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Ri5ux posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods -
63
sirolf2009 posted a message on [1.6.4] The Necromancy Mod 1.5 - Necro API 1.2Posted in: Minecraft ModsThis mod has been taken over by AtomicStryker. Link
Exspectata amicus. respondebo tibi, quid opus sit vobis regnum regat
Introduction
This mod is all about necromancy. Also known as the art of reanimation. using this mod, you can reanimate slain foes and use your minions to rule the world! (of minecraftia).
Download
Download 1.5 for MC 1.6.4 (thnx to AtomicStryker!)
Download 1.4b for MC 1.6.2
Browse all versions
Copyright
you have the right to have access the source code of the mod,
you have the right to be able to edit/use parts (or all) of the source code provided that you provide proper credit to the original authour(s),
you have the right to distribute the source code and/or compiled versions of the source code
you have the right to use this mod in Lets Plays/YouTube videos however you see fit (monetization, for fun, etc) as long as you provide credit to the original authour(s)(a link back to this thread for example)
if you wind up using parts of my mod in your own, then create a really awesome mod so that i can be proud
Source code
Please read the copyright note before downloading the source code
https://github.com/s...2009/Necromancy
Necro API
The API allows modders to implement their own mobs into the game, if this mod and their mod is installed. Keep in mind that you have to wait for the next necromancy version for this to work. That doesn't mean that you have to wait to add your mobs though.
Download API v2.
API Tutorial (intended for modders only)Download the API from the link above and extract it to your src folder (MCP/src). You should now see MCP/src/com/sirolf2009/necroapi. Inside the necroapi folder are a couple of classes. NecroEntityZombie is an example class.
Start off by creating a new class. For the sake of organizing call it NecroEntityExample where Example is your mob name. Use your mobs name in the super constructor. If your model extends ModelBiped or ModelQuadruped, make the new class extend NecroEntityBiped or ModelQuadruped and skip the spoiler.
If your model does not extend ModelBiped, you'll have to assign the bodyparts. Create four new methods:You should now have a class that extends NecroEntityBase and has it's own model and animations defined or you have a class that extends NecroEntityBiped or ModelQuadruped. All we have to do now is make sure players can create your mob. Change your constructor to this
public BodyPart[] initHead(ModelMinion model) { return null; } public BodyPart[] initTorso(ModelMinion model) { return null; } public BodyPart[] initLegs(ModelMinion model) { return null; } public BodyPart[] initArmLeft(ModelMinion model) { return null; } public BodyPart[] initArmRight(ModelMinion model) { return null; }
these all return an array of bodyparts. Let's start with legs. Let's say your mobs leg is a 1x12x1 cube. You would change initLegs to this:
@Override public BodyPart[] initLegs(ModelMinion model) { float[] torsoPos = {-4F, -2F, -2F}; //we will get to this in a sec BodyPart leg = new BodyPart(mobName, torsoPos, model, 0, 16); //mobName is what you put in your super constructor, the 0 and 16 are texture offsets leg.addBox(0.0F, 0.0F, 0.0F, 1, 12, 1, 0.0F); //create a 1x12x1 cube at coördinate 0, 0, 0 return new BodyPart[] {leg}; //return our leg }
But sirolf2009, what's that torsoPos about? The torso pos defines the position of the torso. But why can't you simply make your torso 2F higher? Because your torso can be put on creeper legs and ender legs. If you would make your torso 2F higher, it will float above creeper legs and float inside the ender legs. For that reason, try to make your bodyparts around 0, 0, 0. On to the torso
@Override public BodyPart[] initTorso(ModelMinion model) { float[] headPos = {4.0F, -8.0F, 2.0F}; float[] armLeftPos = {-4F, 0.0F, 2.0F}; float[] armRightPos = {8F, 0.0F, 2.0F}; BodyPart torso = new BodyPart(mobName, armLeftPos, armRightPos, headPos, model, 16, 16); torso.addBox(0.0F, 0.0F, 0.0F, 8, 12, 4, 0.0F); return new BodyPart[] {torso}; }
as you can see we now have 3 positions. One for the head and two for the arms. Just add them to the BodyPart constructor and you'll be fine. Also, note that the torso is created at 0, 0, 0. As you have read before, that is to ensure it fits on any type of legs.
