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Feb 10, 2013algebraicAT333 posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)i want inferno minesPosted in: Maps
Dec 6, 2012algebraicAT333 posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: MapsQuote from Pieluvr
What? Please quote. But if you're saying the fleecy boxes should be made of bedrock then I see no difference it makes because a tunneler can still tunnel to the glass.
He said fleecy spawners, so I guess he's talking about the woolheads.
Nov 29, 2012algebraicAT333 posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)According to Zisteau's new Mindcrack video, Shut. Up. Spiders. AUGH! should be changed to Shut. Up. Slimes. AUGH!Posted in: Maps
Nov 20, 2012Posted in: MapsQuote from supertimbe
are you mad my good sir
Why Earl of supertimbe Esquire, I do not believe that I am in the state of insanity and have requested a reasonable resolution of a certain pixelated arachnid species from leaping from high elevations and promptly dying, making them no challenge towards players of a difficult map series of a game, Minecraft, called by many as Super Hostile.
Nov 15, 2012algebraic character sheet:Posted in: Maps
Unlocked by starting every map at least once but never completing one.
Special ability: When activated, runs around map on autopilot, not completing anything.
Nov 12, 2012Meanwhile, this change makes other a bit peeved. My favorite seed that included 2 mineshafts at spawn, one which included 4 diamonds in a chest, at least 3 dungeons, 2 of which were exposed to the surface, a jungle temple, and plenty of diamonds, is now ruined because all of that stuff has been altered.Posted in: Recent Updates and Snapshots
Nov 4, 2012Posted in: Recent Updates and SnapshotsQuote from KyoShinda
On the one hand that is a very 'expensive' piece of equipment that would be somewhat 'cheating' to get free, on the other hand you can't boil it down to ingots and have to travel to find them. Considering you can find diamonds and obsidian in villages and that iron is common, why the hell not?
The thing is, blacksmith chests are randomized and not every village has diamonds, obsidian, or other rare stuff in their chests. With an anvil, every village that has a blacksmith would have one, so it's not really a "chance" thing.
Oct 28, 2012Posted in: Recent Updates and SnapshotsQuote from Josh_The_Brony
1. Too easy to use this beast to grief on an SMP server. Put a whitelist on your server if you don't want griefers.
2. Nearly impossible to kill (I could barely bruise it with diamond armor and a diamond sword, along with potions) Opinion. Anyways, it's supposed to be hard to kill. That's, you know, the POINT of a boss.
3. Way too darn fast. Opinion. See above.
4. As of right now, just pretty much worthless. It provides an actual challenge to this easy game and gives you access to the beacon, which honestly needs some work.
I don't like 1.8. Why?
I don't like 1.0.0 Why?
I don't like 1.1. Why?
I don't like 1.2. Why?
I don't like 1.3. Why?
1.4.2 IS A DARNED TERRIBLE BEAST IN MY OPINION! Why?
Oct 28, 2012algebraicAT333 posted a message on When will Creepers, Skeletons, and Zombies drop heads?Posted in: Future UpdatesQuote from Godzilla200088
If only cheats could be enabled on existing survival worlds, as I don't like to use mods.
Click Open to LAN.
Open to LAN.
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Jul 6, 2012thehippomaster21 posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]Posted in: Minecraft ModsMutant Creaturesby thehippomaster21
Want to contribute to the Mutant Creatures? Help add content on the virtually empty wiki here!
Thanks to Bockwurst
Gunpowder... Spice... And everything nice. These were the ingredients chosen to create the perfect pet creatures. But Professor HippoMaster accidentally added an extra ingredient to the concoction... Chemical X! Thus the Mutant Creatures were born! (Semi-quoted from a famous kids TV show..)
Mutant creatures do spawn on their own, but rarely..
You thought the normal enderman was scary? Meet the mutant enderman
With a stunning 100 hearts, this massive arm-growing mutant has seven life threatening attack tactics:
Much like the normal enderman, the mutant enderman is also normally neutral unless stared at. But the second you look away from its gaze, the mutant enderman pulls you in towards it and blinds you at the same time!
That's not it. The mutant enderman gets angered if it sees you wearing a pumpkin or sometimes just randomly; and if it's angry, it'll automatically attack you!
Don't think that the mutant enderman is just as simple as your typical enderman. When the mutant enderman teleports, it emits its ender-soul that produces a huge impact, knocking all mobs around it, while occasionally blinding them, and dealing 2 hearts of damage! Best be more careful when near this monster!
Of course, if its hands are all free, the mutant enderman can use its basic melee attack with one of its four arms. Beware, because although the mutant enderman's inner arms deal 4 hearts of damage, its outer arms deal 5 hearts! Never underestimate the simplest attack!
The enderman carries blocks? Well the mutant enderman carries up to four blocks and throws them at you! Be careful. This ranged attack deals 3-4 hearts at a direct hit, and 2 hearts as splash damage.
Thought you cornered this majestic beast? Think again!
The mutant enderman's clone attack spawns eight of the mutant enderman's endersoul minions to torment you. Along with that, the mutant enderman itself becomes disguised as one of them too, just a bit larger in size.
During this attack, the clones will randomly attack their target by dealing 0.5 hearts of melee damage, as well as teleporting randomly. Take note that in this form, the mutant enderman deals 3 hearts for each attack and heals 1 heart for each successful attack!
Better knock the real mutant enderman to break the spell automatically!
The mutant enderman doesn't just teleport. It teleports you too!
Watch out for its telesmash, which bends you through space and time into the air, hitting you with 3 hearts AND dealing fall damage!
That's not it! Some people get nauseous after traveling through space and time, and you do too! Try continuing your fighting after THAT!
Not many have lived to tell a tale of the scream of the mutant enderman. Although the mutant enderman still takes damage in rain, fighting it in rain will much increase its tendency to scream!
Along with delivering the voice of Death himself, the mutant enderman's scream deals 2 hearts of armor-piercing damage from its impact, and STOPPING THE RAIN if raining!
If you're lucky, you may individually avoid the scream's effects of major poisoning, lengthy weakness, crazy energy depleting (hunger), and troublesome nausea. However, if you're unlucky, this scream could kill you in seconds..
Have you killed this monster? Good job! There's just one more barrier you need to get past:
When you kill the mutant enderman, its soul becomes unstable and deteriorates. But when this happens, the mutant enderman shoots out endersoul fragments that can explode within a few seconds, blasting you around and dealing some damage!
However, now you can grab that pumpkin and slap it on your head to prevent the impacts of the fragments and most of the damage.
Luckily, you'll be rewarded with eight drops of ender pearls or eye of enders.
Wait, is that it? Where's the awesome prize to this exhausting battle? Well, you have to make it!
While that mutant enderman is dying, you can actually collect endersoul fragments by right-clicking them before they explode. Right-click again while sneaking if you want to drop an endersoul fragment.
Now with some endersoul fragments following you, all you have to do is drop (not right-click) an eye of ender, and viola!
The combination of the endersoul fragments and the eye of ender transform into your very own endersoul hand, with 60 uses for each fragment originally following you!
The endersoul hand deals 3 hearts as a melee attack, and has 240 maximum uses. It provides you with two abilities:
Right-click blocks to pick them up, and right-click again to throw them far away (or at mobs)!
Right-click while sneaking to teleport to any block within a radius of 128 blocks, as well as hitting nearby mobs from the impact! However, this ability damages the hand by four uses instead of one use.
Also, if your endersoul hand is running out of uses and you have some spare endersoul fragments, just toss out your endersoul hand while the fragments are following you, and it'll recharge the hand again (with 60 uses each fragment)!
It's risen from the ruins! It's the mutant skeleton!
This unholy creature has 75 hearts, and four bone-chilling attacks:
Just like normal skeletons, mutant skeletons shoot you with arrows too. Unfortunately, their arrows go through all bodies and can deal random effects such as poison, exhaustion, and movement slowdown. But all is not lost. If you can hit this creature right before it shoots the arrow, you may break its focus.
Once you get too close to the mutant skeleton, it'll whack you far away, so it can shoot you again! This may not deal very much damage, but it'll take you a long time to get back!
Too good at dodging arrows? Try dodging this! The mutant skeleton jumps into the air and fires six arrows at you!
