Quote from luckyhouston
To lucky141187 here's two edits of your angel sword
wow... thanks man
Quote from Dodge34
I also want to know more about the mods you use there, I'm currently creating my own modpack (don't plan on releasing it for now since I know a load of mods I use will not allow me to share them in a modpack and also I don't want to take the time to ask every dev for permission to share their mods in a modpack, got 37 of them right now) it seems like you have what I'm looking for something to make the game like a RPG (the fish level indicator perhaps I'm totally wrong here)
Quote from Lieu
I'm thinking the more standard way to do it is to just put a given mod's .zip file in the mods folder. But before I change it can somebody who installs a lot of mods comment on this?
Quote from Handsome_Dan
I messed around with the fire turret and got this:
(I don't have the mod installed, but I'm pretty sure it'll work)
Not sure if this is how you wanted them to look. If not, let me know.
Also, here's all of the Golems I've made. I think I'm going to take a short break and go to bed.
Obsidian & Rock
Stone & Ground
Lava & Fire
Ice & Water
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
Logo by NeonXperience
Logo by ChimneySwift11
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
Want to contribute to the Mutant Creatures? Help add content on the virtually empty wiki here!
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..
Mutant Snow Golem
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 Mutant
Even older videos
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!
>> 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!
<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>
Hope you have fun, and click the if you do!
Older videos of previous versions can be viewed on the wiki.
Silentine - Owner, Ideas, Art (Logo/Banner), Coder, Models, Textures
bloodmc - Porting the mod to 1.12.2
Doctor_Wiggles - Porting the mod to 1.12.2
P3pp3rf1y - Porting the mod to 1.12.2 and re-adding baubles and Thaumcraft support
mrbysco - Porting the mod to 1.12.2 implementing a ton of features requested throughout the years.
Doctor_Wiggles - Porting the mod to 1.10.2 and helping with adding a ton of new code/features
Doctor_Wiggles - Porting the mod to 1.8.9
mrbysco - Porting the mod to 1.8.9
nidefawl - Porting the mod to 1.7.10
Akjosch - Porting the mod to 1.6.4
karakufire - ja_jp.lang
wenlfs - pt_br.lang
kellixon and V972 - ru_ru.lang
kasing456 and AileRozy - zh_tw.lang
AileRozy and UnknownWhite - zh_cn.lang
TheStimerGames - working on the wikia
FryoKnight - for the previous logo, banners and Entity Encyclopedia used in the original Grimoire of Gaia
Wuppy29 - for his Forge tutorials
Zeux - for Techne
DrZhark - for helping me fix the config file to properly disable mobs
FinAndTonic - for helping me fix mobs from not spawning during the day
tuiko - for providing a bug fix and item config for Grimoire of Gaia 2 (1.1.0)
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Get all OptiFine versions here: optifine.net
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)
Compatibility with other mods
For Minecraft 1.6.2 and newer
For Minecraft up to 1.5.2
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
News and Whatnot
For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).
As the forum continues to become more and more broken, I will be moving as much off of here as possible.
First off, I am switching all of my downloads to CurseForge boxes. This is so that I will not have to edit this page at all for future updates, but you will still be able to see the changes and most recent versions, plus easier access to previous versions.
Later, I will be moving all mod info to the Toast Wiki, so the info is more easily readable and not so ridiculous. If you're looking for something to do while bored, please head over there, sign yourself up, and help me move my documentation off the Mob and Server pages. I will greatly appreciate it!
Mod Pack Permissions:
Have you ever felt that your Minecraft monsters lacked variety? Randomized textures not enough? Well, we have the solution! Introducing: the Special Mobs mod!
In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that reel you in with fishing rods! In addition, it makes many minor tweaks to vanilla mobs, such as giving baby monsters drops and making endermen drop their held block on death.
Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears! The properties file is generated in the 'config' folder in your .minecraft directory.
Got a mod that makes monsters attack your base? Ever feel a bit spread thin trying to defend all 360 degrees, one degree at a time? Wish your crafting table could walk? Here's the solution: Utility Mobs!
This mod adds additional golems built in the same fashion as vanilla golems, plus turrets, together forming the base of a good defense! Turrets and even certain golems can be upgraded to improve their effectiveness!
Each golem and turret's building "recipe" can be disabled in the properties file! Also, you also can turn your (non-vanilla) golems and turrets hostile towards you! Build a fortress and try to get past your own defenses!
If you've ever found yourself bored once you mine down to lava because it stops hostile mobs from spawning, then this is the mod for you!