finally, the head and arms
@Override public BodyPart[] initHead(ModelMinion model) { BodyPart head = new BodyPart(mobName, model, 0, 0); head.addBox(-4, 0, -4, 8, 8, 8, 0.0F); return new BodyPart[] {head}; } @Override public BodyPart[] initArmLeft(ModelMinion model) { BodyPart armLeft = new BodyPart(mobName, model, 40, 16); armLeft.addBox(0.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); armLeft.mirror = true; return new BodyPart[] {armLeft}; } @Override public BodyPart[] initArmRight(ModelMinion model) { BodyPart armRight = new BodyPart(mobName, model, 40, 16); armRight.addBox(0.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); return new BodyPart[] {armRight}; }
These don't have locations stored in them, that's because there is nothing connected to them.
congratulations, you now have your model. On to animating.
create a new method in your NecroEntityExample class
@Override public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity, BodyPart[] bodypart, String string) { }
this looks a lot like your regular setRotationAngles method, but this one has two extra parameters. The bodypart array contains the bodyparts you have initialized, the string contains the type of bodypart that needs to get animated. I'll just show you the biped animation code:
@Override public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity, BodyPart[] bodypart, String string) { if(string.equals("head")) { bodypart[0].rotateAngleY = par4 / (180F / (float)Math.PI); bodypart[0].rotateAngleX = par5 / (180F / (float)Math.PI); } if(string.equals("armLeft")) { bodypart[0].rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; bodypart[0].rotateAngleZ = 0.0F; } if(string.equals("armRight")) { bodypart[0].rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F; bodypart[0].rotateAngleZ = 0.0F; } if(string.equals("legs")) { bodypart[0].rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; bodypart[1].rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; bodypart[0].rotateAngleY = 0.0F; bodypart[1].rotateAngleY = 0.0F; } }
As you can see you can use the last parameter to see what is being animated. The biped model contains 2 legs, therefore the bodypart array contains 2 bodyparts.
You have now created and animated a model!
public NecroEntityExample() { super("EXAMPLE"); headItem = new ItemStack(exampleMod.exampleHeadItem); // the head item torsoItem = new ItemStack(exampleMod.exampleTorsoItem); // the torso item armItem = new ItemStack(exampleMod.exampleArmItem); // the arm item legItem = new ItemStack(exampleMod.exampleLegItem); // the leg item // you use ItemStacks to support damagevalues texture = "/mob/zombie.png"; //texture location textureHeigth = 64; //the zombie texture is not 32x32 but 32x64. hasHead = true; hasTorso = true; hasArms = true; hasLegs = true; //you can set these to false if your mob doesn't have some bodyparts. Creepers don't have arms for instance }
and we need to add recipes
@Override public void initRecipes() { headRecipe = new Object[] {"SSSS", "SBFS", "SEES", 'S', new ItemStack(organs, 1, 4), //skin 'E', Item.spiderEye, 'F', Item.rottenFlesh, 'B', new ItemStack(organs, 1, 0)}; //brains torsoRecipe = new Object[] {" LL ", "BHUB", "LEEL", "BLLB", 'L', new ItemStack(organs, 1, 4), //skin 'E', Item.rottenFlesh, 'H', new ItemStack(organs, 1, 1), //heart 'U', new ItemStack(organs, 1, 3), //lungs 'B', Item.bone}; armRecipe = new Object[] {"LLLL", "BMEB", "LLLL", 'L', new ItemStack(organs, 1, 4), //skin 'E', Item.rottenFlesh, 'M', new ItemStack(organs, 1, 2), //muscle 'B', Item.bone}; legRecipe = new Object[] {"LBBL", "LMML", "LEEL", "LBBL", 'L', new ItemStack(organs, 1, 4), //skin 'E', Item.rottenFlesh, 'M', new ItemStack(organs, 1, 2), //muscle 'B', Item.bone}; }
Those are the recipes for the zombieparts. As you can see the item organs is used. This item stores brains, hearts, muscles, lungs and skin. Their damage value is in that order. Do not make any reference to "organs" outside this method. If you do, it can crash the game when the necromancy mod is not installed.