Wonder what that huge ribcage is used for? Squeezing the life out of you! In this attack, the mutant skeleton quickly smashes you together with its ribs and sends you up into the air! Seems like a tight situation! (Sorry for bad pun)
Just like the mutant zombie, the mutant skeleton doesn't burn in the day. Instead, it heals one heart every five seconds at night! I'd wait for the sun to rise!
Finally killed the undead abomination? Careful! When the mutant skeleton dies, it's body bursts into pieces, and getting hit by flying bones will hurt! If you're still not dead, congratulations! You can now pick up (right-click) the pieces of your victory!
Mutant Skeleton Armor
But what do you do with these bones other than decoration and bragging? You craft some mutant skeleton armor! Make sure not to forget a piece. Every bone must be used! Although the full armor set is slightly weaker than iron, it has some special effects!
When the Mutant Skeleton Helmet is equipped, all critical midair arrow shots deal double the damage! However, there's a drawback! If you're not airborne, arrow shots will deal half the damage, and you can't get critical shot arrows! Also, 50% of the time, your arrow resources won't be depleted!
Skeleton arms are part of the crafting recipe for the Mutant Skeleton Chestplate.
The skeleton ribcage is part of the crafting recipe for the Mutant Skeleton Chestplate.
While also being the strongest mutant skeleton armor piece, when the Mutant Skeleton Chestplate is equipped, bows charge at four times the original rate!
How will you survive without strong armor? Be nimble with the Mutant Skeleton Leggings. When these are equipped, the player gains a Speed II boost! Dodge those attacks!
Kind of hard to stay airborne and use your Mutant Skeleton Chestplate ability? No problem! With the Mutant Skeleton Boots equipped, You can jump much higher, especially when sprinting!
Once you have everything equipped, you'll look something like this:
Or if you have the Animated Player Mod (shameless advertising), like this:
Teach those skeletons who's boss!
Is that the HuLk?! Nope. It's just the mutant zombie.
This monster has 75 hearts of health! Watch out for its three devastating attacks:
If you get close to it, the mutant zombie slams the ground and hits everything in front of it! Be warned. The mutant zombie's slam attack deals a range of up to 12 hearts of damage! Also, there's a 25% chance you'll become hungry (affected by hunger)!
Don't this guy off, because he might just get angry and roar! When the mutant zombie roars, the impact deals half a heart to any entity nearby. But this isn't a simple attack. The mutant zombie is resurrecting zombie minions from the earth to support him! Summoning up to six zombies depending on the environment (spawns less in the day), you'd better run or break the blocks to stop zombies from spawning!
Best stay as far away as possible from this beast. If he gets a hold of you, the mutant zombie will throw you up into the air, and then slam you down! This is the mutant zombie's most damaging attack, dealing fall damage, and attack damage.
The mutant zombie isn't like a normal zombie. It does not burn in daylight, but instead, it heals one heart every five seconds at night! If I were you, I'd start running!
Think you've finally killed the mutant zombie? THINK AGAIN.
If you don't completely incinerate the mutant zombie's body seven seconds after it dies, it will come back to life. It may not have full health, but it's ready to fight again! Of course, after three kills, the mutant zombie will die without burning.
You can watch the body of the mutant zombie vanish as it burns..
Once you've finally killed the mutant zombie, it will drop a hulk hammer. This weapon has 64 uses, and it creates an attack just like the mutant zombie's melee attack! Good job not dying!
What is there to fear about the mutant creeper?What is there not to fear?
With a health of 60 hearts, the mutant creeper has five spine-chilling attack tactics:
When using its direct attack, the mutant creeper swings its head at you, and hits you! Yup, that's right.
Take note that blocking with a sword will prevent you from being pushed back.
Can't see the enemy? Maybe you should check the air. Beware, because by using its jump attack, the mutant creeper flies into the air, and lands by creating an explosion. Might wanna stay away from this monster.
Do you see those little creepers? That's what Professor HippoMaster's experiment was supposed to create. Well, the experiment worked! There's just one problem: they aren't helping you; they're helping the enemy. If you make the mutant creeper angry, it'll throw a maximum of four little creeper minion directly at you. Even worse, the minions are targeting you at the same time! Now would be a good time to run.
Can't seem to hit the mutant creeper? You can take the chance when it uses the charged attack! The mutant creeper will freeze and flash five times, giving you the right amount of time to inflict some damage! Be quick, because if you don't break it out of the charge by the sixth flash, the mutant creeper will gain 15 hearts of health!
However, it isn't that easy.
Each time a mutant creeper charges, there's a one out of six chance that it's actually waiting for you to get closer! And if you do, it'll summon a bolt of lightning down on itself, making it stronger! Be very cautious...
Dangerous? No? Watch out for the powered mutant.
This mutant creates bigger explosions. His minions are powered too.
Think you can give the mutant creeper a taste of its own medicine? Too bad, because the mutant creeper heals from explosions (not including explosions from other mutant creepers)! Try not to use TNT!
And when you think you've finally killed this monster, something else happens:
That mutant creeper is charging up its last amount of energy! You'd better run now, because once it's done charging, you'll have to face the biggest explosion yet! THEN, the mutant creeper will finally be dead.
For killing the mutant creeper, you are rewarded with its egg!
You can right-click it to put it onto your head and carry it around. Eggs can be stacked on your head as well! This egg needs 3-5 minecraft days for it to hatch.
Of course, you can speed up the process by blowing your egg up (multiple times)! Once it does hatch, it becomes your personal...
Just like wolves and cats, your creeper minion will follow you around, unless you right-click it, making it sit. Here's a creeper minion sitting down. They won't despawn. A tamed creeper minion has a few features:
Give it TNT, and it will become continuous -- it won't die from its own explosions
If it already is continuous, its blast radius will increase by 0.2
Give it gunpowder and it'll heal 2 hearts
If at full health, it's maximum health will increase by half a heart
Can't tell how much health your minion has? Forgot whether your minion can only explode one time? Check its information with the creeper stats item:
Right-click a tamed creeper minion with this to see its info. You can even change its name!
Changing Name - click the top button and type in your new name; then click the button again to finalize it.
Blast Radius - default creeper minion blast radius is 1.0; a normal creeper's blast radius is 2.0
However, if you break the egg before it hatches, it'll occasionally drop a creeper shard. The creeper shard starts with no power, but it gains a bit of energy from each mob you hit. Once you right-click, depending on the amount of energy the shard has, it'll create an explosion, then resetting the power back to zero!
Of course there's just one drawback: every once in a while, the creeper shard must drain energy to keep working and in doing so poisons the user for about 5 seconds.
Of course, if breaking the creeper egg does not yield a creeper shard, it will drop 5 to 10 gunpowder.
Mutant Snow GolemFeeling lonely?
Then the mutant snow golem is the right creature for you! Just add some Chemical X to your typical snow golem, and viola! Your monster-killing snowman is created!
With it's mesmerizing fiery eyes, you'll never be bored again! The mutant snow golem has a few features:
The mutant snow golem automatically freezes every water block nearby and also creates a path of snow! This only works when it is standing on the ground.
Like a normal snow golem, the mutant snow golem automatically attacks mobs, except instead, he throws huge chunks of ice which deal up to 6 hearts!
If your mutant snow golem is injured, simply throw some snowballs at it. It'll heal one heart per snowball.
If you want your mutant snow golem to follow you, right-click it, and your name will appear above its head! Take note the mutant snow golem doesn't have the best vision and may take some weird paths to you.
If you manage to knock a mutant snow golem into the water (without it freezing the water), it'll deal 8 hearts of damage to the mutant snow golem.
Currently, the death of your poor companion will leave 32 to 48 snowballs, as well as its lighted pumpkin head.
It's a spider! It's a pig! No! IT'S BOTH!
You thought the "spider pig" from the Simpsons movie was made up for fun?? It was actually originally based off of Professor Hippomaster's spider pig!!! (Disclaimer: The "spider pig" from the Simpsons movie was not actually based off of the spider pig in this mod)
After the subject of an experiment to combine a spider with a pig escaped from the laboratory, they started infecting and populating the whole Minecraft world!!
The spider pig has 25 hearts and has the abilities of both spiders and pigs! It can climb walls, is unaffected by poison, and can move quickly through webs (so basically only the abilities of spiders). Also, it will attack any normal pig or spider and transform them into spider pigs once they die as well!
When provoked, the spider pig leaps at its target either attacking its target or immobilizing the target in a web block. Although it's attack is typically not strong, when the target is inside a web, the spider pig deals 2 extra hearts of damage!