This is a small mod that adds a new hostile monster to the game that spawns in lava and spits fireballs at you.
Lava monsters' spawning conditions can be adjusted in a handy-dandy properties file!
Are you glad that books can finally be written in, but upset that there aren't any to read? Well, good sir or madam, download Lost Books and get ready for fun - with books!
This mod adds a chance for monsters to drop randomly books out of a set of books that anyone can create with ease! Books can even support randomized words for books similar to automatically generated Mad Libs! In addition, the mod offers some additional utilities for reading longer books as well - it keeps your place in books and prevents the game from pausing while you read!
Every single book, word, drop rate, and some drop conditions can be customized in some handsome properties files! The properties file is generated in your .minecraft/config directory and book files can be found in the .minecraft/config/LostBooks directory.
Download the latest version!
Check out this mod on its main page for more info.
Ever thought the world was just a little too nice to you? Have you ever wished mining was more dangerous and exciting and dangerous? Look no further!
This mod adds a few world generation features that make living more difficult and interesting! These features include landmines, silverfish veins, lava pockets, and things that shoot arrows everywhere, all using blocks and features included in vanilla Minecraft!
The frequency of features and mobs in mob spawners (as well as nearly everything else) can be adjusted in a super-duper properties file! The properties file is generated in your .minecraft/config directory.
Have you ever wanted to customize your bonus starter chest, see mod items in dungeons, or simply wanted to make your Minecraft's trunks full of junk? If so, we have the solution for you: Custom Chest Loot!
This tiny mod simply allows you to customize all randomly generated container (chests, dispensers, etc.) content and the number of items generated in those containers.
All container categories (including ones added by mods, if any) are completely customizable in the properties files! This mod will do nothing if you do not edit its properties. The properties files are generated in your .minecraft/config/CustomChestLoot directory.
Felt like armor just isn't doing the job for you? Tried disabling your health regen, but just found it too unforgiving? Well, Natural Absorption will solve your everyday needs and even do your laundry for you! (Warning: does not do your laundry.)
This small mod gives you permanent absorption health that regenerates over time. The shield is not a potion effect, and will therefore stack with the absorption potion effect! In addition, it adds a new enchantment you can get on your armor to increase your max absorption health! You even replace armor's reduction entirely with absorption (disabled by default).
There's a properties file that allows you to change just about everything relating to natural absorption, from how much you start with and the max you can earn to how quickly it regenerates and how much you lose on death! If you want to disable the enchantment or even restrict it to only the enchant, you have that option as well! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Downloads:
If you've ever killed a player and thought, "Gee, I really wish I could pull that player's head off of his dead body and mount it on my wall," then come on over and get this mod on your server!
This is a very tiny mod that simply adds the ability for players to drop their own heads.
The drop rate and conditions can be customized in a nice little properties file!
Download the latest version!
Check out this mod on its main page for more info.
Think zombies are too slow, skeletons are too strong, or creepers simply don't drop enough cookies? Well, all you need to do is configure them the way you want them - with Mob Properties!
This mod allows you to customize all mobs, vanilla or otherwise, with completely configurable drops, attributes, equipment, potion effects, and even NBT data. To top it off, many properties accept number ranges for values, and are randomized for each mob!
Everything in this mod is completely configurable! This mod will do nothing if you do not edit its properties files. The properties files are generated in your .minecraft/config directory.
Ever wanted to be that one guy that survives by using paper clips? Well fret no more! This mod may not include paper clips, but it does include just about everything you need to survive in a world without the comfort of having a home. The mod also includes a variety of explosives you could use for some kind of demolition game or just to blow up sheep!
This mod uses a meager 14 item IDs for the 57 new items it adds. Items added include weapons, armor, traps, mines, and improvised explosives! There are also new recipes to salvage materials and make old items in new ways.
There's a properties file that allows you to change any item IDs or disable any or all items added by the mod! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Downloads:
Tired of every single weapon, tool, and piece of armor being exactly the same? Think it would make more sense if there was some variation? Well, fret no more! We have what you need: the Loot Mod!
This mod introduces "upgrades" that are innately applied to weapons dropped from mobs (currently only swords)! Mobs don't drop weapons, you say? Well, this mod takes care of that, too: it gives all hostile mobs a chance to drop equipment!
The equipment drop rates can be adjusted in a convenient properties file!
Download the latest version!