You are now ready to distribute your mod. You need to compile, obfuscate and publish the API alongside your mod. If you do not do this and someone installs your mod without mine, their minecraft will crash.RECIPES/GUIDE
For additional information, check the wiki.
First things first. you need to get some blood. In order to harvest blood you need some Bone Needles. these are crafted like so:
Craft yourself some Glass Bottles and hit a mob with a needle. This will consume the needle and the bottle, but you will get a Jar of Blood in return. If you're on a server you can also hit the other players to get their blood.
Next up, the Necronomicon.
With the necronomicon you can create yourself a Summoning Altar! Place 2 cobblestone and a plank in a row (in the world, not the crafting bench) and right click the plank. You still can't summon a minion yet though. You need to get some souls first. How? With a Scythe, a Blood Scythe.
Use this weapon to kill some mobs and make sure you have some glass bottles left in your inventory. If you use the Scythe to deliver the final blow, a bottle will be filled with a soul.
One more thing. You need a Sewing Machine to create bodyparts. It is crafted like so
Now this is where it gets complicated. There are a lot of recipes so i won't post them all, but i'll show you the basic recipes, or templates if you will
You need to start with getting some skin.
with the skin, you can create heads, torso's, legs and arms. You'll also need some organs, these can be obtained by killing mobs.
You'll notice that these recipes won't work and that they have holes in them. Like I said before, these are the template recipes. Let's say you want to create a spider head, you take the head template recipe and put some string next to the brain. If you want a zombie head you put some rotten flesh next to the brain.
Back to the Summoning Altar. You should have body parts now and you should see a couple of slots in the Altar. The left one is for blood, the right one is for souls. Place your body parts in the center to create a minion. If you are happy with the way your minion looks and you have supplied the altar with blood and a soul, you shift right-click the wooden part and the minion will spawn. If you aren't creative, the altar will use up your blood, soul and body parts. If you have The Harken Scythe mod installed, you can also use their souls instead of mine.
So what can you do with your minions? As of now, not much. They will follow and protect you. You can also saddle them by using a saddle on them. Keep in mind that this only works if you minion has a spider torso. Shift right click to mount the minion and right click again do dismount. If you want, you can craft yourself a Brain on a Stick to control them.
One last thing. If you're the exploring kind, you might prefer to go to the nether to get your blood. Nether Chalice's spawn randomly in the lava lakes.
They hold a ton of blood, but it can be dangerous to reach them. The blood can be picked up with buckets. You can transform Blood buckets to and from Jars of Blood like so
Happy Summoning!HALL OF FAME
crew and stuffs
sirolf2009 main coder, idea's, models, textures
Mr_boness idea's
TheBlackPixel textures
HP. Lovecraft writer
donators
Deborah W. $5.00 first donater ever!FAQ AND TROUBLESHOOT
java.lang.IllegalArgumentException: Slot SOME_SLOT is already occupied by SOME_MOD.SOME_BLOCK when adding SOME_MOD.SOME_BLOCK
Browse to appdata/Roaming/.minecraft/config/ there should be a file called necromancy.cfg, open it and look for the conflicting ID. once you've found it, change it to some other random number. note that this might screw up existing worlds.
My minecraft crashed!
There should be a log inside .minecraft/ForgeModLoader-client-0.txt post it or I can't help you
Can I include this mod in my modpack?
Yes, as long as you put up some clear credits to me and my team.
