Introduction
My intention with this mod was make Minecraft remain a challenge and to give it a more unique experience. Because I lack the skill in programming enhanced AI or equipment, I intended for this mod to add mobs and make the game harder while more powerful and well coded mods provide high-end enhancements to the player.
Information
Download
Github
https://github.com/Silentine/GrimoireOfGaia
Discord
Mod Pack
Details on use:
- Do not make money from the modpack which this mod, "Grimoire of Gaia 3" is included in.
- A link to the forum post in which this mod, "Grimoire of Gaia 3" originated from.
- Credit to the author of this mod (Silentine).
Videos
Grimoire of Gaia 3
Grimoire of Gaia 1 & 2
Older videos of previous versions can be viewed on the wiki.
Credits
Main
Silentine - Owner, Ideas, Art (Logo/Banner), Coder, Models, Textures
Contributors
1.12.2
bloodmc - Porting the mod to 1.12.2
Doctor_Wiggles - Porting the mod to 1.12.2
P3pp3rf1y - Porting the mod to 1.12.2 and re-adding baubles and Thaumcraft support
mrbysco - Porting the mod to 1.12.2 implementing a ton of features requested throughout the years.
1.10.2
Doctor_Wiggles - Porting the mod to 1.10.2 and helping with adding a ton of new code/features
1.8.9
Doctor_Wiggles - Porting the mod to 1.8.9
mrbysco - Porting the mod to 1.8.9
1.7.10
nidefawl - Porting the mod to 1.7.10
1.6.4
Akjosch - Porting the mod to 1.6.4
Sounds
1.12.2
Translations
karakufire - ja_jp.lang
wenlfs - pt_br.lang
kellixon and V972 - ru_ru.lang
kasing456 and AileRozy - zh_tw.lang
AileRozy and UnknownWhite - zh_cn.lang
Special Thanks
Credits
TheStimerGames - working on the wikia
Additional Credits
FryoKnight - for the previous logo, banners and Entity Encyclopedia used in the original Grimoire of Gaia
Wuppy29 - for his Forge tutorials
Zeux - for Techne
DrZhark - for helping me fix the config file to properly disable mobs
FinAndTonic - for helping me fix mobs from not spawning during the day
tuiko - for providing a bug fix and item config for Grimoire of Gaia 2 (1.1.0)
Banners
Copyright
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Silentine, original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
1
ooo great! He wanted to figure out github but never had time, maybe he can finally get it going and have a few community commits here and there.
1
I kinda wish in the menu it just said RTG instead of Realistic, or RTG-Realistic. Having 3 Realistic options is confusing.
3
Awesome!
Any chance your still considering getting PlayerAPI on github? Would love to see some of the community help take a part of the load off your back!
1
Hold your breath and count to ten!
1
I am confused as to how this tree looks good..
I like the tall trees, except for how tall they are. If they could be, taller than vanilla. But not a skinny stick shooting high in the sky! If they are going to go that high, I feel like the trees would need to be a lot thicker to look more real. I really hope for some awesome configurations on trees. (I also don't like palm trees)
Also is it RTG adding the trees that have 3 parts to be base? looks like a trees roots that have been pulled out of the ground so you can walk through them? I feel there either should be a config to disable these weird looking roots, or actually place the roots in the ground.
I also found this super funny looking Project Red Volcano mixed with a applied energistics meteor, and a savanna plateau. It sure spread this volcano out a long ways! Kinda looks cool, im not complaining. Just was a funny occurrence!
I have also noticed the crazy amount of grass, I don't really mind, but I haven't found any Botania flowers in my test world with Snapshot 4. I will do some more testing and if I find some, then I will edit this/post here. I was thinking that perhaps all the grass that is generating might be affecting Botania. But, who am I to guess?
Edit: I did eventually find some Botania plants. I think the ridiculous amount of grass and vanilla flowers is making botania flowers not have many locations left to be placed. Not to mention any other mods that add plants etc.. I would assume they have rules in a way they make sure its not too populated with crazy amounts of stuff.
I also noticed some buildings placed by roguelike dungeons that had floating trees above them. Definitely should have to have all lakes, buildings etc be placed before Decorating the areas with trees etc.
I found a Desert Temple in a river biome, and an ugly tall stick that has a trio of leaves on top. And of course some more trees that seem like their trunks want to be tall trees, but the top leaves look like it shouldn't be a tall tree.. If I could add more than 5 pictures for attachments, I would.
(As for the Terrain gen.. I love it)
1
I think that is the same bug that will be fixed when Zeno's PR gets pulled: https://github.com/Team-RTG/Realistic-Terrain-Generation/pull/385
1
Hello, I am wondering if it is possible for a mod like yours, to be able to detect mountains and large areas of just stone above normal ore height and add ore to them?
I am using RTG: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2524489
and am playing around with the configs trying to get a way to have normal ore gen, but when there are huge mountains, populate them with ore by how thick the mountain is.
An example of what im looking to do: if ore "a" needs a depth of 10 to spawn normally, then in a mountain, if it is 10 blocks thick, it will allow ore "a" to spawn there. Although, I can see some problems with this. Maybe someone else has a better idea?
It would be cool to have RTG mountains supported by COG and have a config to turn it on and off, if that was something you would consider looking into.
Here is a picture of a mountain that I used World Edit to remove a good chunk to show you what kind of ore currently spawns in theses mountains. I do have your COG installed, I just need to figure out some more things with it maybe. ps. that is alot of stone, too much!
Edit: The second picture is without COG. In case anyone was wondering.
2
Well, the mod does work if you use the unofficial versions of the mod. Here is some links to those posts with the downloads:
MSC2
GUILib
Once you get those 2 modified versions that make it work in 1.7.10, then i think the button in game to edit the spawns etc is F6.
It currently defaults to the twitch key bind in vanilla minecraft. Before you can use the menu, you need to remove that key bind and set it to something else. Then you can use the in game menu to change up the mod spawns. You could do it by configs.. but it looks like a lot of extra work compared to just clicking on the biome, then the mob and changing its setting for that biome with simple sliders. Then it will write up all the info in the configs for you.
2
Mob Spawn Controls 2! Back + Abandoned Better than ever!
1
In the config, if someone changes:
# To manipulate the ladder and vine climbing mode (possible values are "free", "smart", "simple" and "standard")
move.climb.base:free
to:
# To manipulate the ladder and vine climbing mode (possible values are "free", "smart", "simple" and "standard")
move.climb.base:standard
pretty much all ladder type objects that I could test worked after that including Carpenter Ladder.