Quote from BrianSantos
Finally began 1.7.2. It took soo long, please, don't do that again. I lov u guys can't live without optifine.
He puts his time and effort into this mod, for us, for free, and all people do around here is complain.
Quote from BrianSantos
Finally began 1.7.2. It took soo long, please, don't do that again. I lov u guys can't live without optifine.
Quote from JohnnyAwesome323
Ok, why in all the builds do they have EMC values, but NO way to use it? When will there be a T1 alchemy block. Or do I have to wait ANOTHER year before it comes out with BASIC blocks? Good god it's taking far longer than it ever should have why can't there be a collector or red matter anymore? Nooooo. So pathetic, balance they say HA! More like "Work your whole life, and get nothing out of there" what a waste, just go back to EE2, so the speed picks up for this mod.
Quote from Azurewhitewolf
Yah but that has been at that % for a while now. you would think it be up to like 10% or even 15% by now.
Quote from Kwitcherbelyakin
No, they really aren't, believe me. Or they'd be done by now. (I manage a group of devs myself, and trust me, I know how things go on these types of projects... it can be like herding cats)
Quote from Nox13last
It still boggles my mind that the author thinks that disabling Minecraft's discrepancy-check should be necessary when it never used to be. I don't know what may have changed inside Minecraft and/or Optifine, but that just seems like an especially lazy approach, and it's completely shut out people who can't change command-line arguments.
It's the equivalent of putting a new lock on your front door, while mangling the internal mechanism such that you have to open it with a bobby-pin instead of a key.
Could someone please tell me what has changed within either of these pieces of software to make this stupid solution the only one?
Quote from durdun10
you are copying NEI
Hello, I am FishyMint and this is my latest resourcepack! This one has an old-school RPG feel to its 100% handmade pixel art.
Keep in mind that it's still in progress and I want all the feedback and suggestions I can get.
Please don't confuse this pack with the game Hearthstone.
Some screenshots might be outdated.
Thanks to BlackCosmos567 for SEUS shader screenshots!
If you would like to support me and my work, use "Download1".
This mod is about wide gauge, big turns, steam locomotives, trains, armoured trains, and other awesome stuff. I don't need modelling and/or artistic and/or idea help at the moment. Currently only programming help with developing the core is acceptable. When the core is done, I will announce that and start adding rolling stock you make/propose. Please, don't spam me or this thread with modelling/art help or RS suggestions until that moment.
Follow the official Twitter to keep abreast or join our Discord to converse with other fans and creators themselves! There's also and official railsofwar.net website!
If you encounter a bug or an issue, take a look at our Bitbucket issue tracker.
Also take a look at RoWAM if you want some more automation features for RoW trains.
We also have an IRC channel #railowar at EsperNet.
Used Minecraft Forge:
Older downloads can be found in this dropbox.
By downloading the mod you accept the license given below.
Things not to bother me with:
I express my gratitude to all people who are or were helping me to develop the mod. This also relates to appreciative audience, which gave me moral forces to go on.
Русскоязычные пользователи могут посетить тему на официальном русском сообществе Minecraft.
There's also a page on PMC.
If you want to support me, you can pledge me via Patreon:
If you've ever attempted to shoot a long range target with a bow and arrow, you'll know that it's difficult to see if your arrows are landing anywhere near the target. Wouldn't it be convenient if there was a way for you to see exactly where your arrows are landing and adjust your aim accordingly? If only there was a mod that somehow let you follow your arrows as you fire them, increasing your accuracy dramatically...
Introducing the Arrow Cam Mod:
A revolutionary piece of software that will forever change how you use your bow and arrow. This mod adds a feature that allows your point of view to follow arrows that you fire and to see exactly where they land and how much damage they inflict. This point of view has been used countless times in films and video games, and it's about time that Minecraft was able to share in its glory. It's a truly remarkable way of increasing your accuracy and adding a few cinematic elements to your Minecraft experience. In order to activate this stunning point of view, all you have to do is crouch while firing an arrow.