Will you be adding more mobs?
yes, maybe not all of them though. Slimes and blazes don't really have bodyparts and ghasts are a bit big to name a fewVIDEOS
The most recent reviewForeign mod review
INSTALLATION
Download this mod version for your Minecraft version.
Download Minecraft Forge for your Minecraft version.
Drag and drop Forge into the minecraft.jar
Drag and drop this mod into the mods folder.
BANNER[center][url="http://www.minecraftforum.net/topic/1571429-145-the-necromancy-mod-open-beta-3-christmas-update-and-patches/"][img]https://dl.dropbox.com/u/50553915/banner1.png[/img][/url][/center]
CHANGELOG
Necromancy mod3/8/13 1.4
Updated to 1.6.2
Added: Thaumcraft API support.
Added: Attributes
Changed: The name of the altar for compatibility with the Aether mod.
10/3/13 1.4b
Fixed: Missing textures
Fixed: Soul harvesting
Added: A WIP block
20/6/13 1.3
Fixed: Crash when Minion owner is offline
Fixed: Sewing recipes
Fixed: Special scythes are rendered only for special people
Fixed: Changing body parts
Fixed(?): Buggy needles and blood harvesting
17/6/13 1.2
Added: Bone Scythe
Fixed: Unable to harvest souls in multiplayer
Fixed: non-opped players can now acces the minion command
Fixed: Weird scythe rendering
Changed: Needles now work with right mouse button
Removed: Minion spawn eggs
12/6/13 1.1
Added: Cemetery (spawns in villages)
Added: Necromantic villagers (spawn in cemeteries)
Added: New command:
/minion [set] [aggressive/passive] set your minions to aggressive or to passive /minion [friend] [*] set a player as a friend /minion [enemy] [*] set a player as a friend
Changed: Ghouls spawn in every biome
Changed: Minions have more health and deal more damage
Fixed: Crash when harvesting souls
Fixed: Crash when using skulls
7/6/13 1.0
updated to 1.5.2
Added: NecroApi support
Added: More bodyparts
Added: New mob: Ghoul (AKA Nightcrawler)
Added: Special scythes for special people
Added: New command: "/remodel". This will re-initialize every bodypart from every minion
Changed: BodyParts have their own tab in the creative menu
Changed: The appearance of the necronomicon
Changed: Rewrote the rendering system to support the NecroApi
Changed: mcmod.info appearance (the page in the mod list)
Changed: The appearance of the altar
Fixed: Lag spikes
22/12/12 open beta 4
updated to 1.4.6
recipe for the teddy bear
rideable minions
craftable Brain on a Stick
Nether Chalices now generate in the nether
liquid blood
blood buckets
16/12/12 open beta 3
better SMP support (it's still not perfect)
better algorithm to remove lag spikes
fully functional sewing machine
new mob: enderman
christmas hats (will automatically be activated on christmas, or when you set christmas hats to true in the config file)
24/11/12 open beta 2
Update to 1.4.5
Added Blood Scythe
Removed Minion eggs
New Necronomicon recipeNecro API
3/8/13 1.2
Added: Enum BodyPartLocation. Several methods have adapted this as a parameter rather than a string that indicates the location.
Added: Attributes
3/3/13 1.1b
package changes; the classes have not changed
13/2/13 1.1
better documentation
2 new methods in NecroEntityBase: preRender and postRender (used for rotationg)
new class: NecroEntityQuadruped
new interface: ISaddleAble, contains 2 methods: getRiderHeight and getSaddleTex
changed the example class to not give errorsDONATION
This mod is free to use, donating is appreciated but not required.
FINAL NOTE
If you're wondering what that latin at the top means: Welcome friend. Let me tell you about my work, for you shall rule the world with it. -
396
user-7851964 posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3Posted in: Minecraft Mods
Facebook Page | Official Server | Official Wiki | F.A.Q. | YouTube Channel
Experiencing Lag in Middle-earth? Use FastCraft.
Watch Mind of Mike's exciting new series with the mod, from early 2017. Thanks, Mike!