Check out this mod on its main page for more info.
v3.0.5 Bugfix: Some. + Illithids properly remove helmets. + Illithids properly insta-kill under their normal circumstances for doing so. + Cave fishers no longer throw webs at targets they cannot see. v3.0.4 Bugfix: Many. + Block textures now function properly. + Rakshasa images should no longer crash. + Rust Monster item-seeking behavior should no longer crash. + Blocks converted to lava by thoqquas will now follow progression to magma rock even if the parent thoqqua is despawned or killed. + Beholder eye rays now cause additional effects based on game difficulty. + Shriekers now summon additional mobs based on game difficulty. + Blade trap now generate during world generation, and do not spawn like mobs. + Blade trap generation is no longer ridiculous. v3.0.2 Bugfix: Many. + Fixed various sound-related issues for many mobs. + Dungeon Mobs should continue to follow their spawn restrictions when Mob Spawner Controls is installed (in addition to the modifications from MSC). + Blade trap spawns should no longer be ridiculous. + Lizalfos should now spawn their twin when spawned from a shrieker. + Rakshasa magic missiles no longer cause crashes. + Beholder eye rays now work properly. + Rust monster occasional targeting issues resolved. Blade traps now have an upper bound on spawn height. v3.0.1 Bugfix: Duplicate methods in rust monster render file removed. v3.0.0 Update: Minecraft v1.6.4 Bugfix: Trolls should now regenerate properly. v2.6.0 (FINAL RELEASE: Minecraft v1.5.2) New mob: thoqqua. Bugfix: Cave fishers now generate webs properly. Blade traps now have a spawn egg. Beholders should no longer take explosion damage from their own eye rays. v2.5.3 Bugfix: Bad manticore, stop taking null pointers. v2.5.2 Bugfix: Mob spawner issues have been resolved. Cockatrices now drop feathers. v2.5.1 Added configuration file. v2.5.0 New mob: blade trap. Bugfix: Destrachan targeting problems have (hopefully) been resolved. Hell hounds should now breathe fire more regularly. v2.4.0 Update: Minecraft v1.5.2 Bugfix: Some. + Rust monsters targeting problem has been hopefully resolved. + Lizalfos propensity for lag has been reduced. + Trolls should now regenerate properly. + All mob seek ranges are now based on difficulty level. v2.3.2 (FINAL RELEASE: Minecraft v1.5.1) Bugfix: Petrified entities should behave properly. Bugfix: Illithids should now properly interact with helmets. v2.3.1 Hunter temporarily dummied out due to technical difficulties. Bugfix: The "exploding cockatrice" problem has been resolved. Bugfix: Permanent solution to "leaking worlds" found and implemented for lizalfos. v2.3.0 New mob: manticore. Cave fisher web generation has hopefully been fixed. Cave fisher potential contribution to "leaking worlds" problem has been removed. v2.2.0 Update: Minecraft v1.5.1 v2.1.0 (FINAL RELEASE: Minecraft v1.5) New mob: hunter. Bugfix: Lizalfos should no longer cause excessive lag. Bugfix: Lizalfos should no longer make hurt sounds when falling. v2.0.1 Bugfix: Rakshasa ranged attack range has been fixed. Bugfix: Destrachan ranged attack range has been fixed. Bugfix: Beholder eye rays no longer crash the game. v2.0.0 Update: Minecraft v1.5 Bugfix: Many. + Cockatrice hit box has been adjusted. + Cockatrice will no longer petrify players in creative. + Player statues should no longer have NBT issues when saving data. + Lizalfos no longer make fall sounds after falling. + Cave fisher no longer fishes for players in creative. + Umber hulk hit box has been adjusted. + Shrieker no longer causes damage. v1.11.3.Fc (FINAL RELEASE: Minecraft v1.4.6/v1.4.7) Bugfix: Cockatrices should stop being dumb. v1.11.3.Fb Bugfix: Lizalfos no longer causes leaked worlds. Bugfix: The "exploding cockatrice" problem has been resolved. v1.11.3.F Bugfix: Many. + Cockatrice hit box has been adjusted. + Cockatrice will no longer petrify players in creative. + Player statues should no longer have NBT issues when saving data. + Lizalfos no longer make fall sounds after falling. + Lizalfos should no longer cause excessive lag. + Cave fisher no longer fishes for players in creative. + Cave fisher web generation has hopefully been fixed. + Cave fisher potential contribution to "leaking worlds" problem has been removed. + Umber hulk hit box has been adjusted. + Shrieker no longer causes damage. v1.11.3 Bugfix: Shriekers should no longer suffer entity creation problems related to entity IDs. v1.11.2 Bugfix: Beholders should no longer spawn in inappropriate locations. Minor code maintenance in preparation for future expanded mod support. v1.11.1 