• 1

    posted a message on Custom Mob Behavior for Custom Maps
    An idea I have had as a mapmaker for a while. The player cautiously comes out of a cave to see a beautiful farm, complete with crops and livestock. Feeling relieved they approach only to die a humiliating death by chickens, pigs, cows, etc. Support.
    Posted in: Suggestions
  • 1

    posted a message on Customizable Entity AIs
    As a beginner mapmaker, I had an idea that would probably kill us all if it got into the hands of a mapmaker, like Vechz, Amlup, Hypixel, etc. Nevertheless, it would be pretty cool.
    Imagine if it was possible through third party tools to be able to edit Entity AIs. Anything would be possible. Evil chickens, friendly creepers, neutral bats! Maybe even villagers that would freak out if you looked at them, or a blaze with the ability to teleport. Although those last two would probably require some hardcore coding, the first three would be nice alone. What do you guys think?
    Posted in: Suggestions
  • 1

    posted a message on Soundproof Block!
    Honestly, I think it's a good idea. The idea could use some touch-ups, but is a good idea all the same. If you ask me, I think that in survival, you should only be able to craft certain soundproof blocks. For example, lets be serious. Would wool really be able to stop sound? Probably not unless you covered it in cement. But then it wouldn't be wool. It would be cement. On the other hand, stones and bricks would probably be very good at trapping sound. Now, if you were in creative, you should be able to make any block soundproof. By the way, I am a redstoner, and pistons can be noisy, so this would be good for survival and creative. Though TNT is noisy, I already know how to make spontaneous explosions occur without notice.
    Posted in: Suggestions
  • 1

    posted a message on Ender Guardians
    This is an idea I had a while ago. I think the Ender Dragon fight is a little too easy. So imagine this;

    You have just traveled to the Ender prepared to defeat the Ender Dragon. As you begin to draw your bow to strike down your first Ender Crystal, you are knocked back by a powerful blow. You look back to see what did this to you, and see a frightening sight. Ender Guardians would be mobs that spawn around the Obsidian Pillars in the Ender. They would appear to be a set of 6 legs of a deep black color, much like all other Ender mobs. The legs would have an almost mechanical look to them. However, floating above the center of the legs is an Endercrystal. These mobs would guard the Obsidian Pillars, and would be the first Ender mob with a ranged attack. They would shoot ender pearls at you at a slow rate, much like the way skeletons worked before 1.5. The projectiles would fly like a blaze fireball, and deal a mild amount of damage but a large amount of knockback. Ender Guardians would run quickly, and circle around the player like a skeleton. They also have a visible charge up before their ranged attack like a blaze, where Ender particles will begin to condense around the Endercrystal head before firing the projectile. Also like blaze, Ender Guardians would have a melee attack if the player got too close to it while charging up an attack. For a blaze, this would use up the charge but deal a large amount of damage to the player. For an Ender Guardian, it is the same. The melee attack would not have knockback, however. They would drop ender pearls and possibly an Eye of Ender. Maybe even something to craft safe endercrystals with.I think this mob should be added because it would make the Ender Dragon fight much more difficult. For the final boss, the Ender Dragon is quite weak. All it does is ram into you and heal itself with explosive crystals you have to shoot. There are many enderman that pose a threat, but only to players that look at them. Imagine the fight with an auto-agro Ender Mob guarding each pillar and crystal. It would be quite a different battle.
    Posted in: Suggestions
  • 2

    posted a message on Zookid's CTM Story Maps(Extra PVP/PVE Map Coming Soon- SSP and SMP Compatible!E
    Zookid's CTM Story Maps


    Adventure maps; they have storylines, but limit the things you can do too much. Survival maps; just like limitless vanilla survival, plus a strange or difficult landscape. No storyline, however. Why not combine both? Thats how CTM maps were created. They have a goal like an adventure map, and all the limitless aspects of a survival map. But still, where is the storyline?
    I go by the name Zookid. I decided to take both types of maps and combine them again, but this time, fully. My maps will all be CTM, but with stories to go with them. Most of the maps have different CTM goals, but some may have the same or similiar goals.