Mind of Mike also has a beginners' guide to the mod, which is really helpful. You can watch it below:
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About the Mod
The Lord of the Rings Mod is a huge expansion for Minecraft that aims to add the world of Middle-earth into the game. This will include content from J. R. R. Tolkien's most famous work, The Lord of the Rings, and from other related tales such as The Hobbit and The Silmarillion.
The mod has been in development since December 2012, with a great amount of planned features yet to come in the future. New updates are published frequently - usually every couple of months.
If you are interested in following the progress of the mod, go to our Facebook page, where we showcase new content for upcoming updates. You can also give feedback there, and submit suggestions. Please read the FAQ before submitting a suggestion!
The official wiki is the place to go if you want to learn about the mod and its contents, or find a server to play on. You can also post suggestions, bug reports, and discuss all sort of things on the wiki forums.
The main features in the mod so far are:- A new Middle-earth dimension
- Over 100 new biomes, sub-biomes, and biome variants, each with their own unique structures and resources
- Biomes are generated in accordance with Tolkien's map of Middle-earth
- The mysterious, unexplored lands of Rhûn and Harad
- The ancient Pits of Utumno, a terrifying dungeon dimension full of Morgoth's evil creatures
- Hundreds of new blocks, weapons, armours, foods, and items
- People and races from the Lord of the Rings world
- An alignment system where your actions can improve or harm your reputation with many independent factions
- New gameplay elements dependent on the player's alignment: trading, unit hiring, and an expanded achievement system
- Randomly generated Mini-Quests, and the Red Book to record them
- A system of modifiers for customising and upgrading your weapons, tools, and armour
- Seamless multiplayer integration in all areas of the mod
And some of the main planned features still to come in future updates:
- Even more blocks, items, and factions from Middle-earth
- Larger, pre-written quests, ranging from minor 'side quests' to epic adventures
- New types of mini-quests
- Characters and places from the Lord of the Rings storyline
- More boss battles
- Ring-forging, siege weapons, and a 'redstone alternative' for Middle-earth
- Other realms... The Undying Lands? First Age Beleriand? Númenor?
For a more in-depth and comprehensive summary of the mod's features, please see this Mod Overview article on the mod's wiki. Also check out the Middle-earth Gameplay Guide, and the Building Tips page if you are so inclined.
(There are, besides those linked above, many other useful guides and articles on the wiki which I have not listed here - go and have a look!)
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Downloads
Download the current version: Update 34.3 for Minecraft 1.7.10
Requires Minecraft Forge version 1558 or higher.
The complete changelog for all released versions can be viewed here.
This mod contains a version checker.
Warning: If you are running the mod on a Cauldron (MCPC+) server, you may experience unexpected bugs, crashes or other failures that are not this mod's fault. Please see here for an explanation of why it is not this mod's fault, and why I cannot really do anything to fix it.
Installation
Watch Mind of Mike's beginners' guide on how to install the LOTR mod. (New in 2018)
For more guides and information, including how to install the mod on servers: see the Help section on the mod's wiki.
Downloads for older versions:
(Warning: Older versions may contain old bugs which have since been fixed. Use at your own risk.)
These can be found at the updates page on the wiki.
NEI Plugin
The Ranger Malvegil is developing a plugin for Not Enough Items (NEI) for use with the Lord of the Rings Mod, that shows crafting recipes on Middle-earth tables, barrel brewing recipes, and other recipes from the mod. Thanks, Malvegil!
You can find the forum thread for this plugin here, with downloads and information.
Note that this plugin is not affiliated with the LOTR mod: you should report any problems, crashes, etc. to them, not to us.
______________________________________________________________
Donate
Some people have expressed interest in donating to the mod, so if you want to donate, here are some fine buttons with which to do so.