Unlike the normal spider however, the spider pig has the brain of a domesticated animal and can be tamed, but only in specific circumstances. When the spider pig has 4 or less hearts remaining, and it kills a tamed creeper minion, it will devour the creeper minion's soul and become tamed to the player whose creeper minion was killed.
Once tamed, the spider pig can be ridden! Instead of jumping, the spider pig performs a charge attack by leaping forward and dealing 1 heart of damage to nearby mobs. Careful, charging too often in a short amount of time will make it overworked.
Spider pigs can be fed porkchops or spider eyes to heal 2-4 hearts of health.
Chemical X - Make Your MutantItching for battle? Dying for a strong companion? Your dreams have arrived in a small bottle of Chemical X!
Throwing Chemical X onto the ground creates a skull spirit that picks one random mob nearby and infects it.
Then, (if a mutant is available), there's a 50% chance that the mob will turn into a mutant! If not, it'll kill the mob. Use wisely!
To prevent problems, you can throw Chemical X directly at an entity to infect it.
Older videos:Thanks to:
The Atlantic Craft
Even older videosThanks to:
A .cfg file can be found in .minecraft/config and opened with text reader (notepad, wordpad, etc) which allows the user to:
enable or disable mob spawns
change the spawnrate of the mobs from 1 to 20 (even at 20, spawnrate isn't super common)
Posts that are answered in the FAQ can and will be ignored.
Q: I keep getting a java.lang.NoClassDefFoundError crash. What's wrong?
A: You may have forgotten to install the AnimationAPI. Check the download section.
Q: Can you make this for modloader?
A: Unfortunately, I need forge for many of my things to work. Exporting to modloader is too troublesome, so sorry. I can't make a modloader version.
Q: Can you make a mutant ?
A: I'm planning on making a mutant for most of the creatures in minecraft. Please do not flood me with suggestions unless I am currently working on the mob you're talking about. Make sure your ideas haven't already been repeated. I will not make mutant boss mobs because they are already bosses, and too hard for me to make even better .
Q: Can I make a modpack with this mod in it?
A: If it's a private modpack, go ahead. Please do not use this mod in a public modpack or PM me asking for permission.
Q: Can I make a video of your mod?
A: You don't need permission from me to make a video of this mod Go ahead!
Q: Why didn't you answer my post?
A: I may have missed it. If it's important, then just type it again.
Q: What else have you made?
A: Check out my imgur for things I've worked on or that I'm working on!
* fixed mutant enderman crashing when picking up blocks
* increased mutant skeleton's health to 80 hearts
* slightly increased mutant skeleton's attack damage
* fixed creeper minion still griefing even with "Destroy Blocks" set as OFF
* added spider pig
- 25 hearts
- can climb walls
- unaffected by poison
- not slowed down by webs
- transforms any killed pigs and spiders into spider pigs
- can trap enemies in spider webs
- deal 2 more hearts of damage to enemies trapped in webs
- tameable: becomes tamed to a player whose creeper minion is killed by the spider pig (while it has 4 hearts or less)
- tamed ridden spider pigs can use a charge attack when the player jumps
- can be healed 2-4 hearts by feeding porkchops or spider eyes
* fixed packets allowing memory to leak
* fixed some sounds not playing
* fixed mutant enderman glitch randomly placing unlimited blocks
* fixed mutant skeleton helmet not rendering properly
* updated to mc1.7.10
* updated to mc1.7.2
* fixed skeleton boots or helmet not losing durability
* made mutant skeleton only shoot the player when visible
* fixed hulk hammer sometimes glitching up
* added a creative tab for mutant creatures items
* fixed creeper minions still destroying terrain when game rule is set to non-griefing
~updated to mc1.6.4
~fixed mutant skeleton chestplate effect not working on servers
~verified egg stacking is fixed
~fixed the server issue with the endersoul hand FOR REAL
~fixed wither skeleton turning into a mutant skeleton
~fixed skeleton helmet crashing without skeleton chest armor
~fixed another server issue with the endersoul hand
~fixed game crashing because mutant skeleton chestplate is not equipped
~moved the mutant skeleton armor chestplate damage effect to the mutant skeleton helmet
~finished the mutant skeleton
~fixed endersoul hand block-picking crashing game and screwing up maps
~fixed game crashing for some servers
~fixed mutant skeleton doing its bone constrict more than its normal melee attack
~made mutant skeleton's ribs turn bigger when doing its bone constrict attack
~made mutant zombie use the throw attack a bit less
~fixed sounds not working and causing crashes
~added a mcmod description
~fixed mutant zombie melee attack not doing damage
~fixed mutant zombie roar not hurting players
~fixed mutant enderman moving extremely slowly
~updated to mc1.6.2
~repositioned some files
~added more code for mutant skeleton
~made mod dependant on AnimationAPI
~made mutant enderman not spawn particles when its target is blinded
~made mutant enderman clones spawn much less exp when killed
~updated to mc1.5.2
~added a bit of code for mutant skeleton
~added mutant zombie villagers, spawning with a 1/8 chance for each mutant zombie spawn
~made mutant zombie villager spawn more zombie villagers when roaring
~made mobs attacking the mutant enderman stop attacking when the mutant enderman uses its clone attack
~re-implemented spawn eggs for more compatibility with forge
~made creeper minions spawned from spawn eggs tamed
~completely changed entity IDs to use only forge IDs; THIS UPDATE WILL NOT WORK WITH OLD UPDATES
~removed entity id section in configuration; there should be no more entity id conflicts
~moved the files around to make things more organized
~stopped mutant creatures from spawning in biomes from other mods
~made mutant zombie and mutant enderman animation transitions a bit smoother
~fixed mutant zombie not doing throw attack
~fixed chemical X not working on servers
~REALLY fixed servers not working
~removed some debugging code from endersoul hand
~improved some performance issues regarding the mutant zombie chasing villagers
~fixed up many mutant zombie glitches
~improved mutant zombie's melee attack and made it quicker
~made mutant zombie's melee attack's block particles a bit more accurate
~updated to the recommended version of forge
~fixed compatibility with optifine
~updated to mc1.5.1
~fixed mod crashing servers
~stopped endersoul hand from being able to pick up certain blocks
~fixed mutant zombie healing during the day
~fixed mutant enderman texture messing up sometimes when using clone attack
~fixed mutant enderman melee attack not working
~attempted to fix mutant enderman's soul glow sometimes failing
~made the mutant enderman death a tiny bit weaker
~fixed some creeper minion gui bugs
~fixed mutant snow golem attacking tamed creeper minions
~updated to minecraft 1.5
~added mutant enderman
~fixed mutant snow golems sometimes attacking mobs after they're dead
~decreased universal spawnrate for all mutant creatures
~made configurable spawnrate range from 1 to 20 again
~removed mutant zombie's knockback when it is getting hurt
~increased mutant zombie's health to 75 hearts
~made mutant zombie's hunger effect a bit stronger
~slightly increased chance of mutant zombie roaring
~made hurt color for all mutant creatures look nicer
~attempted to fix some animation glitches
~fixed creeper shard explosions glitching up
~changed maximum charge for creeper shard from 25 to 32
~fixed mutant creeper attacking too quickly
~changed mutant creeper's lightning effect to happen at a 1/6 chance instead of 1/8
~increased volume of sounds made by all mutant creatures
~fixed chemical x crashing servers
~FIXED CREEPER MINION EGG NOT BEING ABLE TO BE PLACED ON HEAD
~removed mutant snow golem throwing presents easter egg
~updated to mc1.4.7
~stopped chemical X from being able to kill bosses
~increased max universal spawnrate to 30 instead of 20
~made mutant snow golems throwing presents toggleable by feeding it cookies
~fixed mutant snow golem drops glitching
~updated to mc1.4.6
~fixed mod creepers still destroying blocks even when destroyBlocks is off
~decreased the average spawnrate even more
~made mutant creepers only attack ocelots instead of all animals
~added chemical X
~added mutant snow golem (christmas edition)
~made entity ids configurable
~fixed mutant creeper's melee attack being too low
~added code for mutant enderman, but didn't fully implement it yet
~made mutant zombies die if not killed after resurrecting three times
~decreased the spawnrate of the mobs again
~added a configuration to control the spawnrate of the mobs (range of 1-20 with default as 10)
~attempted to fix a few glitches with mutant zombie's animations
~made mutant zombie's attack range bigger
~added feature where mutant creepers won't grief if it is in the game settings
~made mutant zombie slightly faster when it has a target
~updated to minecraft 1.4.5
~fixed mutant creeper's melee attack being too low
~added code for mutant enderman, but didn't implement it yet
~added up-down running movement for mutant zombie
~increased mutant zombie's melee attack damage to a range of 4 to 15 hearts
~made villagers run from mutant zombies
~made mutant zombie slightly faster
~decreased the spawnrate of the mutant creeper and mutant zombie
~updated to 1.4.4
~increased number of uses for the hulk hammer to 64
~mutant zombie's melee attack has a 25% chance of making the victim hungry
~fixed heart particles not spawning when the mutant creeper heals
~fixed SMP crashing
~decreased the hurt impact of the mutant zombie
~fixed mutant zombie glitching sometimes after coming back to life
~fixed sounds not working
~increased mutant creeper health to 60 hearts
~made mutant creeper explosions do more damage
~made mutant creeper's melee do more damage
~increased the chance of mutant creeper using lightning instead of healing when doing charge attack to 1/8
~added mutant zombie
~added zombie minion
~added hulk hammer
~fixed heart particles not spawning
~verified SMP compatibility
~re-added config file
~removed bug with mutant creepers spawning too much in daytime
~updated to 1.3.2
~ported to Minecraft Forge instead of Modloader
~tamed creeper minions do not take damage from iron golems
~increased power of TNT on creeper egg's time again
~improved mutant creeper's targetting
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod jar/zip file to .minecraft/mods
Mutant Creatures v1.4.9 mc1.7.10
Mutant Creatures v1.4.5 mc1.7.2
Mutant Creatures v1.4.4 mc1.6.4
Mutant Creatures v1.4.3 mc1.6.2
Mutant Creatures v1.3.4 mc1.5.2
Mutant Creatures v1.2.2 mc1.4.7
Mutant Creatures v1.1.4 mc1.4.5
Mutant Creatures v1.1.1 mc1.4.2
Mutant Creatures v1.0.2 mc1.3.2
Mutant Creeper v1.1.0 mc1.2.5
Requires the AnimationAPI and Minecraft Forge.
