
by Forstride, Adubbz, Cheeserolls, ted80, and Amnet
You may use this mod in a modpack as long as you do not make money off of it (Adf.ly, exclusive access from donations, etc.), you give credit (Linking back to this thread), you do not make any changes to the mod aside from config files, and you follow all of the other terms listed in the license below.
Do not PM this account. We do not use it aside from updating the opening post, and will not respond to your messages. Contact us via our Twitter accounts, or the Discord server listed below.
Download the mod:
Download the mod:
Requires Minecraft Forge: http://files.minecraftforge.net/
To use the mod on a server, you must set the level-type setting in your server's config file to BIOMESOP
Biomes:
See progress on GitHub:
Support us on Patreon:
Adubbz: http://www.patreon.com/Adubbz
Server:
Thanks to our partnership with CreeperHost, we'll have an official Glitchfiend server soon! It will have our 3 mods (Biomes O' Plenty, Tough As Nails, and Bullseye), and will be open to anyone! We also have a promo code if you're interested in running your own server:
Follow us on Twitter:
Chat with us:
Difficulty through realism, with seasons, thirst, body temperature, and more!
New arrows, including bomb arrows, fire arrows, and more!
Also try these other mods:
License:
http://creativecommo...s/by-nc-nd/4.0/

One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC.
http://creativecommo...s/by-nc-nd/4.0/

One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC.
1
Something I've noticed here on the forum in replies to a lot of people's complaints: Things like "Oh just get a bow!", "Why don't you just build during the day!", "Get over it!", these replies DO NOT FIX ANYONE'S PROBLEMS! They hide them, nothing more. Instead of forcing people to use shitty work around (tedious-ness of a bed, a bow being more of a mid-game item) how about we address the underlying problem? The problem is minecraft isn't a PvP game, it wasn't designed for it, but now Jeb is trying to shoe-horn in a bunch of complicated mechanics for both PvP and PvE (which I have NEVER heard anyone complain of PvE needing work) which doesn't fit with minecraft's "Mission", hit trees, build.
1
6
Section one: Skeletons
Concern one: "Juggling"
Many times in Minecraft I have experienced getting juggled, both with Iron Armor and without, and without it is an inescapable death, weather I'm in a cave or on the surface, it seems difficult to get out of when you are in. With Iron Armor or above however, I get to spend 30 seconds getting hit rapidly by arrows as I watch my health not move and my durability slip away.
Why this is concerning:
For new players or those playing on easy it can still be extremely frustrating to have this happen, it forces you to use more iron to make armor instead of luxury items, or the death may cause the loss of both the armor, tools, and items that you have collected and took with you. Experienced players (such as myself, I have been playing since Alpha 1.1) may be annoyed, like I am, with these phenomena. So it could drive away younger players, and annoy the older ones.
Concern Two: Arrow Velocity + Rate of Fire
Since the buff of Skeletons their arrows are near unavoidable at close range, the velocity is faster than a fully charged bow from a player, even when up close, where they would be shooting faster, and thus, based on the logic of the player, doing less damage and having less velocity within the flight of their arrows. Neither of these happen so instead you once within 5 blocks ever arrow which occurs around once every two seconds is taken, reducing both your health and your armor durability, if the skeletons were instead doing less damage with less velocity in their arrows when you got closer then it would be fine, however neither of these things happen, thus severely increasing annoyance with how stacked against you the odds are.
Why this is concerning: Due to the recent behavior change of skeletons, I am finding myself less attracted to go and retrieve resources to continue the game, as such, I have been playing less and less, and focusing more on creative mode stuff, while that is all fine for me, I feel something is missing, I long to have gather the materials required to build while fighting balance mobs and other entities to collect, this may be my originalist speaking, but I feel the game should have a little challenge and focus on gathering, not fighting, which is what Jeb is currently trying to do.
Section two: Zombies
Concern one: Mobbing + pathfinding
The zombie, for a long time I found it to be a pushover, something to kill to get feathers (or more recently rottenflesh) However with the new update the zombie was buffed, and it was good... until I tried it. Currently when you attack a zombie all zombies in 32(?) blocks will also aggravate onto you, walking complicated pathways to do so, but the sheer number of zombies that can be aggravated this way is astonishing, especially in Adventure Maps, where in a maze of books that zombies that number in the 10s and 20s rush through the corridors to find you as if they have lived there forever. Causing a large mob to maim the player.
Why this is concerning: Due to this buff, making adventure maps has become terribly taxing as if you don't space them far apart both vertically and horizontally the player when attacking one part of the challenge will be faced with the mobs from another part. In a non-adventure map setting this causes caving to be more exciting and fun, however the zombies will follow you through complicated routes that may involve going around in 3 different levels of a cave to get to you, and this takes time, so much time in fact that you may forget you aggroed that zombie about 5 minutes ago and it ambushes you, so you attack it and a new set gets aggroed and it all begins again. More annoyance for the old, and steeper learning curve for the new.
Concern two: Fire spreading
When a zombie is on fire due to Fire Aspect or the sun, they have a chance to set you on fire for a short period of time, and while it doesn't always happen it almost completely removes most value from using Fire Aspect in an Adventure Map and in survival as it give the zombies an easier time of killing you, especially when you set 5 on fire because you aggroed the whole bunch when you attacked the outlier. Causing a swift decline in the value of a once great aspect.