______________________________________________________________
Concerning Modpacks
TheAtlanticCraft's Fellowship modpack includes the Lord of the Rings Mod along with over 50 other mods, and they have dedicated public servers running the pack.The link goes to their Minecraft Forums thread which has all the links and information you should need to download and install the modpack. Please note that feedback/bug reports/other issues concerning the Fellowship modpack should be discussed on their forums and websites, and not on this forum post.
If you want to create and publish your own modpack including the mod, you don't need to ask for my permission, but you must credit me as the author of this mod and provide a link to this post. It's only fair!
(If the modpack is just for private use, i.e. it won't be posted anywhere for the public to use - such as for your own use and a small group of friends on a private server - there's no need to do that.)
______________________________________________________________
Signature banners
If you would like to support the mod with one of these banners, copy and paste the following code into your signature:
Middle-earth
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Mordor
[url=http://www.minecraftforum.net/topic/1626486-the-lord-of-the-rings-mod-bringing-middle-earth-to-minecraft/][img]http://i.imgur.com/8mJjS66.jpg[/img][/url]
The Shire
[url=http://www.minecraftforum.net/topic/1626486-the-lord-of-the-rings-mod-bringing-middle-earth-to-minecraft/][img]http://i.imgur.com/1HUA6.jpg[/img][/url]
Fangorn Forest
[url=http://www.minecraftforum.net/topic/1626486-the-lord-of-the-rings-mod-bringing-middle-earth-to-minecraft/][img]http://i.imgur.com/7hQN7CW.jpg[/img][/url]
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), excepting any and all characters, locations, etc. or other trademarks, which are the intellectual property of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, is the property of the Mod author (Mevans, henceforth "Owner" or "The Owner"). It may only be mirrored or reposted with advance written permission of the Owner. The Mod is intended as a tribute to the Lord of the Rings and the world of Middle-earth and the Owner makes no claim upon the Lord of the Rings or any associated trademarks of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, nor does he affiliate himself with them in any way.
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151
joetheantipro posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*Posted in: WIP Mods
WHAT'S NEW:
Alpha Version 1.3 for 1.7.2 forge is released!
changelog:
-updated from 1.6.4 to 1.7.2
-fixed crash bug when fish bite lures on servers
-added manta rays
-added NurseSharks, 3 varients
-added Fancy Fungus Fish
-added a purple regular fish varient
-re-sized the sail fish
-added new item: Creepedo; small, medium, and large
-added air tanks, single & double
-added an Air Compressor block for refilling the airtanks
-added new tool: harpoon
-added armors wetsuit & flippers(press f for a boost when underwater)
-changed the goggles so that they give night vision when underwater, and have 100% chance of getting the respiration enchantment when enchanted(edit: seems this feature isn't quite working )
-added Diver suit armor. makes you sink to the ocean floor & give lots of extra breathing time when wearing full set.
-added shell armors crafted from clam shells & pearls. comes in 4 different colors
-fish animations have been tweaked
-fish behavior has also be altered to make them wander more instead of only swimming in strait lines
-spawning of all fish has been improved by despawnong some squids
8/2/2014
attempted to update the thread with info on the small crabs... after 4 or 5 tries it still doesn't seem to want me to add anything other than a single picture. however if you're reading this, then it finally worked in letting me edit the thread. I am very confused... these forums seem to be very buggy in weird ways now after the recent update. :\
7/26/2014: fixed the typo in the last news update.. i'll fix the rest of the post once the forum support spoilers again,7/20/2014:
the bugfix alpha version 1.2 for Minecraft version 1.6.4(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
5/9/2014:
we FINNALLY release the alpha version 1.1! we added a couple coral blocks and plants, added coral reefgeneration and kelp forests into the ocean biomes! we also added a generated structure in vilages, a new villager, and a handful of new mobs! the new mobs include: clams, starfish, lobsters and 3 types of new fish! there's the mossyback bottom feeders, spotted bottom feeders, and salmon! we also added the goggles to help people fully apriciate the new changes to the oceans. we also reworked the ai for the fish so they'd work the way we intended in the 1st update(they were very glitchy) we also added 5 new types of food! raw and cooked lobster claws and lobster tails. we also added sushi!