If no recommended version of Forge is updated, use the latest version.
Check out my other mods here!
Wanna show your support for the mutant creatures mod? Try a banner!Thanks to:
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://i.imgur.com/4QO6W.png' /></a><br>CreatureSuzMeow
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/458861_258435260951522_233812655_o.jpg' /></a><br>OMGitzDmC
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://i1190.photobucket.com/albums/z454/lordvader619/MutantSnowGolemBanner_zps7f30e434.png' /></a><br>GameKarim
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/<a href=' /></a>http://i.imgur.com/bmWfXl1.jpg?1" /><br>
CopyrightTERMS AND CONDITIONS
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 - TheHippoMaster21, 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.
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.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
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.
Hope you have fun, and click the if you do!
Mar 4, 2011Vechs posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: Maps..
Hi guys, Vechs here! I started making custom stuff for Minecraft back in 2010, and the Super Hostile series is my best-known contribution to Minecraft fans everywhere!
The main objective of my maps (aka custom Minecraft worlds) is to find and complete the Victory Monument. This is a structure with slots on it for blocks. To win a Super Hostile map, you must place each of the requested blocks in the appropriate slot on the Victory Monument. There are 16 colors of wool blocks to find, and also in older maps, the 3 material blocks, of iron, gold, and diamond.
CTM stands for Complete the Monument, which is the genre my Super Hostile series created. Unlike Adventure maps, which typically have very rigid rules and restrictions, CTM maps are about playing Minecraft in a mostly normal fashion, but with a goal to work towards.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult and you have a long-term goal to work towards. Also you may find yourself in some unusual terrain. Oh, and the map is designed to kill you, so keep that in mind.
Going forward, Super Hostile maps made after 2020 now also require a custom modpack, which can be found here:
Currently Under Construction:
Super Hostile: Vexelvania (working title)
Super Hostile: Spellbound Caves II
The new official home of Super Hostile is here! Download the maps at:
And lastly, here is a bunch of legal stuff. The short version is: feel free to make videos about my maps, watching people play helps me make better maps; please don't rip-off my work and claim it as your own; and please don't upload my work to other websites.
Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps. Watching people play my maps is by far the best way for me to learn how to make better maps. If you have made video's or LP's (Let's Play series) of my maps, then thank you very much!
TERMS AND CONDITIONS
MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
USER - End user of the map, person installing the map.
THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.
Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.
These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
These MAPS are 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 these MAPS require advance written permission of the OWNER and may be subject to certain terms.
"Super Hostile", "Victory Monument", "Super Docile", "Hostile Trails", the "Vechs'" brand and "Race for Wool" are Trademarked ™(2011) by the author. The MAPS herein and the character "Vechs" are Copyright ?(2011) and are the intellectual property of the author (Vechs)
Sep 24, 2012Glitchfiend posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft Modsby 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:
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
See progress on GitHub:
Support us on Patreon:
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:
Check out our other mods:
Difficulty through realism, with seasons, thirst, body temperature, and more!New arrows, including bomb arrows, fire arrows, and more!
Also try these other mods:
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.
Jan 2, 2012bioxx posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.Posted in: Minecraft ModsTerraFirmaCraftForge CompatibleVisit our new website and forums at www.terrafirmacraft.comIf your game won't work or you experience a bug, take it to our tech support forum.
Join us at #TFCraft on EsperNet if you want to chat about the mod
This post may contain old information and is only updated to reflect version changes.
Forward[spoiler]At first this mod may seem daunting, but just as the game that served as the initial inspiration for this mod, Dwarf Fortress, it is well worth the time spent learning and mastering the systems.The core premise of TFCraft was initially to make the world a more realistic place. At first this just meant making the geography more realistic, but as time went on, it became apparent that terrain features were not enough to make survival mode feel right. Many others had tried to change things by making new monsters and realms, but it never felt like they addressed the core problem with Survival mode... Resources.In short there are far too many of them and they are far too easy to obtain. Once you've built some walls and a place to sleep at night, you were no longer surviving, you were merely playing Creative mode on hard.With that said, I hope you have an appreciation for why this mod makes the changes that it does. I am very interested in what fans have to say about the mod, good or bad. Input is always welcome, just try to keep it to the forum thread and not PM's, they get annoying to deal with all of the time.TFC_Core will always try to remain as open to use with the vanilla game and other mods as much as possible. Most terrain generation changes will be a part of this module. You may experience a tougher time mining ore with this installed but it should not adversely affect the gameplay of minecraft beyond that. However as this mod becomes more and more complicated, I can no longer guarantee this.However TFC_Game and any associated sub modules may change the game drastically and so may run into compatibility issues as well as most certainly making the game more difficult(but hopefully also more rewarding).This mod should play nice with most major mods. Any incompatibilities will be addressed in the compatibility section below. No ores other than my own will spawn due to how I've rewritten the spawning system. I may look into fixing that later. HOWEVER my mod adds many real ores and metals that other mods also use such as Copper/Tin/Bronze. As long as the other mod uses Forge and has implemented the ore dictionary appropriately, our items should be interchangeable, i.e. TFCraft Brass can be used with RP2 or IC2 Copper can be used with TFCraft.
Video[spoiler]Mod Spotlight by Direwolf20[/spoiler]
Geology[spoiler]First of all, this mod removes all naturally occurring smoothstone and replaces it instead with varying types of rock that depend on biomes. Each biome consists of 4 layers of rock. I was going to let this be totally customizable in a config file, but with a bunch of new biomes needing to be added, the config would get very messy quickly.As of Beta 1, all dirt in the world has been replaced with new dirt that matches its coloring to that of the surface layer rock in the area.The major rock types and their subtypes are as follows:Igneous Intrusive
- Rock Salt
- Native Copper
- Native Gold
- Native Platinum<--Occurs within Magnetite
- Native Silver
- Galena<--Silver(Lead as well)
- Bituminous Coal<--Coal
- Kimberlite <--Only ore that can drop Diamonds. Only occurs in Gabbro Rock.
