• 1

    posted a message on Totemic Enemies - Don't fear the dark. Fear Totems!

    A totem and its friends

    Ancient Totems spawn enemies instead of darkness. Reclaim the world around you by destroying these totems, and expand your territory by doing so.

    • Vanilla Enemy Spawning is Disabled (Light-level doesn't determine monster spawns)
    • The world generates randomly covered in Totems at all height levels
    • Totems spawn random biome-appropriate enemies
    • Destroy Totems using an Axe
    • Lots of config options!

    This was a quick 3-day project for me, but I hope you enjoy the simplicity of the mod. :)

    Download here!


    Posted in: Minecraft Mods
  • 4

    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!


    Note: I make changes pretty constantly so some of these pictures could easily be out of date.



    Image Albums:




    • Three types of coins, Bronze, Silver, and Gold, each worth 10 of the previous value.
    • Bank systems - Infinite, secure storage of currency. Has a chest-sized storage space for items.
    • Safe Block - a more convenient, local currency storage solution- minus the "permanent security" benefits of the bank.
    • Taxes and income from NPC management
    • Inter-player Trading GUI


    • Adds Pigman citizens. They are loyal, placid creatures that can produce tax revenue for their landlord
    • Housing Deeds place a 'Citizen Chest' which will spawn a citizen after a short delay
    • Citizens will become more or less happy depending on the house they have been given to live in, the decorations within it, and other factors
    • Citizen happiness determines their eventual productivity, giving income and products once a day!


    • http://i.imgur.com/BvVnrsS.gif
    • Normal players have been substantially weakened in all regards- blocks break slower, health is lower, damage is worse, movement is slower
    • These changes are designed to encourage reliance on other players on a populated server, and maintain the flow of the economy
    • Crafting takes time to complete for quality-based items
    • Farming produces inedible, low-quality foods unless the fields are tended to properly using fertilizer
    • Animals will become sick and unusable if not handled properly and fed regularly


    • Destroyed leaves regrow when near their parent tree
    • Most blocks cannot be destroyed by hand, and require their properly tool to be broken at all
    • Leaves drop sticks when destroyed
    • Sticks can be crafted into planks, then into tools
    • "Wood-type" sticks (Oak Wood Stick, Acacia Wood Stick, etc)
    • Daytime Beds can be used to set a players spawn point without having to sleep in it
    • Chat names are labeled with a players current faction


    • Set of admin-only commands for ensuring server security
    • These tools are not meant to deal with "griefing" only to ensure that players are not cheating and to debug other features


    • Zone protection mod that includes clientside hooks, which allows for a more immersive 'protection' mod.
    • Explosion, firespreading, and mob protection!
    • Meant for use only in fundamentally important server locations.
    • Zone generation takes a long time when first created, but calculations are lightning fast afterwards.
    • Not designed for "average user" usage. Primarily for protecting admin-created structures that make up a servers "setting."


    • Moves the render height for clouds from 128 to 196. It really is that basic.


    • Adds a road block that you can run faster on!
    • Joinable, editable, manageable factions
    • Commandable Warrior Pigmen NPC's- can be equipped with armor/weapons


    • Prevents the player from moving outside the map boundaries (temporary)

    Planned Features

    Upcoming features are listed in order of priority, and the list will be updated (probably) infrequently. The list itself is subject to change pretty much whenever I want to change it. Sorry guys, such is the curse of being a casual developer.

    1. Roads that boost player movespeed when moving on them Done!
    2. Skill tree overhaul- branching options, no rigidity
    3. Guard NPC's that can defend territory
    4. Limiting player inventory to just the hotbar except when wearing a backpack that slows players down
    5. Inter-player trading GUI Done!
    6. Ideal server map, including 4 large guildhalls, a grid of claimable territories, player-controlled armies for disputing territories, and NPC territory defenders (from other players and NPCs as well)
    7. Add the Outlands, where, after a certain distance away from the center of the map, hostile mobs become more numerous, dangerous, and unpredictable the further out you go. Expeditions past this distance are extremely deadly, but the rewards are equally precious.
    8. Admin Tower, an extradimensional place of mindgames and nightmares where, if a player passes all of the puzzles and trials, they will be granted a wish.
    9. More player classes, other interesting stuff? Community suggestions?

    Also, why "LoMaS"? It's an in-joke with my group of friends, and it just kinda stuck eventually.

    Here's the download link!


    Note: This mod is currently compatible with Forge 2043- so when installing Forge, be sure to use that version.

    If you find any issues, use the Bitbucket to report them. It's easier that way.



    For anyone interested, I've started hosting an Alpha server for LoMaS that's running the latest version. It's very barebones at the moment, but hopefully we can start filtering in and exploring. :)

    The full server address is

    Posted in: WIP Mods
  • 1

    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!
    Quote from werff»

    Ok, i'm glad to hear that :D

    The thing is, i want to play as a monk/brawler (no armor nor weapons) and be "decent" on a fight... Will I be able to do that using some skills? I don't mean to be a real monster in damage, but decent in terms of damage and resistance, with some "bonuses" to counter the no armor no weapons (speed, jump higher, a bit of dmg reduction, etc) but nothing to over powered.

    Also, I helped on the balance for a mod called Kaishi weapon mod (on curse forge) because I'm a somewhat veteran on pvp, on 1.9 pvp even more because I love it an adaptated mcmmo and some other plugins for some servers, so if you need help on that please count on me, it will be fun to try and test :D

    That should be possible. :) Thank you for the feedback. It really helps my motivation knowing that people are actually interested in the development of the mod.
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!
    Quote from goody2shoos»

    Hey it actually runs better on the server! :D

    I'm very glad to hear that!
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    1) There are a few things in LoMaS that affect performance- the most notable is that Leaves and Animals both tick infrequently in order to function properly, so if you're in an area with a lot of animals or leaves, that could be affecting your performance, but I would potentially need more details in order to pinpoint down what sort of issues you're experiencing.

    2) Are you playing on a server? LoMaS has a 'PolyZones' module that dynamically sends/updates zones of protection via small coordinates- for consistency purposes (since LoMaS is designed as a multiplayer experience) players must successfully have the files before being allowed to move. Since you were connected and unlocked, you successfully received the files. :)

    Posted in: WIP Mods
  • 1

    posted a message on Geocraft - A Minecraftian Geology


    Diversity is usually a very good thing, and it's very true in this case.
    Posted in: Suggestions
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