4/4/2014:
the atlanticcraft reviewed the mod, and showed off some features from the current dev build. its posted below 3/28/2014: TODAY WE REALEASE TO YOU, THE ALPHA VERSION! it features the regular fishy that comes in differnt colors, and the cave fish! the only items in the alpha are the differnt kinds & sizes of fish, and the net needed to capture them, and the fish fillets which are the food that the fish are crafted into. the download will be at the bottom of the page. 3/14/2014: as of a few days ago, the modder LittleBreadLoaf, the creator of the Bleach Mod for Mincraft has agreed to start working on the mod. today i got to test out what he's done so far, and its looking great! we might even have a downloadable alpha version of the mod ready in under a week! x/x/x: Overhauled opening post on the forum. Added info for (etc etc)
7/20/2014:
the bugfix alpha version 1.2 for Minecraft version 1.7.2(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
5/31/2016
lots of things have happened since i last updated this post. we've recruited a new coder, Frag2000, who has basically re-created the mod from scratch, and has taken leadership of the mod's development. we also created a shared MCforums account for the dev team to make posts and to use to post a new thread for the mod. once we FINALLY post and update version of the mod we will be removing most information on this thread and adding a link to the new one.
THE BASICS:The fish are able to detect a floating lure in the water when its within a specific radius and height depending on the type of fish, and will slowly swim towards it and once they get close enough they dart at it and get "hooked". Once they're hooked all other fish will avoid the lure and hooked fish and flee from it. The hooked fish will start to berserk and swim around erratically like a peaceful mob that has been attacked. To "catch" the fish once its hooked simply right click to pull it on land. After a set time of being hooked, depending on the fish, a fish will start to swim downwards making it harder to pull out of the water. Once its on land it will begin to flop around on its side like a real fish bouncing around until it is killed or lands back into the water. To get the fish in item form you left click it with a "net" which will despawn the fish and give you the fish item that can be used to re-spawn the fish. This means chasing down fish with the net is a valid fishing method assuming you can get close enough. Fish also avoids players keeping their distance by darting extra quick, so the player can't simply swim after them and hit them with a sword.
MOD REVIEWS:
TheAtlanticCraft
MinecraftHippie
screenshots:
NEW TERRAIN:
Coral reefs and kelp forests have been added! dispite being called kelp forests, theyre mostly made of seaweed, and only a small amount of kelp.
fantastic fishmans hut:
spawns rarely in villages with 2 fantastic fishermen(new vilagers)the fisherman trades in "pearls" for various mod related items. he also buys legendary fish for large amounts of emeralds!
Small Crab
Manta ray
THE TEAM(Credits)
Idea givers:- joetheantipro- Mystic_Eyes- evankramer123[Still Recruiting]
Programers/coders:-Frag2000- LittleBreadLoaf- CreatorFromHell [Still Recruiting]
Texture artists:- joetheantipro- gothic717433- evankramer123- shadowtheif107[Still Recruiting]
Sprite drawers:- joetheantipro[Still Recruiting]
Model makers:- joetheantipro- Mystic_Eyes- gothic717433[Still Recruiting]
Sound developers:- None[Still Recruiting]
Downloads
1.6.4 alpha release version 1.0.0:
http://www.mediafire..._Alpha1.0.0.zip
1.6.4 alpha release version 1.1.0:
http://www.mediafire...sh_Mod_V1.1.zip
1.6.4 alpha release version 1.2.0:
http://www.mediafire.com/download/9x7dgpl58cjiuo4/Fantastic_Fish_V1.2.2.zip
1.7.2 alpha release version 1.3.0:
http://www.mediafire.com/download/dzpuy4zgy1du4jk/fantastic-1.3.jar
1.7.10 alpha release version 1.4.0:
http://adf.ly/1ElIxy
*Don't forget to if you like what you see!* -
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Pikadex posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]Mutant Spider. Something that looks very hideous. Infecting it would work with both Spider and Cave Spider. She could have around 120 hearts or something.Posted in: Minecraft Mods
Time Matters: Much like the normal spiders, the Mutant version prefers not to attack you when it is bright. But once that light level drops, she will think of you as a tasty treat!