- Petrified Wood
- Sulfur<--Can spawn next to lava lakes
- Saltpeter<--At some point, Saltpeter+Sulfur+Charcoal will give Gunpowder
- Lapis Lazuli<--Only occurs within Marble
- Bismuth Bronze
- Black Bronze
- Black Steel
- Blue Steel
- Pig Iron
- Red Steel
- Rose Gold
- Sterling Silver
Biomes[spoiler]As of this posting I've increased the number of biomes from 16 to over 130. The terrain generation remains the same as default minecraft but the types of rock formations in each of these biomes is different for every one. You might be out exploring and you come across a mountain range of Granite and then a little while later you find another mountain range made of Marble or Slate. Beneath theses ranges there are varying types of rock formations.Biome rock formations are now fully based off the world seed.
Credits[spoiler]Thanks to my brother for helping gather data so I don't have to copy paste all day.marcopolo1613 for his BetterOreDistribution code.Breathesleep for excellent spritework. Dunkleosteus for working on making the trees look good.[/spoiler]
License[spoiler]You may not redistribute or edit this mod under any circumstances without permission from me (bioxx) first. The source will be available to those who ask at a later date, for learning purposes only.[/spoiler]
Is this mod compatible with X mod?
I have no idea. This mod uses forge and tries not to edit base classes when it can help it. However it does a lot of things that no API can help with so it must edit some base classes. As long as you aren't using anything else that edits base classes, there should be no issues usually. You will probably run into problems with recipes in those other mods. If you need to use some item that is disabled, there is an option in TFCOptions.cfg to enable vanilla recipes which will often times allow you to convert TFC items to their vanilla counterparts.[/spoiler]
Aug 3, 2011cr0ssVtW posted a message on Savage Realms - [1.7.x] [The BEST Server] [24/7 Lag-Free] [Towny] [Custom Bosses w/ over 250 abilities] [PvP World] [RPG/DungeonPosted in: PC ServersThe Best Minecraft Server!500,000 Players.ZERO Lag, Town, RPG, and PvP Worlds!Just read what our members have to say below!Log in at:SERVER IS BASED IN DALLAS, TX DATACENTER - USABuild/Towns - RPG/Dungeons - PvP/Raid - LAG FREE - Classes - Quests - Boss Mobs - Events
For a Full Hardcore PvP/Raid Experience Join:pvp.savagerealms.netMain World TrailerRPG/Dungeons World Trailer
Tired of wandering aimlessly for something to do, unresponsive admins, laggy servers, lack of content, or just being bored? Then Savage Realms is the server for you! After nearly a year of work we are getting RAVE reviews. The purpose of this server is for you to log in and be able to have fun! No lag and a professional staff ensure fun no matter if you want to Build/Towns, PvP/Raid, or go do Dungeons and Quests. There is truly something for everyone with Towns, Building, Full PvP, Raiding Bases, Dungeons, Boss Fights, Quests, Events, and more! Just read what our members have to say(listed further down in the post.)
Adventures! - The worlds are created with adventure in mind. We want you to have fun. Build, do a dungeon, PvP, events, it's all here!
BUILD/TOWNS - Join or start your own town! Build whatever you want and have it protected so that you can show off your great creations to everyone. Do everything that Minecraft offers and MUCH more!
RPG/DUNGEONS - Go to the RPG World and progress from the easy quests and dungeons early on all the way to the most dangerous and trying boss monsters later on. Or maybe you want to just go through and site see our EPIC custom biomes and world which house all of the dungeons, quests, bosses, and adventure!
PVP/RAID - Do you enjoy PvP? Well, then it does not get better than this! Go to our full PvP and Raid world. Experience LOADS of all out full PvP. Break in to a base using TNT and raid all their stuff. Join a Faction and dominate the world!
EVENTS/TOURNAMENTS - Go to our Events world and do automated Arena's and Events along with several other people at any time. Or join one of our HUGE mod run events! Ever seen a 100 player CTF? We have had several and they are a blast!
LAG FREE - Our revolutionary interconnected and seamless multi server setup along with all of our server side modifications guarantee the best Lag Free experience!
ANTI CHEAT - We have one of the best anti cheat systems in place. We have applied tricks to fight hackers on our server not seen elsewhere. Also, with our professional admins if anybody does manage to hack, they are quickly caught and banned. Once again, ask our members.
How to become a Member: Reply to this thread with the following:
- Your "IGN" (In Game Name)
- Have you voted for Savage Realms at all 3 sites mentioned below?
- Any questions/concerns/comments? If not, that's ok.
1. Go to www.votesr.com
2. Click all 3 different voting sites.
3. Enter the captcha and you are done!
4. We give you FREE in game currency just for voting!
Once you post here, you will be added as Member immediately and you will get all the standard member benefits/permissions including building rights.
What people are saying about Savage Realms..Quote from n0codeGreat server! Been having a blast on here with tons of action and plenty of people playing. Great admins and crew as well!
Quote from BlueJayWayMCBest server ever!
Quote from collcats11Best Server ive Ever played in my life
Quote from BloodHaemonMature staff and loads of fun to have on this server.
Quote from NukeDuke75I like this server so much
Quote from YeahImMadAbsolutely fantastic server.
Quote from xXfleedleXxamazing server guys, i went on just to see if i wanted to sign up and it is. Definatley the best server ive been on.
Quote from AsianatorMAN123This server is sweet like lollipops
Please read the signs in our starting area for all the information you'll need to survive/do well. Also, visit our website above to go over any rules/regulations on the forums. While you're there, feel free to register and post any questions/concerns you may have.Thanks again for looking into us! We hope to see you soon.
Sep 6, 2012Domara posted a message on [CTM] Domara's "Mystic Worlds" 72 Objective CTM Series (Version 1.2 OUT!) (#1: Safe Haven, #2: Uncharted Mines)Comments on the structure of the second map would be greatly appreciated (Linear? Difficulty?)Posted in: Maps
I am currently in the middle of making an arena that will hopefully be up for download in the next few weeks or so (depending on how difficult setting up the command blocks is). It'll have many options (including: which gamemodes are available during gameplay (capture the flag events, domination of a target, and so on), or whether or not certain targets (that can be shot by arrows) will be available). I could go on and on about the details about it, but that'll have to wait until I upload a picture of the current state of the arena.
How does this look for the upcoming map?BANNERS ARE FINALLY COMPLETE! Anyone interested in supporting my maps, feel free to pick one of these up and leave a comment so I can see you did! Then I'll add you to the list below the banners Keep spreading it around!Banner List:
- Special thanks to Interion864 for the banner help!
EDIT: New picture is out! New innovational concept involved in the new map, and will be planned to be put into the old one in the metropolis area!Welcome to Domara's new series of maps called Mystic Worlds! Each map will contain 72 objectives that need to be completed in order to 100% finish them:
42 ---> Monument Pieces
20 ---> Research Notes*
10 ---> Lost Souls*
*Research Notes and Lost Souls will have a corresponding theme to each map theme.Each map has 3 major components that need to be followed in order to assure you complete the map properly:
STORY: Simply read the "Story" section in the first book "Your Guide" to get the story started. You can't complain about misdirection in this map, because most is exploration of your own, and the story can help you get started!
RULES: These rules need to be followed. Any breaking of the rules will result in disqualification:
1. No game - changing mods are allowed.
2. Always use at least Easy mode, never Peaceful.
3. Find all monument pieces in monument chests except for the Iron Block, Gold Block, and Diamond Block. No silk touch is allowed FOR the monument.
4. No trading with the hidden villagers until the emerald block is placed on the monument. Once it is placed, feel free to trade with any villagers. This is because of emerald trading. I will now call this the Mystic Milestone.
5. Sheep wool and mined obsidian are not allowed for the use of the monuments or portals. The portal will be there for you, or possibly not at all if the map does not require the Nether.
6. Survive in any way possible. Break, craft, and place blocks whenever you want.
QUESTS: These quests all need to be completed:
1. Find and complete the monuments. All of the monuments may or may not be in the same room (Yes there is a possibility of the latter in the future).
2. There are 20 research notes that are labelled by number. They have secrets occasionally, so read them, they're short! Bring them back to a library somewhere in the map. Place the corresponding research note above the number of paper in the chest!
3. Somewhere in the map there will be a villager who has lost their comrades. Find the lost comrades and bring the villager egg back to the villager home. "Your Guide" will tell you what the home is. The missing villagers will give you a secret of the Mystic World.
I DO NOT ALLOW COPYING OF ANY PARTS OF ANY MAP.
Mystic World #1: Safe Haven (1 1/2 Years to Make) Safe Haven is finally done! It has been a long year and a half making this map. Safe Haven has a lot to offer to any Minecraft player out there! Not only does it have 41 monument pieces, but it has side quests that help keep the game moving along.
