• 1

    posted a message on Modular Bosses - High Quality Epic Bosses - 1.0 Release - (11/3/2017) INACTIVE
    Hello Everyone,[/p] I am the mod dev for the Modular Bosses mod.[/p] Modular Bosses aimed to add high quality, fully animated, complex, boss monsters to minecraft. Complete with complex skillsets, smart AI, new dimensions, and some bosses large enough you have to be eaten and kill them from the inside.[/p] The mod was originally designed around Minecraft 1.8 and while I was in the process of updating to 1.12 life happened and I had to discontinue the project. Life has since calmed down and I am putting out some feelers to see if there is still a desire for this mod to be made/updated/continued.[/p] I would appreciate it if you would vote in the strawpoll linked below if you would like to see this mod continued.[/p]
    Curse Link[/p] https://www.curseforge.com/minecraft/mc-mods/modular-bosses[/p]
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Bosses - High Quality Epic Bosses - 1.0 Release - (11/3/2017) INACTIVE

    Hey everyone, sorry for being away for so long. Still a lot of real life stuff going on.

    I took a good hard look at how Microsoft is handling their updates and how they are essentially trying their hardest to ignore the modding community in hopes they go away forever.

    Because of this I can't get my head back in the game and see the point of continuing the mod. 2-3 years ago when I first started it was a great time for modding, now it is an afterthought that Microsoft seems to want to kill off. It really sucks.

    The GIT is stil public so if anyone wants to pick this up, by all means, consider this an open invitation to do what you want with it. Minecraft was fun, but it is dead to me now

    Posted in: Minecraft Mods
  • 10

    posted a message on Modular Bosses - High Quality Epic Bosses - 1.0 Release - (11/3/2017) INACTIVE

    Discord Server

    For use with Minecraft 1.8 with Forge

    Modular Bosses was created to introduce large, complex bosses for RPG adventure servers or maps


    The goal of Modular Bosses is to have fully configurable bosses that are have as many controllable elements as possible set in the config file.

    Configurable Elements Include:

    Damage per individual attack
    Frequency of each individual attack
    Reward Loot (Even loot from other mods)
    Spawn Control (Redstone, Timed, Eggs)

    This will allow the admins to tailor the bosses, and boss encounters, to their needs and not have to rely on the pre-configured settings and stats set by the mod dev.

    Loot for Modular bosses monsters is fully configurable in the config file.

    Create a new line for each item between the <> Each line represents a different item.
    % Drop chance | Quantity | Item name

    The picture shows it will drop:
    1 note 100% of the time
    1 note 1% of the time.

    Item names can be gotten in game by holding the item and using the command:
    This even works with other mods items!

    The control block is the corner stone of Modular Bosses. The control block allows admins to create respawning groups of monsters that, when killed, will provide a redstone signal to trigger dungeon doors. The monster spawns, amount spawned and respawn timer are all configured right on the block. The respawn timer is not recorded in ticks it is recorded with the system clock, so even if a player moves away from the block and its chunk is unloaded, it will still keep track of its spawn timer.

    The control block allows map makers and server admins to introduce MMO RPG monster groups with automatic respawn times. Complete with redstone activation, instant spawn and redstone signal output once all monsters in a group are killed.

    Limbo is an "in between" dimension. Certain monsters and objects will exist in Limbo where they can interact with objects and beings on the real world, but the real world cannot interact with them.

    In order to interact with being or objects in limbo, one must first step on a Phase Fire flame. The players body will enter the space between dimensions and be able to interact with beings and objects in Limbo, for a limited time.

    While in Limbo the players vision with be strangely altered, and their bodies will appear ghostly to all others.
    This is a feature planned for future bosses and dungeons.

    The Sandworm spawns a dungeon in a separate empty dimension, so the dungeon generation does not interfere with anything. The dungeon is built out of schematics. So the server admin / world developers can create their own rooms, and the dungeon gen will dynamically pick from them, then generate a random layout with the rooms that they created.

    Now when you think dungeon generation and schematics, you think,"Oh great this is going to crush my server"

    Those of you that have played with WorldEdit will know, once you start making giant cuboids and altering large swaths of landscape, chances of server crash goes way up. This is due to the fact that WorldEdit attempts to make all changes in 1 tick. So when you try to update 10,000 blocks at once, chances are something is going to be cranky about it.