    The Maps

    Story #1: Dimensional Ruins
    Players-1-4
    Type: Semi-Linear, Single-Path
    Download: Under Construction
    You (and your friends?) are a/an archaeologist(s). A mysterious temple was just discovered, with a winding tunnel inside filled with impossible to pass challenges and traps to kill. It is believed that at the end of this tunnel there is a great room of worship. What this ancient civilization worshipped, you have yet to find out. You are about to leave your camp when the ground quakes beneath you. Giant bedrock walls rise from the ground, and you cannot leave the area. Is your skill good enough to make it through the tunnel? Can you answer what is currently unanswered? And most of all, do these ancient ruins hold more than what was thought?
    Screenshots
    [spoiler]

















    [/spoiler]
    Story #2: Nature's Wrath (this map is dedicated to Dr. Zhark and his Mo' Creatures mod.)
    Type: Linear
    Players-1-4(?)
    Download: Under Construction
    You live as a potioneer in the village of Morcrete. In your village, the scientist Dr. Zhark is known everywhere. He once lived in the village itself, but left when his experiments were frowned upon. He supposedly built a lab on the top of Mt. Gecell. Then, his experiments prevailed. He had created a large group of new creatures. He showed them to all, and became famous for it. He continued to make creatures. But soon, he created more new creatures, but they were all but friendly. They attacked towns and cities, and Dr. Zhark had no choice but to capture and contain every one of his new creatures. Rumor has it that he continues to perform experiments but keeps them contained to prevent further chaos. However, when Dr. Zhark tried to go to the Nether, it went wrong, and trapped his good self on the other side. Down flooded wave after wave of creatures repeatedly spawned by his evil self. They luckily were everyday creatures, but not friendly, and soon turned on the evil self. They attacked towns at night, but fled at day. Soon, your town was next. Mobs invaded your village and wrecked havoc. As you prepare to flee, an explosion shakes your shop and a shelf of potions falls on you. You begin to faint as a blaze flies past the window amidst arrows, fire, and smoke....
    Screenshots
    (Coming Soon!)
    Story #3: Creepy Carnival
    Type: Open-World?
    Players-1-4
    Download: Under Construction
    Story Coming Soon!
    Screenshots
    (Coming Soon!)