A lot of detail has went into creating this map, including: Story, Quests, Scenery, and Dungeons. The story grows and evolves as you go through the map, learning more about the mysterious behaviours of the HUGE island. The reason I say there's a lot of detail is because a lot of this map was done by hand to give the dungeons a more "natural" feel to them.
Those white blobs on the map are actually giant clouds that rest in the sky. They hide a lot from you on the map (on purpose, of course) and create a LOT of darkness. Just a heads up, there are several layers to the largest clouds, but the top layer is only for darkness of the one below. Don't bother trying to go to the top one, it is literally just a pile of lava (to limit spawning up there).
You spawn in the bottom right corner of the map. There's a book that you need to read, it doesn't take long. Also around your spawn are beta testers and youtubers that have made Let's Plays of my map. Check them out!
RESEARCH NOTES: The research notes were left by an adventurer like you. They are scattered only in the overworld. I put that in bold so you don't waste your time looking around the Nether or the End for them.
LOST SOULS: Find and save all 10 of the missing Pirates of the Sea.
Version 1.1 Update:
- Switched blaze spawners in the enchanted jungle to skeleton spawners, too much fire was lagging the game
Version 1.2 Update: Much bigger update!
- Added a 42nd monument piece ---> Forever burning furnace, but the piece isn't in a dungeon. In this map it'll be involved with the secret That will be explained in the forum post, as well as a book, just for those who didn't see the hint. The monument will be added to a separate monument on it's own on the first floor. Don't worry 1.1 players, finding all 41 is completing my map! The next map will feature full dungeons for each piece.
- Changed mushroom block monument pieces to LEAVES, because of the fact that each type of mushroom would revert to a damage level of 0.
- Adding an explanation on how to claim the new monument piece from above.
- Making the intro spawn look better and adding youtubers. (This spawn square will be used for each map)- Fixing a STUPID STUPID mistake on my part. HUGE apologies to 1.1 players ---> There is a 10th pirate hidden, but he doesn't have a bed or name. His name is Dorian. When you find a villager without a nameplate or chest, that's him... I wish I could give you a new hint, but the problem is that I was doing the secrets AS i put in the chests and names. I overcounted, so instead I will be adding a new bed into the ship and adding a new secret. (Thanks to Avenger's discovery)
- Removed the final blaze spawner, that I missed, from the enchanted jungle.
- Changed/removed/replaced resources near the spawn (for difficulty reasons)- Changed lighting in the first set of dungeons, and a few spawners, to fix useless ones
- Removed some loot (loot was excessive and easy to become overpowered)
- Added bedrock in some areas, fixing the ability to enter places where you shouldn't (dumb forgotten mistake on my part)
- Added a few new spawners, and changed/added a few more additional details.ENJOY!
SAFE HAVEN TRAILER
Here's a trailer of MrMFretwell's take on Safe Haven! Check it out, maybe you'll get a better idea of the map Feel free to leave feedback, I'm sure he'd love it, so far I'm really enjoying his series! He has some pretty good strategies for taking on obstacles that helps me think of new ideas
You can go to his series by starting here:
VERSION 1.2 NORMAL MODE: http://adf.ly/CjDiV
VERSION 1.2 HARDCORE MODE: http://adf.ly/CjCYl
FOR ANYONE DOING LETS PLAYS: I suggest you read the first book before you record, so you know the rules and quests. Then you can read just the story while recording and explain the rules on your way while you play. Some people are concerned about the length of the book, so I reduced it greatly. I hope this helps!
SPECIAL THANKS TO:
Minecraft Forums: Karoshio - for doing an LP of my map
Youtube Account: KaroshioGames - http://www.youtube.c...s?feature=watch
Minecraft Forums: thequb1s - for doing an LP of my map
Youtube Account: TheQubis - http://www.youtube.c...s?feature=watch
Minecraft Forums: VireDesi - for doing an LP of my map
Youtube Account: viredesi - http://www.youtube.c...i?feature=watch
Minecraft Forums: Phedran - for doing an LP of my map
Youtube Account: Phedran - http://www.youtube.c...n?feature=watch
Minecraft Forums: Zaecus - for doing an LP of my map. Very nice spin off of the beginning!
Youtube Account: Zaecus Celestis -
Do these guys a favour and check out their other videos, and subscribe!
Mystic World #2: Uncharted Mines ---> I might keep this name even though the map has changed in style
RESEARCH NOTES: Left by a the last miner.
LOST SOULS: Coal Miners.
And so the construction begins... Day 1:
Well here we are with another concept of my map... TELEPORTATION The idea is, this room will have the names of the areas to which there are activation levers. If you find them, the lamps turn on at both ends and that link is open to use. I'm trying to figure out the easiest way for command blocks to be usable only when the lever has been switched to "on" though, I'll figure it out
Sep 23, 2012ErasmoGnome posted a message on Move Wither Skeletons out of Fortresses! *Over 480 Supporters!*Posted in: Suggestions
[size=large]Mod[/size]Rinnsal has added this as an optional feature to his Nether mod! If you want to check out how this idea would work in the Nether while having some really cool new Nether items as well, check out his mod here: NetherStuffs 0.19 by Rinnsal The download link is at that page, along with a mod review video and a description of all the awesome stuff in the mod. I highly recommend it! Additionally, Builderb0y has created a mod that allows Wither Skeletons to spawn everywhere in the Nether without all that extra stuff. Here's the download link: http://www.mediafire...a7ttstxokee2puv Just put it into the minecraft.jar and you're done.
[size=large]FAQ/Responses to Common Criticisms:[/size]
[size=small]NOTE: Because of the recent influx of posters who have given two sentence posts and haven't even bothered to look at the FAQ, any post that clearly could have been addressed with a trip here will be replied to with a simple "See FAQ #X". I highly encourage you to at least peruse the questions before posting ignorant criticism.[/size]
Q: This would make the Nether too hard!A: The Nether was originally known as a "hell world". It was released during the Halloween update, and players initially entered with trepidation, fearing the dangers that awaited them. The people realized the only mob in there could be kill with two arrows. Ghasts are 4x4x4, making them fairly easy to hit, even from a distance. Additionally, a single knocked back fireball takes them out instantly. Their fireballs, even with a direct hit, still do less damage than a creeper. They are the only mob that represents a challenge in the Nether, and they aren't even that hard. Magma cubes are a joke - at the speed they go, you can just walk away. Zombie Pigmen ignore you unless you actually hit them, at all the rest of the mobs are confined to Nether Fortresses.Q: The Wither is a boss. It is meant to be hard to summon!
This is supposed to be Hell, and yet a player with a small stock of arrows can walk freely through the area with barely a care in the world! With iron armor, basically all caution except with lava can be abandoned, because a Ghast would only be able to take you out with two direct hits, and everything else can be ignored! Wither Skeletons would add needed challenge to a dimension that is supposed to be terrifying, and force players to actually be prepared to get their Glowstone and Nether Quartz. With Wither Skeletons moved out, a player that isn't in good armor would need to be fast, and a well prepared player would actually need a variety of equipment like milk buckets or potions. If you really didn't want to fight them, you could always sprint away, which takes a small amount of skill.
But remember, they would only spawn about as commonly as Endermen, so it isn't like you'd be horded like with 3 at once. You would have to fight one, maybe two, unless you actually walked around getting a bunch on your tail. This change would make the Nether much more challenging, but not nearly enough to make it impossible, even in no armor. A veteran could still walk without armor with enough movement skill, while newer players could most likely survive in iron armor, but no less, as they should be able to in the dimension of Hell.A: Yes, and I agree it should be hard to summon. But right now, it takes far too long. You have to kill 120, on average, and it might take you a half-hour or so just to find three. This idea keeps it a challenge without making it so only a collaborative multiplayer effort or obsession is able to summon the wither. People want to be able to summon it in single player without being in a nether fortress 24/7.Q: How commonly would they spawn outside of fortresses?
There has been a fair amount of contention about this lately, especially making the beacon too easy to get. I would remind players that the beacon takes a minimum of 81 ores to complete. That's quite the chore - just because you can summon the Wither does not mean it can suddenly immediately get a beacon. Second, this does not make it too easy to get all the skulls to summon the Wither. As I said earlier, it takes an average of 120 Wither Skeleton kills to get all the heads. Unlucky player might need to kill as many as 300 or more. As I've said, they will spawn about as commonly as Endermen. Go out and try to kill 120 Endermen, then try to tell me that the amount of time it took you would make it too easy to get the beacon.