    If I tried to generate an entire dungeon in 1 tick it would surely crash a server. Or I would have to make it so the dungeons are small enough not to crash a server upon generation.

    Instead I created a staggered schematic builder method.

    This method builds the schematic in configurable increments per tick. So if you have a weaker server, maybe you only want it to build each room 50 blocks at a time. If your server is considerably beefier, then maybe you can have it build 1000 blocks at a time. It is all up to you.

    But wait, there's more! You can have multiple dungeons building at once, and it will not beat up your server. They all queue up and build systematically, and your players will be none the wiser. Build giant dungeons without causing crippling lag.

    I created a very small dungeon tile-set to showcase the randomness of the Sandworm dungeon gen. Each dungeon entrance and exit start int he same place, but the path between is always random.

    Modular Bosses comes with pre-packaged Sandworm dungeon rooms in the jar, however if you would like to create your own rooms to be used in the dungeon here is how.

    The rooms are schematic files created with a mod called Schematica.

    The 1.8 version of schematica did not save tile entities using the gui buttons wo you will need to save your schematics with the / command

    This will save all blocks (chest, furnace, dispenser, ect contents included) within the coordinates to a schematic file located in

    Modular Bosses searches for files inside the schematics folder

    Inside the worm folder are several "Room" folders each representing a room with different door orientations.
    How to read the room code:

    Each letter of the room folder coresponds to a wall. Read from left to right
    North, East, South West
    W = Wall
    D = Door

    DDDD = ╬

    DWDD = ╣
    DDWD = ╩
    WDDD = ╦
    DDDW = ╠

    DWDW = ║
    WDWD = ═

    DWWD = ╝
    DDWW = ╚
    WDDW = ╔
    WWDD = ╗

    DWWW = ╨
    WDWW = ╞
    WWDW = ╥
    WWWD = ╡

    After you have created your room schematic in minecraft place the schematic into the coresponding room folder.

    Modular Bosses will pull a random schematic from that room folder when building the dungeon. So you can have multiple different types of rooms with the same door orientation.

    Bosses & Monsters


    The player is transported inside the beast when eaten. and will have to fight to find their way to the Brain, and kill the beast from inside!

    Monsters Found Inside the Sandworm

    The Brain attacks with bursts of energy every few seconds

    At the same time it creates "Sparks"

    if there is a Spark near the Brain it will shield the Brain from all incomming damage until the Spark is killed.

    The heart is very straightforward. When you damage it, it will become invulnerable for a few moments while it franticly pumps blood to stay alive.

    Sparks come in 4 colors
    Green - Heals all nearby monsters
    Blue - Knocks the player away
    Purple - Inflicts Darkness
    Orange - Inflicts high damage to the player

    The Tick, sucks the blood of its targets.
    Each time it successfully hits a target, the tick, full heals & increases its size and max HP by 20%. Up to 5 times. After which it will be full grown and no longer be able to heal or grow.

    A tick can also instantly grow to max size if it walks in blood.

    When a full grown tick is killed, it creates a pool of blood on the ground.




    The Golem takes on the material it spawned on. Works even on custom blocks from other mods
    Block hardness is then used to set HP and damage. The harder the block is the more damage and HP the Golem will have.




    While the Chorp Chorp is not exactly a very menacing monster, the sticky slime it sprays from its......mouth(?)..... is more than enough to glue down its prey long enough for it to catch up and crush its food under its massive weight. To make matters worse Chorp Chorps Usualy congregate in teams of 3 to 5 near their alpha, classified as a Heavy Chorp.

    Heavy Chorps are typically 2 times larger in size than a standard Chorp Chorp.
    You get a cookie if you know what game these were inspired from

    Weapons & Tools

    Development Roadmap

    Below is a general roadmap of what I have finished and what has yet to be done


    Future Boss / Monster Concepts

    Frequently Asked Quetions (Look here first before Asking)

    Can I use this in a mod pack?

    Will you make a 1.7.x version?

    Short answer, no.

    1) Forge 1.7 is no longer supported by the forge team. I would recieve zero help should I need it.
    2) Forg 1.7 vs 1.8+ is VASTLY different. it would be less of updating code and more re-writing nearly EVRYTHING
    3) I understand 1.7 was a popular time for modders before blocks changed to JSON format, but devs, and players alike need to update and move on.

    Will you update to x.x.x version?