    Infection- Minecraft PVP Map
    This map is experimental. I have never built a PVP related map before, so I have no idea how good or bad it will be. This map is unique because it can be played on SSP or SMP-this is configurable in the game's rule room.
    Description
    [spoiler] If you have ever played the game Infection in real life, you will like this map. The main purpose is one person starts out as a zombie, who hints down and "infects" all other players. This map is designed to replicate the game in Minecraft. Some rules have been slightly changed(see Gameplay for more details). This map, as I've said, is made to be SSP or SMP compatible. The differences are listed in Gameplay. Though playing this map in SMP is much more enjoyable, the SSP version is still pretty decent.[/spoiler]
    Gameplay
    [spoiler]
    -SSP
    [spoiler] After selecting the chosen options, the player randomly spawns in the ruins of a village. Each house will spawn a few villagers and baby villagers shortly after. After a countdown, a single zombie will spawn in the center of the village and begin to infect the villagers. The player's goal is to survive as long as possible in the village. Once the player dies, he can reset the game. The player is not allowed to kill zombies intentionally, but does have other ways of defending his/her self. The player has items referred to as "distractions", which can be read about in it's section. Throughout the map are loot respawn points, which spawn loot every few minutes. To manage your hunger you will have to locate food respawn points and learn where the best ones are. Loot and food respawn points can be found anywhere, so be sure to look out for them. The village also has a few custom structures, so look out for them as well![/spoiler]
    -SMP
    [spoiler] The SMP version pretty much follows the same gameplay as SSP, but with an twist. When a player dies, he/she will respawn under the(I'll tell you one custom structure, but that's all) graveyard. The player will then put on a zombie head along with leather armor, dyed to represent a zombie's clothes. The player also must drink the Zombie Virus(just a custom potion) to take on a few characteristics of a zombie. Details to come in a pending screenshot. They may hunt down the players to infect them as well. The infected player may start his/her rampage by pressing a button that will cause them to "rise" out of a grave. The goal of the players in this map is to be the last one standing.[/spoiler]
    -Options
    [spoiler] In the rule room, there are a few configurable options. Descriptions of each are given below.
    SSP/SMP- Self-explanatory. Switch it to how you are playing.
    Easy/Hard- On Easy, the starter zombie is a normal zombie and zombies will not pick up dropped loot. On hard, zombies pick up respawned items and your dropped distractions. The first zombie has more potion effects on it as well.
    Reset- Not really an option; resets map.(despawns mobs, clears inventory, etc.)[/spoiler]
    -Distractions
    [spoiler] Distractions sort of do what their name suggests. They "distract" and/or slow down a zombie. You spawn with a few distractions referred to as starter distractions. Each one is listed below.
    - Winter Guardians(3 Snow Golems)
    Summon them to protect you for a brief amount of time.
    -Frozen Holy Water(6 Snowballs)
    Use wisely to knock back zombies.
    -Condensed Soul Sand(1 Splash Potion)
    Slow down zombies for a short amount of time.
    -Battle Beef(1 Enchanted Raw Beef)
    Send zombies on their way with this terrific T-Bone. It also makes a great first meal!
    These are your basic distractions, but there are many others hidden around the map- both bigger and better! Want to know what they are? Search the village as good as you can![/spoiler][/spoiler]
    Rules
    [spoiler] Each rule and required gamerules are listed here.
    SSP Rules
    [spoiler]
    1. Always play on hard. If you don't, villagers will not be infected by zombies.
    2. Play on adventure mode. No breaking blocks even if you have the tools(which you shouldn't).
    3. Don't kill any mobs if you can.
    4. If you find a place in the map you can get to but zombies can't, please don't abuse it.
    5. Do not camp loot respawn points.
    [/spoiler]
    SMP Rules
    [spoiler]
    1. Follow all SSP rules.
    2. PVP is allowed.
    3. You may kill zombies if infected.
    [/spoiler]
    Gamerules
    [spoiler] keepInventory-True
    doFireTick-False
    mobGriefing-False on Easy, True on Hard
    doMobLoot-False
    doTileDrops-False
    doMobSpawning-False[/spoiler][/spoiler]
    -Random Backstory
    [spoiler] One villager decided to use the little bravery he had to capture a zombie. After succeeding, he wanted to try to find a way to protect all villages from zombies. For hours he desperately tried to study the zombie, but couldn't because he was too busy staring out his window, thinking about emeralds and potatoes. Suddenly, the local Iron Golem walked by and the villager saw his reflection. He panicked, running around in circles right into the walls and the fireplace and potion shelves and the poorly made zombie cage ....[/spoiler]
    -Screenshots
    [spoiler]
    Infected!

    Zombie Powers!

    Beyond the grave![/spoiler]
    [/spoiler]

    Work Chart
    [spoiler] 3-11-13; 5 hours: Infection
    3-12-13; 4 hours: Infection
    [/spoiler]
    Posted in: Maps
  • 1

    posted a message on [1.4.7] Undead+ V.0.9.9
    NOOOOO! I installed the prerelease because I couldn't wait any longer. I spawned (or at least attempted) an inferno, and the game crashed! It looks like it has the same entity ID as another mob, but from which mod? And how do I fix it?