How is this possible?
It's simple really. The mod will detect when you fire an arrow, and if you are crouching then it will send a camera entity after the arrow until that arrow either gets stuck or you stop crouching, then the camera will return back to you. If you're interested in seeing how I achieved this, you can check out my somewhat-documented source code here: github.com/jasonpaulos/ArrowCamMod.
Need a demonstration?
Check out this video showcasing an older version of the mod by PopularMMOs.
Does it work in multiplayer?
Despite the mod being client only, yes, it does work in multiplayer also. It might just be me, but I noticed that the arrows were actually more stable when using this mod on a multiplayer server than in singleplayer.
How do I install this mod?
I'm glad you asked! Installing the Arrow Cam Mod couldn't be simpler (well, speaking in relative terms). Here's the installation instructions:
This mod caused my game to crash.
Hopefully this will never happen, but it does sometimes.
What kind of software license is this mod under?
The mod is licensed under the MIT License which you can read here if you're inclined to do so.
If you want to check out the mod on CurseForge, here's the link to my mod there: minecraft.curseforge.com/mc-mods/arrow-cam/
Pixel Perfection is a texture pack made by me, for me. It has been constantly worked on since way back in beta (under a different name) and I plan to keep working on it AT LEAST until minecraft is no longer being updated.
-fixed sky issues with optifine/mcpatcher
-alt textures for natural sandstone/red sandstone
-alt textures for planks
-made ALL textures with alts apply the alt textures to their stairs and slabs as well (yes, that includes older textures like cobble)
-new mobs from 1.10 aka husk and stray! (working on the 1.11 mobs)
-tweaked all skelly textures (now with 200% more skellington)
-changed around a few textures
-added textures for 1.11 things such as the new items and observer block
-added new blocks from 1.10 (mobs coming next update)
-added wither textures
-completely changed netherwart colours to suit the new block
-redid normal sandstone and red sandstone
-alts for chiseled red and normal sandstone
-new, easy on the eyes, grass texture
-new still water animation
-added more new paintings
-some tweaks to models/alt textures
-updated banner texture
-changed colours/textures around on some older textures
-fixed some issues for forge users
-added guardian textures
-updated more textures
-added a few more alternate textures
-tweaked colours a bit
-updated the skybox further
-stuff I've forgotten - sorry!
-magma cube, snow golem and shulker textures added
-redid lots of entities including: signs, chests, boats, slimes
-added a bunch of entity stuff: added crystal textures for dragon fight, added elytra, new boats, shields and updated zombie villagers
-redid skies for mcpatcher, now much more fitting
-new moon textures
-fixed and updated all models for 1.9
-fixed red sand rotation nonsense
-added some gui stuff (boss bars, updated 1.9 stuff, server select arrows, etc.)
-added in all items for 1.9 (beetroots, elytra, new boats, all arrow types, updated compass and clock, chorus stuff, new potions)
-updated a few blocks (bedrock, end portals, mushroom blocks, coal block,etc.) and particle effects
-added in all new blocks (end bricks, beetroot, new animated command blocks, end rods, all purpur stuff, all chorus stuff)
-overhauled grass, water and biome coloring (including a few changes to leaf colours), should look a lot more interesting now!
-hopefully fixed issues that were specific to people using shaders - mobs should no longer glow white!
-some other random fixes
-lang pack updated for consistency
-tweaked a couple of tinted glass textures
-updated spruce log
-fixed issue for optifine users where fancy graphics leaf textures would not display properly
-alt textures for all leaves
-alt textures for granite, andesite, diorite
-completely new texture for andesite
-fixed issue of things in flowerpots being darker than the should be
-added custom texture for item frame border
-added custom top and bottom texture for command blocks
-updated anvil texture and model
-alt textures for all logs
-new farmland textures
-textured barrier block
-removed forced shading on a couple of light sources to match glowstone (redstone lamp and sea lantern)
-removed a huge amount of unneeded model and blockstate files fixing a couple of issues (they were also outdated)
-new mobs: ghast and zombie pigman now complete
-alex skin has also been added
-new night skybox for mcpatcher and optifine users - still a WIP so it will be improved for the next update. Still better than no stars though!