    I plan to keep the mod up to date with Minecraft, like a good little mod dev. Although keeping a mod up to date with several different versions may proove more taxing than I anticipated, and may lead to some versions falling behind.

    Do bosses / monsters spawn in the wild?

    Currently no.

    This mod is designed with server admins and adventure map makers in mind. To fill a gap in the Minecraft RPG aspect. There are many mods that add RPG elements, but many of them are not very flexible and thus can clash or do not mesh well with eachother. Modular Bosses is meant to add epic, high quality bosses to the game and keep them as flexible as posible so that server admins or map makers can integrate them into their worlds seamlesly.

    That and I am not entirely sure how I would go about doing it. Maybe one day, but not now. I do not have any plans of implimenting it.

    When will you release / update?

    When I can, or when I want to.

    This may seem like a blunt answer, because it is. I am 32 years old. I have a full time job as an IT consultant. I have a wife, a house, and all the responsibilities that come with them.

    As with most modders, I code my mod because it is relevent to my interests.

    I am learning to mod. Can I see your code and learn from it?

    For staters, I am not a good example to learn from.

    Feel free to use any code you wish out of my Git, with the exception of the models. The AI of the bosses is not exactly revolutionary or secret, just different tricks put together, but the models I feel are my own, and I would apprecieate they stay that way.


    I will not lie there are some methods in my code that came from other mods. Such is the life modding as a single dev, if someone has already written a method better than you can, and allows others to openly use it, then why not use it. I was sure to check first and be sure that those mod devs allowed for me to use them. I do belive I have credited the original authors where applicable and added a link to their mods. If not, it is because I am a derp and forgot, don't be mad, just tell me and I will be more than happy to credit you.

    Is this mod dead?

    Probably not.

    Check the git to see if there have been any recent updates. I don't always post here when I code, but I code at work and at home, and on my laptop when I travel, so I use the git to sync back and forth. So it is usualy full of activity and small changes.

    My server crashed or I found a bug

    Great, post it here. Enclude a log and what you were doing when the bug / crash happened.

    Hey make this monster!

    Ok, don't do that. Don't just post a bunch of pictures and say "MAKE THIS!"

    1) Think of a cool concept for a boss.
    2) Find a decent picture of concept art. or even better, make one yourself
    3) Think of what sort of mechanics said boss would have. IE: attacks, animations, projectiles, other smaller monsters
    4) Ask youself if minecraft could even support such mechanics (this is usualy my job, but keep this in mind anyway)
    5) How complicated would the model be? If the concept art is full of crazy curves and fine detail, chances are the model will look like a lump of playdoh. I can make curves and angles, but I am no sculptor. There are limits.
    5) Is this boss unique? The biggest reason why I mod is because each new boss pushes me to learn something new. Often times I learn a new trick while making a boss, and think, "That is a cool mechanic, what sort of boss could I make with that?"

    What can I do to help?

    Tell your friends!

    Other than that, just post here if you want to help with something and I'll respond there.

    Download Links


    Please put a link back to this thread so viewers can comment.

    Download Link: Link
    No-AdFly: Link
    Posted in: Minecraft Mods
  • 33

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!

    Modular bosses has been released!

    Come check out the official release thread in the Mod forums
    Posted in: WIP Mods
  • 2

    posted a message on Modular Bosses - High Quality Epic Bosses - 1.0 Release - (11/3/2017) INACTIVE

    Currently working to update to 1.12

    Posted in: Minecraft Mods
  • 3

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!

    The Golem takes on the material it spawned on. Works even on custom blocks from other mods
    Block hardness is then used to set HP and damage. The harder the block is the more damage and HP the Golem will have.

    Posted in: WIP Mods
  • 2

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!
    Quote from darkraptor6»

    Awesome job done ,man ! Do you have plans for others dungeon monsters ? Maybe acid slimes ? bloody caterpillard?

    One more regular monster from an old PS1 game I played called Vandal Hearts. Monster was called an Eggworm

    After that I need to

    get animations to work with the golem

    finish up the Shade Howler Animations

    Get everything in the config

    And then...release version 1.0'

    after that...the long road to updating the mod version to the latest minecraft version

    Posted in: WIP Mods
  • 1

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!

    So I don't really know how to show the major part of what I am doing here, so I am going to explain it as best I can, because as far as I know.....no one has done this before.

    The whole Idea of the Sand Worm boss is to get eaten and transported into a dungeon.