Don't believe on the average of 120 or unlucky players having to kill as many as 300? Have a full-blown statistical analysis based on the normal and geometric cumulative frequency distributions. Happy reading!So take this from someone taking AP Statistics – having to kill 120 Wither Skeletons is not an “extreme”, it is an average. There is a 2.5% chance per kill of getting a skull, meaning p=(.025). To calculate the average number of repetitions needed before achieving “success”, the formula is simply 1/p, or in this case 1/.025. Plug that into your calculator and it spits out 40. From there, it doesn’t take a statistics class to tell you that to get three, you multiply by three for (guess what!) 120. That means, the average player will have to kill 120 Wither Skeletons before getting three heads, leading me to the conclusion that you are either lucky or exaggerating. This isn’t really something you can dispute – these are well established mathematical formulas.
But hey, say you don’t believe me. Say you think I got the math wrong, even though this kind of probability is something I learned before statistics even expanded upon it. I built a quick calculator program on my calculator while I was bored in precalculus, then ran it for 999 trials (the max my calculator can take before no longer being able to run analysis). Here’s the coding, so you can be sure I didn’t cheat. It probably won’t make much sense to you, but I’m sure another programmer on the forums can confirm its validity, and I’ll comment it up and add actual names to the variables to make it easier to understand.
ClrHome //clears what is currently on the screen ClrList L[sub]1[/sub] //clears whatever is in the list I’ll be storing the results in 0->Successes 0->Count 1->Runs Input “Trials:”,Trials //Asks the user how many trials he wants to run Output(3,1,”Trial:”) Output(4,1,”Last Num:”) While Runs≤Trials //Sets up loop for number of trials Output(3,7,Runs) //Outputs the current trial to keep track of progress 0->Successes 0->Count //Resets both variables for the coming trial While Successes<3 //Will run until 3 “Successes” are achieved If randInt(1,40)=1 //If a randomly generated number 1 through 40 is one, a wither skeleton head is received. This simulates the killing of one Wither Skeleton Successes+1->Successes //increments the number of successes by one (for those unacquainted with calc programming, when there are no brackets the calculator only considers the line right after the If as part of the contained area. Count+1->Count //Whether or not a skull is received, the number of kills is incremented End //Ends the While Successes<3 loop (if Successes is not less than three, reruns until it is) Count->L[sub]1[/sub](R) //Stores the number of Wither Skeletons killed before three skulls were received in a list location corresponding to the current run. Output(4,10,” “) Output(4,10,Count”) Runs+1->Runs End // Ends the While Run/Trial loop. If Run is not to trials yet, will run entire thing again until it is. 1-Var Stats L[sub]1[/sub]Note to experienced calc programmers: To make it more easily understandable, I added actual names to the variables based on their letter, and commented it up Java-style. To derive the original program, truncate all but the first letter of the variables and ignore the commenting.
You probably didn’t understand that, so I’ll summarize what it does. It simulates the killing of a Wither Skeleton by giving a 1 in 40 chance of a “success”, and repeats that until 3 “successes” are achieved. It then stores the number of Wither Skeletons it took to get these three skulls in another location for further viewing, then runs again. I ran this program 999 times, simulating a random player going to get his three skulls 999 times. Here are my results:
Mean: 119.4544545 (Shocker, only .5 off 120, which is the actual value)
SD(X)=64.86644227 (There’s a decent chance you don’t know what this is, so I’ll explain it later)
Min(X)=9 (In all 999 trials, the smallest number of Wither Skeletons killed to get all three skulls was 9)
Max(X)=390 (In all 999 trials, the largest number of Wither Skeletons killed to get all three skulls was 390)
So the mean was 119.45 Wither Skeleton kills needed. Don’t even try to tell me my math was wrong there now.
But I already knew that. I’m more interested in the standard deviation. Now, the Central Limit Theorem would normally cause the combined results of trials to be normal, especially with a sample size of 999, but unfortunately np = 3, which is less than ten. That means the left side of the normal model will be cut off, causing a right skew. That means the standard deviation isn’t useful for far-reaching calculations, and the SD can’t be calculated by regular methods. But we already have an approximate SD from our trials, so that should be almost dead-on accurate for our purposes, especially since independence is a certainty. So what does a standard deviation of 64.866 mean? Well, it means that when you go one standard deviation out in both directions, you have contained just about 68% of all results. Here’s a little table so you can visual what I mean:
But I said earlier that it can’t work quite as well in this case because np<10. We can still approximate, especially for the smaller sigmas. With a bit of math, we can find out that 1SD above the mean is 184.866, 2SD is 249.733, and 3SD is 314.599. With a bit more math, specifically, finding the area of everything else by taking (1-the other results)/2, we can find out the odds that a player might have to kill a certain number of Wither Skeletons to get his skulls.
Here are the results:
Odds that a player might have to kill above X Wither Skeletons to get all three skulls, according to the slightly-off normal model:
So that means 1 in 40 player will have to kill more than 250 Wither Skeletons to get their skulls. 3 in 2000 players (not unlikely at all considering the millions playing Minecraft) will have to kill more than 315, which is absolutely ridiculous. Some will have to kill more. If you’ve followed along with the math up to this point, you can do your own calculations as to how they might stretch out farther, but be warned that the normal model gets more and more inaccurate because np<10 as you go out farther. As I mentioned earlier, these might be a bit off because of the truncated normal model that causes a right skew. You can’t really call me out on that though, because what that would really mean is that for a manually placed normal model extending into the negatives the standard deviation would more than likely be even larger, meaning that unlucky players have to kill even more Wither Skeletons than is mentioned here. This of course means that many lucky players will have to kill somewhere on the range of 60 or less, but unlucky and lucky happen about the same amount of times, and with my way even the unlucky ones will be able to get it eventually with a bit of perseverance, unlike the obsession that would be needed if you wanted to get them just from Fotressses.So yes, some lucky players will be able to get enough materials to summon the Wither within an hour or so – it is really the same now. But do not even try to tell me any longer that needing to kill 120 is an extreme. It is the average, and needing to kill even half that would only happen to less than 1 in 5 players.
But let’s take a different approach, because I’m spending a lot of time applying what I learned in Statistics, and this is kind of fun. The Geometric model is even better for our purposes than the normal model, and even easier to use. It gives us a different perspective on how crappy the current system is as well.
So, if you have a TI graphing calculator, you can follow along. Hit 2nd Vars, then go to the very bottom, where it says geometcdf(. That is the geometric cumulative distribution frequency, which you probably don’t understand. What is does is calculates the chance of an occurrence happening by the time a certain number of trials have gone by. So click it, then type in into the parentheses .025,120).That spits out .952075909, right? What that number means is that there is a 95.2% chance of getting at least one skull by 120 trials (note the at least). While that seems decent, that leaves us 4.8% of people, after having killed 120 Wither Skeletons, wondering if the info they got off the wiki on drop rates was wrong. You can plug in other values instead of 120 to see the chances a person will have received a Wither Skeleton Skull by the time they have killed that many Wither Skeletons.