-new texture for the stone halfslab side
-new glass texture - ctm for it will be coming shortly
-new title screen
-few new paintings added and some older ones touched up
-fixed a few errors including some errors in the language pack
-a few more alternate textures
-added witch and iron golem mobs
-tweaked a few item textures
-redid pumpkin and melon textures as well as their stem textures (doesn't look glitchy anymore)
-added a couple more randomised textures including oak leaves
-fixed a few more issues with models
-updated the endermen and chicken textures (the last mobs that needed to be updated)
-2.8 was just a few more fixes and a new font as well as a new creeper texture
-fixed the 'steve' model for this pack (thanks to MasterfulGamer for this!)
-changed the enchanting gui over to the new 1.8 template
-finished a couple of half finished older gui elements such as the book
-completely textured the armour stand and banners as well as the corresponding items
-added blaze texture and all rabbit variants
-more variants to more blocks! Enjoy those random textures!
-added a couple more models like the iron bars and reeds
-added unique textures/models for all the new doors and their items
-added in custom textures for the new fence types and their corresponding gates
-redid shading on most old mobs - will be changing enderman and creeper in an update coming shortly!
-completely redid and updated mod support for the Better Foliage mod
-added in red sandstone (all variants)
-fixed the red sand rotation (no more random rotation which looked awful) and added some variants for it
-new texture for snow
-updated textures and colours for a few older textures and items
-all 1.8 textures have been added including prismarine, sea lantern, rabbit items, mutton, etc.
-added a fair few models for 1.8
-ported over a lot of ctm features to vanilla 1.8
-fixed a bunch of 1.8 specific issues
-readded support for the revamp of the better grass and leaves mod
-horses! (including all alternate textures)
-new ctm for many blocks such as stone, cobble, dirt, bricks, etc.
-new biome specific ctm and colouring (swamp and birch tree forest)
-new brick, diamond block, lapis block, iron block, dirt, half slabs, jungle log, both sand types, podzol, lilypad, +more (a LOT more)
-new double tall grass, normal tall grass and double tall fern
-added in textures for some of the snapshot stuff such as slime blocks, all new stone types (I changed these around since they were first added), etc.
-updated/re-shaded a few item textures and lots of block textures
-updated biome colours (pretty drastically for a couple of biomes)
-started on a whole bunch of new paintings - still not complete but they are being worked on!
-new leaf colours that work with all biomes (most leaves now have a specific tint that is noticeable in all biomes, eg. big oak leaves are always tinted blue
-updated quartz textures
-updated stonebrick textures
-new diorite texture/tweaked colours for polished diorite
-new stone texture+random ctm variants
-new oak planks
-new menu backgrond
-added some new gui elements
-fixed issues with ice not rendering correctly for optifine users
-new potato and carrot plants+all growth stages
-fixed podzol not appearing correctly for mcpatcher and optifine users
-few tweaks to the lightmap and some more biome colour tweaks
-tweaks to stained glass colours
-added new stone textures and smooth stone textures from the snapshots
-added slime block
-new oak log
-new emerald block
-new MCPatcher specific colours for swamps (includes water, fog, sky and foliage)
-wither skeleton added
-more stuff i've forgotten
-new ores with random ctm (variants for each ore)
-new animated dropper, dispenser, both vertical and horizontal
-new redstone dust, block and item
-new wheat with random ctm for full grown stage
-new carrots texture (crop, not item although item had colour tweaks)
-new grass with random ctm and new sidegrass to match
-new mossy cobble and mossy stonebrick
-new dirt random ctm
-new minecart and boat with new icons for both
-new skybox (just daytime for now, will have to finish night time one once back from japan)
-updated custom lightmap for better shadows and slightly brighter lights
-added custom fog colour to suit new skybox
-changed font colour a little bit, it's creamier and easier on the eyes
-new cyan bed and bed item
-new double fern
-tweaks to glass ctm and also a couple of stained glass colours
-new rail textures with animated powered rails
-new sandstone textures (for each type including smooth, carved and normal)
-birch sapling colour tweaks
-tweaked, remade and improved many item textures
-probably more that I've forgotten because I don't keep a list as I'm working
-new sounds! (fire, item/block pickup sound, tweaked water and rain sounds)
-all new 1.7 content including many new flowers, some items, blocks, biome colours, couple of gui elements (so basically maybe another 40 textures, possibly more...