    ---- Minecraft Crash Report ----
    // On the bright side, I bought you a teddy bear!
    Time: 2/16/13 6:56 PM
    Description: Ticking entity
    java.lang.NullPointerException
    at techguy.mods.undead.common.ModUndeadEntityInferno.bn(ModUndeadEntityInferno.java:68)
    at md.c(EntityLiving.java:1786)
    at md.j_(EntityLiving.java:807)
    at yc.a(World.java:2291)
    at in.a(WorldServer.java:647)
    at yc.g(World.java:2253)
    at yc.h(World.java:2107)
    at in.h(WorldServer.java:516)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:159)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- Head --
    Stacktrace:
    at techguy.mods.undead.common.ModUndeadEntityInferno.bn(ModUndeadEntityInferno.java:68)
    at md.c(EntityLiving.java:1786)
    at md.j_(EntityLiving.java:807)
    at yc.a(World.java:2291)
    at in.a(WorldServer.java:647)
    at yc.g(World.java:2253)
    -- Entity being ticked --
    Details:
    Entity Type: UDInferno (techguy.mods.undead.common.ModUndeadEntityInferno)
    Entity ID: 109
    Name: Inferno
    Exact location: -276.88, 65.00, 392.84
    Block location: World: (-277,65,392), Chunk: (at 11,4,8 in -18,24; contains blocks -288,0,384 to -273,255,399), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Momentum: -0.22, 0.00, 0.19
    Stacktrace:
    at yc.h(World.java:2107)
    at in.h(WorldServer.java:516)
    -- Affected level --
    Details:
    Level name: Test World
    All players: 0 total; []
    Chunk stats: ServerChunkCache: 625 Drop: 0
    Level seed: 4036887046501153918
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (-188,64,244), Chunk: (at 4,4,4 in -12,15; contains blocks -192,0,240 to -177,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Level time: 110109 game time, 18126 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 15278 (now: false), thunder time: 7596 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
    Stacktrace:
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:159)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)
    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.6.0_30, Sun Microsystems Inc.
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    Memory: 48149800 bytes (45 MB) / 277671936 bytes (264 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 1 total; -Xmx1024m
    AABB Pool Size: 866 (48496 bytes; 0 MB) allocated, 866 (48496 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_B4 42 mods loaded, 42 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CraftableMobEggs [mod_CraftableMobEggs] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    LavaMonsters [Lava Monsters] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_RecipeBook [mod_RecipeBook] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_Arrows [mod_Arrows] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RubeAurora [Mr. Rube's Aurora Mod] (AuroraRubealis_v101_For_147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SAP_Man [SanAndreasPs Managers] (0_SAPManPack_v13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    HarkenScythe_Core [HarkenScythe] (1.4.7HarkenScythe_v1.1.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    WeepingAngelsMod [Weeping Angels Mod] (147-158WeepingAngels.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_treecapitator [TreeCapitator] ([1.4.6]Treecapitator.ML.1.4.6.r01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BattleTowers [Battle Towers] (BattleTowers_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    craftguide [CraftGuide] (CraftGuide-1.6.5.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ClaySoldiersMod [Clay Soldiers Mod] (CSM_v9_05.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner_1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks_MoCreatures_Mod_v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.50-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_Gibbing [mod_Gibbing] (MobAmputation1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_Gibs [mod_Gibs] (MobDismemberment1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MutantCreatures [Mutant Creatures] (Mutant_Creatures_v1.2.2_mc1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    necromancy [Necromancy] (necromancy-universal-open_beta_4-1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    PowerCrystalsCore [PowerCrystals Core] (PowerCrystalsCore_1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    NetherOres [Nether Ores] (NetherOres_2.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_PandorasBox [mod_PandorasBox] (PandorasBox_1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    PetBat [Pet Bat] (PetBat_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Thaumcraft [Thaumcraft] (Thaumcraft3.0.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    toomanyplants [TooManyPlants] (TooManyPlants.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TrailMix [TrailMix] (TrailMix1.4.7v3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TwilightForest [The Twilight Forest] (twilightforest-1.15.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    UndeadPlus [Undead+] (UndeadPlus V0.9.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    XyCraft [XyCraft] (xycraft-universal-1.4.6-0.9.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IDResolver [ID Resolver] (IDResolver-1.4.6.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CustomRecipes [mod_CustomRecipes] (CustomRecipes-146.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 792 (44352 bytes; 0 MB) allocated, 792 (44352 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Posted in: WIP Mods
  • 1

    posted a message on [1.4.7] Undead+ V.0.9.9
    Quote from RandumbDude


    These are also many great ideas! However, we have decided to work on perfecting our current ideas and code before moving onto new ideas. In addition, I do not feel as if some of these ideas fit my image for this mod, but they are all great ideas. If we do add anything soon, It may be a simple Vampire Bat that spawns in the Grave dimension or a Blood Bat that spawns in the nether.