    As seen in older videos, the dungeon gen works great. It is dynamic and random and creates a viable dungeon 99% of the time (yes it can still accidentally generate an unbeatable dungeon, but I am working on that)

    So here is how it works

    In minecraft ever single monster has a unique id called a UUID. Even if you turn off the game and restart it, when the game comes back up that monster will still have the same UUID.

    When a Sand Worm is spawned it generates a brand new dungeon "blueprint". This blueprint is saved in a global list, with an ID that is the same as the worm that created it. So the Worms ID and the dungeon ID are the same.

    When the dungeon is being built, there is a "Return Portal Block" that is placed at the end of the dungeon. This block is given the dungeon ID.

    Once the dungeon has been defeated a redstone signal is given to the return portal block to make it active. This marks the dungeon as completed and then removes the dungeon ID from the global dungeon list.

    The worm that spawned the dungeon sees that there is no longer a dungeon in the global dungeon list with a matching ID and thus concludes the dungeon was completed. The Worm then dies.

    What does this look like to a player?

    A player gets eaten by a giant sand worm, battles through its guts and finally defeats the worm from the inside. The player then teleports back outside the worm to see it writhe around in its final moments.

    Wooo baby! It's gona be great!

    So far I have the worm model and teleporting to and from methods all complete. The worm is linked to its corresponding dungeon and thus dies once the dungeon is complete. I have all the new blocks for the inside of the worm done.

    Now I have to create a death animation, and a few boss monsters.

    Then I have to create some room schematics to populate the dungeon with. Currently I just have 5x5 room templates to represent how the rooms will fit together as a proof of concept

    Posted in: WIP Mods
  • 2

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!

    A lot of times when people are creating dungeons, they want to contain the player until a boss has been defeated, or a puzzle is solved, or a groups of monsters is killed...ECT

    Usually the only way to keep a player in an area is with a door. Problem is, doors are small and don't always fit the theme

    A lot of games out there have a sort of generic force field that comes up when they want to contain a player. so that is kind of what I am aiming for with this addition.

    The force field gen block can be hidden underground by 1 block. The force field it generates actually originates 2 blocks above the generator, and then fills all available air. on a horizontal plane

    Let me know if you have any questions or suggestions.

    Posted in: WIP Mods
  • 1

    posted a message on Modular Bosses - High Quality Epic Bosses - Updated (11/3/2017) - 1.0 Release!
    Quote from coldplayrocks»

    I made a showcase!

    I really need to put up a new beta file with all the recent changes.

    The Skull is kindof my goto test mob, because it has the smallest class file. It is easy to throw random test code into it and see if it works, without breaking anything. Hence why it is changing colors. That was a test for Paragons flame to see if I could make an entity color change with time without creating new textures. Also it definitely does damage, I think I just turned it off at that moment in time.

    The sword is not supposed to portal you anywhere, I used it to test the teleporting between the boss dimension.....I should make an admin wand or something.

    Chorps textures are fixed, not sure why they broke, but yeah

    Moldorm is buggy, the hitbox is his final tail segment, but it doesn't always work...or rather it does, but if your swing hits more than 1 body segment then it is canceled, need to fix that

    Arrg the tick isn't animated in that build, and it doesn't span a blood block.....again something that didn't make it in that build but is in the next compile

    Paragons hitboxe visuals were supposed to be off....I think I left it on for testing. Hit box visuals is something in the config

    Tatters, as of right now, just has a % chance to teleport when hit. So thats what that is doing

    Shade Howler was hardly even there, just 1 attack at the time, so that's all it was doing, there was a lot more work done since, again will be in the next release

    Sand worm, i guess your map was really low, it dives to a certain deth before it turns , so I assuming your floor was already really low, hence why it didn't dive out of view. Also its pathing has since been fixed.

    The portal block. Place it in the ground. place a teleporter landing somewhere else. Each time the teleporter changes color it will teleport all players on teh teleporter to a random teleporter landing. Also it has a cool animation of the players teleporting away, if you are not on the teleporter. Or if your landing is close enough to the original teleporter pad, you will see yourself teleport away. Just try it

    OMG the phase fire.....I disabled the shader.....arrrg. Again testing things that never made it in because of testing.....it works now lol

    In short. It's beta and there is a lot of debug stuff left in lol

    A lot of stuff that looks like bugs, or doesn't make sense was / is probably fixed.

    Posted in: WIP Mods
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