Why this is concerning: Because of the two new buffs for zombies combined, the fact of the matter is, every time you use Fire Aspect, you are making it easier for you to die, as unless you have fire protection on your armor, you are taking direct, non-reduced damage. Causing annoyance and a steeper learning curve.
Section three: Zombie Pigmen
Concern one: Increased reach
Currently, a Zombie PIgman has a one block increase in its reach than that of the player. Meaning that, when faced with one, you will be attacked first, then hit by knock back, allowing the pigman to get an extra hit or two in, which damages your armor as well as your health, and in swarms the increase means, that when you get close to one, the other hits you back, and then the first one's cool down on its attack is completed so he hits you, and you no longer get to hit the Zombie Pigman.
Why this is a concern: Most RPG's already know it, but the initiative is one of the players most important weapons, both in Pokemon, World of Warcraft, and Civilization as well as other turn based strategies or real time combat, going first allows you to take that extra risk to knock out that pokemon, save a heal spell, or attack a city, even Dungeons and Dragons, THE RPG, has specific powers and skills as well as terms and game mechanics designed around going first or last. Games only take that advantage away if they want to really challenge the player and cause him to be reactive instead proactive, MC is a game that without the ability to be proactive you have lost a significant part of your arsenal as there is very few reactive tools available to the player. Example: If a zombie is running after you, you have the initiative since you can hit first, you can; 1.) Pull out a bow and get some free hits in, 2.) Swing your sword and charge in, or 3) Sprint hit for a hasty retreat. While being Reactive however, you can only do number one without getting damaged, slightly or severely.
Section 4: Increased difficulty when staying in an area
In 1.6 there will be a new mechanic, mobs will spawn stronger with more health the longer you stay in an area, and this concerns me the most, because as far as I have heard, there is no limit to how much health they can have, eventually, it will come to the point that a full wood sword still won't kill the entity, making it significantly harder and longer to fight until that is all you are doing, forcing you to move. Leaving your base behind.
Why this is a concern: Minecraft is a game of fun, about building and expressing yourself, about killing dragons and fighting monster, but what happens when the base you have been living in for weeks all of a sudden becomes to hard to keep, you must abandon it, leave it behind or destroy it and rebuild it. Nothing is more painful than watching your home be destroyed, that is why griefing is banned on most non hardcore servers. So what happens when the very game is griefing you? You leave, you stop playing survival. Also, if you are going to force us to move in order to keep the mobs in check you could at least have an interesting world to explore! The lack of variety is why I don't move, there is nothing else to see. Another concern is adventure maps, I build my maps by hand, all of them in game, block by block, and that takes a lot of time, what if then, 1.6 does include this change? Then by the time I am finished all the loot and the leveling curve I have built for my challenges becomes for naught as the loot was way under powered for the current level of the monsters, but perfect at the time, this is a problem for all maps as well, such as Vech's Super Hostiles, he has a leveling curve, albeit a steep one , that if tampered with just the wrong amount by it taking a player too long, then the loot he has provided is no longer sufficient to complete the challenge because the weapons and armor will run out and you will be forced to use mundane equipment, should 1.6 have this feature, Survival and adventure maps will die.
Thank you for reading, and I hope to hear your opinions and have structured debates and/or conversations about this topic. Once again, thank you for your time.
1
1
1
1. Don't eat them! It is litterally a ball... of slime..
2. You could make it so when combined with sugar it becomes jello. Heals 2 hunger.
3. You could make slime tools. Durabillity of wood, strength of iron, but instead of the items dropping to the floor, goes streight into you inventory. (great for mining thoose ores that are right above a deep hole or lava.)
4. You could make slime boots. Allows you to climb like a spider, provides defence and durability of leather.
5. You could smelt to make a bouncy ball. Right click to throw. And it will bounce and all tamed dogs that are not sitting will chace after it and bring it back.
That is what I see we could do with all this slime! Please, take the suggestions, even if you don't add them mabey it will give you ideas!
Like I said, this could be going places.
2
1
Name: emualfafa
Age: 15
Where you from?: Colorado
How long you're already playing minecraft: SInce Alpha (Oct. 13 2010)
In Character:
Full name: My name is Ranak Nin
Age: I am 18
Profession: Dethroned King
Background story: (5-10 lines, this has to include everything: How he learned his profession, etc.) My grandfather was a power hungry old man who raised me like a son, that is to say, he screwed up just as much as he did with my dad, the only difference was, I survived, and he taught me his ways, including being stratigic, sneaky, and above all, power hungry. I, at the age of 14 took control of the Kingdom, however, due to the famine, the people didn't 'love' me, after about 149 'accidents' with inconveinent people, one of which my father, the people had enough, even my guard and turned against me, leaving me with only one place to go. This wretched hole of a land. My goal, Revenge.
Personality: (How is your character: aggressive, kind.....) Aggressive, sneaky, stratigic, power hungry, yet defeated.
Skin: (pic) http://i50.tinypic.com/2888ebo.png
1
1