Coming soon - currently being updated and improved!
MCPatcher + Optifine
This pack makes heavy use of some features unique to MCPatcher/optifine such as custom colours, unique biome colours, CTM, lightmaps and a few other features. I highly suggest using the pack alongside either mod.
Thousands of hours of work have gone into this pack over the years. I've enjoyed it all and it's been a fantastic learning experience so I have no need to ask for donations but I'll always accept them!
Big thanks to everyone who has donated in the past.
If you want to help advertise the pack, consider popping this code into your signature!
Feel free to use these textures in any mixpack, project, game or whatever you want (paid or unpaid). However, I'd appreciate it if I was credited for all the hard work I've put into these textures.
Pixel Perfection by XSSheep is licensed under a Creative Commons Attribution-Share Alike 4.0 International License.
- Hugh "XSSheep" Rutland
Presence Footsteps is an overly complicated footstep sound enhancement mod for Minecraft. It changes the way footstep sounds are produced, in addition to a whole new set of sounds.
Presence Footsteps adds new sound effects when Minecraft didn't play any sound at all, such as jumping, landing, walking on the edge of a block, foot shuffling when coming to a stop.
It also plays sounds differently whenever you're running, and allows each block to be played in a different way: Metal fences does not sound like iron blocks; Walking over rails both plays a faint metallic sound and the surface below it; Walking on a piston pointing upwards sounds like wood.
This only enhances your footsteps, not those of others players.
This mod is no longer officially updated, but there are unofficial builds available linked at the top of the Downloads section.
I'm using Forge. Can I install Presence Footsteps?
Yes, install Forge first, then install LiteLoader.
Is Forge required or just optional?
Forge is optional, but you must install LiteLoader.
Hurricaaane/MC-Commons on GitHub
Hurricaaane/Presence-Footsteps on GitHub
All mods are under WTFPLv2 unless noted otherwise. Redistribute/Modify at will.
No need to ask permission for use of my mod in mod packs, I won't reply, the answer is yes you are allowed to, and you don't need to notify me.
Do you love Minecraft's default animations? Are you obsessed with the way the Minecraft player looks and acts? Do you wish Minecraft's player would forever look the same way? Well if you do, then this isn't the mod for you!
After countless hours of working (it wasn't that long), Professor HippoMaster now introduces to you the Animated Player Mod! This mod completely replaces and reanimates the player model by adding more joints and better animations. Also, it's completely client-based, which means it works for servers too (just don't install it into the server)!
Now with rounded curves!
Currently this mod replaces animations for walking, running, swimming, jumping, sneaking, flying, riding, bow-aiming, blocking, climbing, hitting, eating, and drinking!
The player now has his own face! It has the following features that can be configured. Check out the custom textures section for more information on configuring. This features:
Moving eyes depending on where the player is looking.
Opening mouth when the player is panting.
Eyebrows that become sad when hungry and confident/angry when aggressive!
Hats now render each pixel individually to make it look better! This can be toggled in the config file.
Check out DalekSlayer's Skin Library for animated-player-supported skins!
Feel free to contribute by writing on his page as well, and remember to thank him!