Bugfix: Statues should no longer move. Bugfix: Troll ghosts should no longer haunt your nightmares. Bugfix: Beholder block disintegration should function properly. Cockatrice have been added to potential mob spawner spawns. Cockatrice spawning depth has been adjusted. Cockatrice animations have been improved. Players will hear a "turn to stone" sound upon being petrified. v1.11.0 New mob: cockatrice. Bugfix: Attempted to resolve problem of mobs not spawning in SMP. v1.10.2 Bugfix: Rakshasa y u no work? Bugfix: Mob spawners y u no work? v1.10.1 Bugfix: Another attempt at resolving concurrent modification issues with rakshasa. v1.10.0 New mob: lizalfos. Mod Support: Highlands. Bugfix: Mobs attempting to spawn near mob spawners should no longer crash. Bugfix (?): Removed potential for rakshasa concurrent modification error. Beholder received minor graphical fix. v1.9.0 New mob: rakshasa. Dungeon mobs should no longer be able to spawn near mob spawners not of their type. Illithids now save some data (but not domination data - still forthcoming). v1.8.2 Bugfix: Destrachan sound waves should no longer collide with arrows. Bugfix: Beholder eye rays should no longer collide with arrows. Hell hounds will now spawn anywhere in the nether. Illithids will now socialize with each other. Beholders received an animation upgrade. v1.8.1 Hell hounds will now save their data appropriately. Hell hound fire and smoke particle generation will occur regardless of fire placement (to show area of breath attack). Hell hound fire breath will now destroy water blocks. Hell hound sounds timed somewhat better. v1.8.0 New mob: hell hound. Illithid domination behavior slightly modified and improved. Illithids rate of mind blasting is now dependent on game difficulty. Illithid animation now reflects "grappling." Shriekers can now spawn illithids. v1.7.0 New mob: illithid. Mob spawners can now potentially spawn all dungeon mobs other than shriekers. Mob spawners for dungeon mobs will ignore the mobs height requirements for spawning. Cave fishers will spawn webs at their targets location (if they have one), rather than around them constantly. Trolls now have a "turn to stone" sound. Beholders should now face you when firing an eye ray. Shriekers will now spawn dungeon mobs of all types (other than themselves), regardless of height, but will still not spawn them on the surface. v1.6.1 Bugfix: API implementation should now function properly. Destrachans animations have been updated. Destrachan harmonics attack has been tweaked. Cave fishers will now hunt bats. Beholder eye rays will have no effect on players in creative mode. Beholders will now attack targets that attack them. Umber hulks will not cause status effects to players in creative mode. Shriekers should deal no damage, and will be nonresponsive to players in creative mode. v1.6.0 New mob: destrachan. Bugfix: ExtraBiomesXL support should now function properly. Bugfix: Cave fisher behavior was still a bit off, should be good now. v1.5.6 Bugfix: Mod interfacing should no longer cause problems if you lack the mods being interfaced. Bugfix: Cave fishers now behave appropriately. v1.5.5 Bugfix: Seriously, SMP should be fine now, kthx. v1.5.4 Mod Support: Biomes O Plenty. v1.5.3 Bugfix: SMP sound problems have been resolved. v1.5.2 Mod Support: ExtraBiomesXL. v1.5.1 Fixed potential issue in SMP regarding cave fishers. Cave fishers now save their data appropriately. v1.5.0 New mob: cave fisher. Bugfix: Modified eye ray behavior to hopefully disable poor interaction with arrows and thrown entities. Beholders have had their rate of fire reduced. Beholders disenchant chance has been modified to take into account game difficulty. v1.4.0 New mob: troll. Bugfix: Again, potential bugfix for issues in SMP. Beholders now have drops. Bigger mobs now have a separate step sound. v1.3.1 Potentially fixed some potential problems involving sound in SMP. v1.3.0 New mob: beholder. v1.2.2 Hook horror shadow is now more reasonably sized. Hook horrors have more drops. Shriekers now die if the block under them is removed. Cleaned up entity registration code. v1.2.1 Bugfix: Shriekers will no longer enter an infinite loop when attempting to spawn mobs. v1.2.0 New mob: hook horror. Umber hulk now has drops. v1.1.0 New mob: umber hulk. Rust monster model changed slightly. Rust monster is now animated. Shrieker spawn rate adjusted (lower). Shrieker now responds correctly to light. Shrieker mob spawns no longer spawn in walls and floors. Ghoul spawn rate adjusted (lower). v1.0.0 Initial release.
[spoiler] contents of ForgeModLoader-client-0.txt [/spoiler]