone out, the game is over.
The players will then count the resources they gathered and the team with the highest score wins!
1 point-Iron Ingot
2 points-Gold Ingot
-200 points for destroyed central tower. (Applies to only one team.)
No cheating, no mods of any kind. Except for communication with team mates.
No repairing the glowstone light once it has been destroyed.
Must play on a difficulty higher than peaceful.
Nothing else. However, it should be necessary to start at the same time as the other teams.
Please post videos, comments, and screen shots of the map for my analysis.
Dec 24, 2011IntroPosted in: Minecraft Mods
This is my first mod. It adds 8 new armor and toolsets: The purified forms of natural minerals plus arcane ingots and pure arcane orbs. Requires ModLoader and MC Forge.
To start off you need to mine some arcane ore. You can find it anywhere underground although it is more common below level 16. It gives off light.
EDIT: Rarer since 2.0
After that smelt it into arcane ingots in a furnace. Then craft a purifier like this:
Place a purifier and then put an iron ingot, redstone dust, gold ingot, diamond, coal, arcane ingot or lapis lazuli shard in the top slot and one of those items in the bottom as fuel. Lapis lazuli shards are crafted by placing four lapis lazuli in a 2x2 square.
Coal = 4 uses
Iron Ingot = 8 uses
Gold Ingot = 12 uses
Diamond = 128 uses
Redstone = 8 uses
Lapis Lazuli Shard = 64
Arcane Ingot = 8
These pure orbs can be used to make new tools and armor! Just follow the normal recipes. Place these orbs in a 2x2 square to make reinforced orbs which are much more effective. Now revertible to 4 orbs again.
Arcane Ingot = 200, slightly more than iron
Arcane Orb = 250, normal diamond speed
Iron Orb = 300, same as Arcane Ingot
Gold Orb = 28, godspeed
Diamond Orb = 1600, slightly faster than normal diamond
Redstone Orb = 60, a fair bit faster than normal gold
Coal Orb = 131, slightly faster than cobblestone
Lapis Lazuli Orb = 250, slightly faster than iron
Reinforced Arcane Orb = 1000, faster than diamond
Reinforced Iron Orb = 1250, same as above
Reinforced Gold Orb = 200, GODSPEED X 42
Reinforced Diamond Orb = 6000, about as fast as Gold Orb
Reinforced Redstone Orb = 800, same as Reinforced Diamond Orb
Reinforced Coal Orb = 525, same as normal iron
Reinforced Lapis Lazuli Orb = 2000, about normal gold.
Armor has similar stats. Wil add later :tongue.gif:
Version 1.1 adds a new block, the Contaminator, to revert your purified orbs back to their original states. Crafted the same way as Purifier but with dirt instead of Arcane Ingots.
Uses dirt, stone and cobblestone as fuel.
Also a new torch. Crafted like normal but with an Arcane Orb instead of coal. Produces 32. Also has sexy particle effects :biggrin.gif:.
Adds reinforced tools. Place 4 orbs in a 2x2 square to make a reinforced version of that orb. Use these to make very powerful tools and armor. No pics just yet.
Pure Minerals Mod v2.2 for Minecraft 1.1
Pure Minerals v2.1 for Minecraft 1.1
Pure Minerals v2.0 for Minecraft 1.0
Pure Minerals v1.1 for Minecraft 1.0
Pure Minerals v1.0 for Minecraft 1.0
Note:Purifiers and contaminators smelting is messed up. It has something to do with Modloader or Forge. Patch here. Not mine.
1.Download Pure Minerals, Modloader and Forge
2.Start a preferably clean minecraft jar
3.Open up you minecraft .jar with winrar or 7zip
4.Add all the files form modloader
6.Add Pure Minerals files
This document is Copyright ?(2012) and is the intellectual
property of the author. Only Minecraftforum.net is able to host any of my material without my(Izago's) consent. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. If you mirror this mod page or anything I've(Izago) made on any other site, I(Izago) may express my angst at you in the form of a lawsuit.
Jwrac for alternate textures.
To use the textures drag the items.png you downloaded into the PureMinerals folder in minecraft.jar.
LegitSkills for textures in 2.1 and tool/armor stats discipline. XD
Casberg31 for this epic signature:
To show your support just put this in you signature:
Volfgang57 for support and his mod spotlight.
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