But let’s remember that I’m not even suggesting a change of drop rate – I’m just suggesting that they are a bit easier to find, by moving them out of Nether Fotresses. Which means all this still applies even after my idea comes into play – all it means is that they will be easier to find, so you will be able to rack up these ridiculous amounts of kills.A: The same as they do now inside of fortresses. They won't spawn in groups like Zombie Pigmen, and are a bit rarer to begin with, so they still will be a bit hard to find, kind of like Endermen in the Overworld. I'm sure Jeb can mess around with the spawn rate to make it good.Q: Wouldn't this stop people from building bases in the Nether because a hostile mob could spawn in their base all it wanted? (Thanks to corinanth for bringing this up)A: Currently, Wither Skeletons have a limitation that they cannot spawn in a light level of 8 or greater (in addition to their only spawning in Nether Fortresses). This limitation will be maintained as they are moved out into the Nether. This means they will be able to spawn fairly near to Nether light sources like lava and glowstone (who emit a light level of 15), but it will be possible to light up a base enough that Wither Skeletons won't spawn. Thanks to Immibis for help with the technicalities of the lighting system!Q: Why do you have a supporters list?A: I think it is a good idea to have a semi-visual representation of the amount of support this idea has received. A supporters list is a good way to give a quick numerical summary of how many supporters this idea has, and the dropdown list of specific supporters allows people to see if their favorite critic/friend has supported. I don't require a +1 to be on the list because I don't feel you should have to give rep to me just to support this. I do appreciate reputation though, because I did spend a fair chunk of time assembling this idea to be informative and aesthetically appealing.Q: Oh come on, why don't you just use a Looting I/II/III sword?!A: The maximum level of Looting, Looting III, brings your chance of getting a skull up to 1 in 25. Which, for those of you who haven't done the multiplying, means you now need to kill an average of 75 wither skeletons instead of 120. Now, 45 is a hefty difference, but it still means a huge chunk of time to kill 75 Wither Skeletons. Even if it did bring it down to a reasonable number of Wither Skeletons needed to be killed, it still wouldn't fix the other problems, namely that there are no challenging ground-based hostile mobs in the Nether, and there is a hugely skewed content ratio between Nether Fortresses and the rest of the Nether. Mojang has an entire dimension to fill, and they choose to stuff about half of the content into one tiny building, the Nether Fortress. Moving Wither Skeletons out into the rest of the Nether would provide a hostile mob and a huge step towards fixing the content ratio of the Nether, even if it wasn't necessary to fix the time it take to get the 3 skulls, which it still is even if you are lucky enough to get a Looting III sword.Q: So, how can I help this become a reality?A: I'm glad you asked. There are a bunch of ways you can help this become part of the game:Q: Why not just increase the spawn rate or drop rate of Wither Skeletons?
A: Because that only fixes part of the problem. Yes, increasing the drop rate would work insofar as it fixes the problem of the Wither being incredibly hard to get, but it takes away some of the challenge of fighting all those Wither Skeletons. Increasing the spawn rate of Wither Skeletons would fix the problem as well, but there are still two huge problems the solution quite simply does not address. There is still no challenging hostile mob in the Nether. Ghasts take two arrows, and if you are in the nether you should certainly have arrows; Magma Cubes are so slow you can just ignore them, and don't put up much of a fight even if you don't; and Zombie Pigmen you can just ignore because they are neutral. Thus, moving the Wither Skeleton out would finally get that hostile mob into the Nether. The second thing that either solution does not fix is the incredibly skewed rate of content in the Nether. Almost half of the available features of the Nether, an entire dimension, are packed into a comparatively minuscule building. Why? There is no good reason, and moving Wither Skeletons out into the Nether would be a great step towards fixing the problem.Q: Why not give Wither Skeletons a building of their own?A: This solution is a bit better than the suggested solutions in the above Q&A in that it helps fixed the skewed content of the Nether and, if the spawn rate is high in the building, helps with the challenge of getting enough Skulls to summon the Wither. However, it still doesn't do everything that moving them out into the Nether does. Moving Wither Skeletons out into the Nether would get a challenging hostile ground mob into the Nether, something that people have been asking for for a long time. It would be a huge leap in finally making the Nether the terrifying, dangerous, and hellish place a dimension like the Nether should be. In addition, building an entirely new structure for Wither Skeletons would represent a lot of coding for the Mojang team. The change suggested here would probably take Mojang about 5 minutes or less to implement, as all they would have to do is remove specific spawning restrictions. So, moving Wither Skeletons out of Nether Fortresses fixes more problems and involves less work for the Mojang team, allowing them to focus on other features. It's a win-win!Q: I tried to use one of the banners, but it isn't working!A: First of all, thanks a bunch for helping out this idea by using a banner! Your problem might be a few things:Q: Hey, how do you have so many supporters? There aren't even as many comments as supporters!
- Support! It's as simple as pressing the rep button or posting "I support!", and every person who supports adds credibility and weight to the idea.
- Spread the word! You can do this by telling your friends on the forum, or using the banner. Like above, the more people who come to this topic to support, the better the chance Mojang will see what their players want and implement this.
- Check back! A great way to help out is to come back every once in a while and comment on additions and reply to people who aren't sure about whether they want to support. Following the topic is a great way to keep informed. Every post helps people make up their mind, and has the added benefit of bringing this back to the top of the page.
- Leave constructive ideas! Every improvement to this idea, whether it is to make the suggestion more appealing, more balanced, or just plain old more awesome, makes this a better suggestion, and therefore more likely to be implemented.
- Contact Mojang! You can PM or tweet any of the Mojang team (Jeb, Dinnerbone, Lydia Winters, and EvilSeph are here if you want to tweet them), and that way they can see the idea and know people like it! Disclaimer: I am not suggesting that you spam their page. A lot of people contacting them would be great, but don't spam their PM inbox or twitter repeatedly. That is rude and does not help this suggestion become part of the game.
A: I didn't think this would become an issue, but it's been asked quite a bit recently. My system for creating the supporter's list is taking those who leave a positive comment as well as those who +1 the post. Obviously, some people post and don't +1 and some people +1 and don't post. The list is taken from both, eliminating any duplicates. Because apparently a lot of people +1 and don't post, I have more supporters than comments. I have nothing to hide here, so if anyone wants to comb through the list for fake names, feel free .More FAQs will be added as questions pop up repeatedly. If you have a question you want answered/think should be added, post with the question and I'll get back to you as soon as I can.
- Try highlighting what you copied and clicking the "Remove Formatting" button, which is the eraser one from the upper left. Sometimes formatting from copying the text over messes up the code.
- Make sure you copied the entire thing. If you missed anything in the box it may mess it up.
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[size=large]Supporter's List[/size]You'll be added if you , or I happen to see a positive comment. For why, see the FAQ. [size=medium][size=large]Current Supporters: 489'[/size][size=medium]][/size]
- Minecraft Pro Jordan F
- Joe The Bow
- Tom Marvelo Riddle
PLEASE LEAVE CONSTRUCTIVE CRITICISM, SUPPORT, AND IDEAS!
Robe's Art has made an awesome banner for this idea. If you like this idea and want to help support it, just copy the code below into your signature, then highlight it and click "Remove Formatting" (the eraser in the upper left)!
Here are some old banners you can also use:This one was made by Yuutsu:
This one was made by me:
Having trouble with a banner? See the last question in the FAQ for help and troubleshooting. [represent]
Feb 12, 2012Posted in: SuggestionsIMPORTANT: Long time has passed and now I am certain that developers don't care about forums and community suggestions. But you CAN implement random textures into your texture pack and clients with MCpatcher or optifine will see them. I made a tutorial a while ago but it is horribly outdated and I have no idea how it works now and I don't feel like updating it, sorry.
The idea:According to my idea, there would be few different textures for every block (or almost every) that game would randomly pick when the block is placed or found already placed. Common suggestion was also to add random items too.This should improve the way everything looks (especially with texture packs) and it would work similarly to random mobs mod that is already supported and used in many texture packs. Look below if something is not clear for you yet.
Scheme below is OUTDATED due to changes in 1.5 then later in 1.6 In fact it's easier implement with today versionsMore pictures in the spoiler!
Misa's Realistic texture pack with this addition:
Quote from Misa
Y'know, this idea has been a working feature of MCPatcher since mid-April... I've supported it in my pack since it first came out. I'm kinda surprised people still don't know about it at this point. Check the documentation on the MCPatcher thread under the information for texture pack authors. The random texture feature is under the CTM support (method=random). You can even give weights to the random textures so that some are more likely to randomly show up than others. Here's just a few examples of some of the stuff you can do with the feature:
Random textures on grass, tall grass, and flowers.
Random textures on stone bricks to make them look a bit less perfect.
Random mushrooms with a closer shot of some of the random stone bricks.
Random labeling on TNT blocks. (You can also use random textures to give fences unique art not shared with planks.)
All of the above screenshots were taken with only MCPatcher installed(no other mods), and my pack selected.
- I've found few replies in various posts about this, but I wanted more people to see it. This is only an suggestion so far, and i simply modified my terrain.png files.
- Mojang has already done something like this - mossy and cracked bricks in strongholds that add much more variation. And if any of you played Terraria, you should get the idea because variations between grass, blocks and everything else is also seen there.
- And since many of you mentioned, this could be optional, let's say a texture pack artist doesn't have enough time for this, he simply leaves all variants of block texture same.
You're welcome to send me more pictures showing how this feature looks in a texture pack of some kind. I'd post them here.
You'd really help if you post this banner into your signature!!! (copy-paste the code below)
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