Your own textures work with the mod too! Just color in the right areas specified below, then upload your texture to minecraft.net! Also, make sure not to use pitch black or pure white as your colors, or else they may be ignored. However, if you want to change your offline player look, check out the features inside the configuration file in .minecraft/config/AnimatedPlayer.cfg.
Compatibility and Bugs
Compatibility is in the midst of being fixed with some things already working. For example, here's me using a Farlanders mod hat and Battlegear mod armor!
Still testing the compatibility issues
Q: The game crashes with with java.lang.ClassNotFoundException: mods.AnimatedPlayer.AnimatedPlayer. What do I do?
A: Don't extract the zip file! Put the whole zip into the mods folder.
Q: Can you update the mod to the latest minecraft version?
A: If the mod isn't already updated, that means I'm working on it. Please don't bother me telling me to update.
Q: Can I make a texture pack that supports your mod?
A: Of course! Go ahead
Q: Can I create a video of your mod?
A: Of course! Go ahead
Q: Can I make a modpack with your mod inside?
A: If it's a private modpack, go ahead. Please don't use this in public modpacks and don't PM me asking for permission.
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod zip file to .minecraft/mods
Animated Player v1.5.0 mc1.7.2
Animated Player v1.4.1 mc1.7.2
Animated Player v1.3.0 mc1.6.4
Animated Player v1.2.1 mc1.6.2
Animated Player v1.2.0 mc1.5.2
Animated Player v1.1.0 mc1.5.1
Requires the AnimationAPI and Minecraft Forge. Built with Forge v10.13.4.1448. Update your Forge if needed!
Works well with Sabar's Shoulder Surfing Mod!
Check out my other mods here!
Wanna show your support for the animated player mod? Try a banner!
Enjoy! If you like it, feel free to add a .
Project Red is all about tech. If you love redstone, you'll wonder how you ever lived without it. It allows you to do so many things, and in a lot cleaner and more compact environment then doing them with normal redstone would allow. The two main things added by Project Red are Wires and Logic Gates. Wires work sort of like redstone dust, except they can be transmitted for up to 256 blocks, and go up and under blocks as well as around corners. Logic gates allow you to fit what would otherwise take a huge building of redstone craziness and squeeze it into a tiny logic gate, that can be placed on any solid block on any side.
This mod gives you the tools you need to push redstone to its true potential.
If you like what I do,
Also, follow me on twitter, where I will soon start posting updates and screenshots about things I am working on.
ProjectRed is a massive mod. It has been split up into several modules that you see below.
For details on what each module does, simply go to the site linked below.
Some mods only work if other mods are installed:
MrTJPCore is required for anything to work.
ProjectRed Base is required for any other modules to work.
ProjectRed Integration is required for Fabrication.
Forge Relocation is required for ProjectRed Mechanical.
Again, all the details are found here.
DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!! report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!!: Forge Relocation IS NOT associated with forge itself. DISCLAIMER: Forge Relocation IS NOT associated with forge itself. DO NOT report bugs to them!! report bugs to them!! report bugs to them!!
Forge Relocation is a library designed to assist mod author in creating blocks to move other blocks. It is used by ProjectRed's Frame Motors to manage the movement of frames. It is open source and has a powerful, easy-to-use API. Because of this, the Mechanical package requires you to install Forge Relocation.
The Forge Relocation FMP Plugin is a simple mod that shows how the API can be used to allow proper movement of a block that otherwise would not move correctly. FMP blocks are a good example of this. Because of the way they work, moving FMP tile entities without this plugin would cause unexpected behavior. This plugin is created to show how a mod author can fix it. It also adds the ability to stick parts inside of frame blocks so they will move along with the frame itself.
You may use any of my mods in map packs as long as they are nonprofit and legal. DO NOT message me about mod packs, I will ignore them.
- Eloraam, of course, for the most professional and intuitive mod ever created.
- ChickenBones, for his brilliant library of tools, and for coding the best parts of PR
- Simon816 and kenzierocks, for their frequent contributions on Github
- All my patrons on Patreon
- Everyone who contributes, by coding or donations.