    Thank you! And like I said, don't rush yourself. Good luck!
    Posted in: WIP Mods
  • 1

    posted a message on [1.4.7] Undead+ V.0.9.9
    Quote from RandumbDude

    More biomes is a great idea that I have not thought about, I will look into it! :D The skeleton warrior is similar to the Wither Skeleton, so I do not see a point in having it anymore.
    Thank you all for your feedback! I forgot that the tag is old, and will fix it right now!

    Excuse me if I missed something in the topic, but I would like to make a few suggestions. Feel free to ignore them if you said not to. If that is the case, as already stated, I must have missed or misread something. I apologize if this occurs.

    Scarecrow

    - The Scarecrow spawns in Plains, Forest, and Taiga biomes, as well as relatively flat areas in the Grave Dimension. It is three blocks tall, has a pumpkin for a head, and wears a worn black cloak. It's body is composed wooden stakes in a T shape, the arms attached to the top part of the T. Hay appears to be hanging out in some areas of the cloak. It only spawns above ground. At night, it's head becomes a Jack-O-Lantern, and the face is visible from afar, like a spider, widower, or enderman. It is able to move freely, and is pretty quick. It regens health at night, and has high health to begin with. It floats above the ground, but does not fly. Upon death, it drops wheat, sticks, and pumpkin seeds, as well as pumpkins being rare drops. During the day, it freezes, and it's head becomes a pumpkin again. Now, it can only move if you are not looking at it. If you would like to make it easier to code, make it become neutral when frozen instead.
    Vampire Bats

    These are practically just hostile bats that spawn mainly in caves but still above ground. Not much else to say except they don't burn in daylight.
    Shadow

    Though this sounds like a mob, it is actually a liquid. It would spawn in the Grave Dimension, and does not affect undead or poisonous mobs. All other mobs get slowness and wither if they fall in. It is a swirly black and purple substance and can be picked up in buckets.
    Man Eating Trees

    Self Explanatory. A neutral "tree" that spawns randomly in forest biomes. Use your own creativity in this one. I don't want to decide everything about your mod.
    Poltergeist

    This one is essentially just a blaze that spawns in the overworld. It burns during the day, and spawns pretty much anywhere. It throws random objects at you, and is slightly transparent. Instead of rods flying around it, random debris replaces them. Clearly, it does not produce fire or smoke. If possible, the debris texture should match it's surroundings, such as leaves in forests or ice in snow biomes.
    Aquatic Monsters

    Personally, I can't come up with much for these. But based off of how creative you have proven you are, I'm sure you could do it quite easily.
    Ender Guardian

    ONLY spawn in the Ender. They spawn around Obsidian Pillars. Imagine an(now don't freak out) an Enderman with six legs, only a little shorter. The body stops midway and sort of opens up like a bowl. Floating above this "bowl" is a flameless ender crystal without bedrock. When the Enderdragon comes close to it, it does the laser thing to heal it, but it is much weaker compared to a normal Endercrystal and has a decreased range. They attack by chasing after the player and firing ender pearl projectiles at them. They explode like a creeper upon death and drop Eye of Enders. There health is less than an Enderman but more than a Creeper.
    Miscellaneous

    -Skeletons that spawn with swords in the overworld. Wither Skeletons spawn in the Nether.
    -Thinkers can climb ladders.
    -Enchantment Compatibilty(Smite hurts undead, Bane of Arthro. Hurts bugs)
    -Bosses?(Joking! I am not requesting this, but feel free to do it I guess)
    -Tamable Widowers
    Obviously, I do not expect you to implement these at all because it is up to you to even read them. Also, if you do read and like them, I do not expect them in the upcoming update either.
    Posted in: WIP Mods
  • 2

    posted a message on [1.4.7] Undead+ V.0.9.9
    And here is another great mod to be added to my personal modpack. I will not reproduce it in any way. By the way, I couldn't help but notice in the changelog you said the grave biome will be the main biome of the Grave Dimension. Are you suggesting there will be more? I can just imagine: Shadow Swamps, Cursed Oceans, etc. Also, you removed the skeleton warrior. Are you making it so skeletons have a chance of spawning with swords instead of bows? That would be awesome.
    Posted in: WIP Mods
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