No Escape: If you are to get too far from the Mutant Spider, she will shoot string at you, which will pull you towards her, and deal maybe 2 or 3 hearts of damage.
Speed Boost: The mutant spider doesn't have eight legs for nothing. Sometimes, the mutant spider will go faster by using more energy. Of course, she'll have to rest before she does it again. Get her while she is tired!
Melee: Get out of here! Don't get too close, or Ms. Mutant Spider will thwack you with her leg! This will deal 4 hearts of damage ignoring armor, and knock you way back! She could even knock you far enough that she has to pull you back with string. You also have a 50% chance of being poisoned!
Minions: The Mutant Spider is a mother! On occasion, she will spawn up to 10 minions, which is a random mix of Spiders and Cave Spiders. Oh, and while these minions exist, the Mutant Spider will have a slight speed boost, and deal a bit more damage when she uses melee. She wants to protect her children.
Sticky Stompers: If there is a wall, the Mutant Spider can climb it. She can jump down on to you, and she will take no fall damage. If she succeeds, you will take damage. The higher she is, the more damage you will take. The cap for damage would be around 7 hearts of damage
It's Not Over Yet: When it looks like you killed the Mutant Spider, watch out! She might just be faking, and when you go to get her loot... POW! She will jump at you, causing 56 hearts of damage, and knocking you back so hard, you might go right through the weak materials, like dirt, grass, sand, gravel, and sandstone! Each block you go through has a 50% chance of causing a half heart of damage. She might need to pull you back, which is even more damage, possibly killing you. It's best to just wait, she'll eventually get bored of waiting.
Death: If you manage to kill the Mutant Spider for real, you have to go up to her and cut open her body. Her corpse will remain there without despawning, if you don't have a sword. You must hit the corpse with a sword a few times, and she'll eventually open up, leaving you with string, some equipment of her previous prey, and a special item...
Drop: What is the special item? Well, it's the Spider String Sack (or whatever). What does it do? Well, if you have string in your inventory, you can use them to pull over your prey, just like the Mutant Spider's attack! It causes 2 hearts of damage, and can be used as a fishing rod, if you REALLY want to. It will work for 100 uses, and can be repaired with Spider Eyes and String.
I hope some of you like this idea! -
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OstenM posted a message on [1.5.2] Aliens Vs Predatorwell wen i got this glitch (at least i think) wen i got attacked by a face hugger in superflat (using the toomany items mod) i tryed to place the facehugger i got tped under ground below bed rock and i fell the only time i ddnt was wen i flew i looked up and it was on my head i rammed my head againts bed rock to kill itPosted in: WIP Mods
another suggestion is that the xenos and xenomorphs should capture and drag away other mobs and bring them into the face hugger room like in the movies at like different times of nite or somethinglike that -
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luynux posted a message on [1.5.2] Aliens Vs PredatorOMFG SOMTHING THAT IS A MUST U CAN PLAY THE ALIEN LIFE CYCLE EG START OUT AS EGG THEN FACE HUGGER THEN CHEST BURSTER ETC UNTIL U GET THE QUEEN THEN U CAN START YR OWN HIVE AND ATTACK CAMP ETCPosted in: WIP Mods - To post a comment, please login.
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disco sauron
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i think it's called a pretorian?...
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+if you wear the alien armour aliens won't attack you because you smell like them.
+if you wear the alien armour predator will attack you when they see you.
+if you wear the alien armour and eat something you "create" like a hive resin thing that you can shoot at mobs and will cocoon them, then you can "harvest" the cocooned mobs like blocks and place them where you want, maybe stick them on a wall or something like that.
i only made alien suggestions because there are so much predator and marine weapons :-)