KAMI IS NO LONGER A SEPERATE DOWNLOAD. ITS NOW A CONFIG OPTION, ENABLED BY DEFAULT
DISCLAIMER:Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Pixlepix), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.
Psst, you can follow progress on this mod by me (Please feel enouraged to hop on irc. irc.esper.net: #pixlepix .
REPORT ALL BUGS AT: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issuesThaumic Tinkerer is a spiritual successor to Vazkii's Elemental Tinkerer mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor;s Thaumcraft 4. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. Researches that come from this mod are prefixed as [TT] for easy labelling.
As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:
What do these things do you ask? Well, you'll have to figure it out yourself
Down here there would be videos. But as of the 2.0 version of the mod, they're all outdated, since lots of superfluous items have been removed. Updated videos will be placed here as they come.
Thaumic Tinkerer by Pixlepix is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the Thaumcraft 4 thread, since my mod depends on it. You can distribute TT in modpacks at will, but Thaumcraft is a different matter.
(Hey you, read this)
KAMI is a separate module in Thaumic Tinkerer, you can download it in the typical downloads section alongisde the rest of the mod, just drop it in the mods folder as you normally would.It includes incredibly powerful and expensive blocks. How powerful you ask? Look below:See that hole? I dug it in a few seconds. See that pouch in my bar? It stores more than 4 mundane chests together. Still not convinced? Look at what you can do with it, check out this gif.
This mod includes features exclusive to ComputerCraft and ForgeMultipart, for the full experience, these are recomended, but by no means required.
Source Code (github)The Github contains localization files, the mod can be localized. Currently it's available in English, German, Chinese and Russian.
Banner (copy to your sig!):
Q: Can I use this mod in a modpack?
A: Read the License section of this thread.
Q: Any other mods by you?
A: Check my website.
Q: How can I contact you?
A: See above.
Q: (Insert any other question here related to me, not my mod)
A: See above, About me section.
Q: Haven't I seen those sprites before?
A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.
Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?
A: In theory it should work, it probably will, you should try it yourself to find out.
Q: Why are there things in the thread? (May or may not be)
A: Because Minecraft Forums is stupid.
Q: Why is the Awakened Ichorium Pickaxe so slow?
A: Enchant it with efficiency 5 and get a pair of Boots of the Horizontal Shield and tell me it's slow.
Q: I can't find anything from KAMI, what do you need?
A: Every single research not related to KAMI, and then it'll unlock. You can find it in the artifice tab.
Q: I get the above error when I try to load up KAMI, how do I fix this?
A: Redownload it.
Like the mod? Click that green arrow down there [represent]
Follow me on twitter for news and updates: @ted80_
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the realistic world gen alpha worldtype. 6. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Set level-type to RWG.
Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include RWG in my modpack? A Yes, as long as you don't make any money out of it.
Version 1.0.2 '17-01-2014' - Fixed Thaumcraft support crash <p> </p>Version 1.0.1 '17-01-2014' - Fixed biome id bug <p> </p>Version 1.0.0 '17-01-2014' - Release
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below.
Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include FWG in my modpack? A Yes, as long as you don't make any money out of it.
Version 1.0.3 '17-01-2014' - Added support for ExtraBiomeXL and Thaumcraft - Fixed some compatibility issues <p> </p>Version 1.0.2 '24-12-2014' - Added support for biomes o plenty mod - Added new biomes option: original biomes, vanilla biomes, all biomes (vanilla + mods) - Added dungeon settings to indev - Fixed spawn location in indev worlds - Changed dungeon loot for all generators - Added Biome dictionary to all biomes - Fixed snow spawing <p> </p>Version 1.0.1 '16-12-2014' - Fixed multiplayer generator settings bug <p> </p>Version 1.0.0 '28-09-2014' - Release
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below.
Q Do my old seeds (like Gargamel and Glacier) work again? A Yes. <p> </p>Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include OWG in my modpack? A Yes, as long as you don't make any money out of it.