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  • spiderking1008
  • Registered Member
  • Member for 11 years, 2 months, and 13 days
    Last active Sun, Aug, 24 2014 11:26:30
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  • 695 Total Posts
  • 22 Thanks
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  • View spiderking1008's Profile

    1

    Oct 2, 2013
    spiderking1008 posted a message on 1.7.2 Server | Survival | Amplified Terrain | 24/7
    I cant stand people saying they cant play then saying "'Maybe its premium" Proving that you were too cheap to buy the game, its easier to make a premium server, and few servers are cracked.SO GO ELSEWHERE FROM THESE FORUMS!
    Posted in: PC Servers
  • View spiderking1008's Profile

    2

    Jun 21, 2013
    spiderking1008 posted a message on [1.5.2] [Underwater Prison] [Custom Plugins] Aquo Prison
    Everyone here is an ass
    Posted in: PC Servers
  • View spiderking1008's Profile

    2

    Jun 12, 2013
    spiderking1008 posted a message on The Ether - Wings of the End
    This died due to aether
    Posted in: Minecraft Mods
  • View spiderking1008's Profile

    1

    Feb 27, 2013
    spiderking1008 posted a message on The Ether - Wings of the End
    ANOTHER aether ripoff? Ive seen, what, four?
    Posted in: Minecraft Mods
  • View spiderking1008's Profile

    2

    Feb 5, 2012
    spiderking1008 posted a message on You are the enderman
    You were in the end, you were on hardcore, you got killed by endermen and made a new world, it was a survival world, but you're an enderman not steve (or pony.)

    In this challenge you cannot touch water or rain, or you lose the challenge, you can only go to the nether with a golden chest plate on, if it breaks IN the nether you lose the challenge,
    you can only go through places 3 blocks tall (good luck with mine :rolleyes: ), you can not use fists to fight, and if you go to the end you MUST have a wood pick, you can only have 1 stack of blocks on hand, and as many tools as you want, you may not wear a pumpkin. some mods and maps are compatible, post them i will reply with if it will work or not,outside in daytime you cannot fight or move without enderpearls to teleport or an eye of ender in hand (Lets you fight AND walk). Use TMI (if possible) to get an infinite stack of enderpearls. You can only attack mobs if they look at you. You can not make iron golems.
    Challenges:
    Make a wheat farm
    Make a pumpkin farm
    Put 3 snow golems in a room
    Make a melon farm
    Find a dungeoun
    Make an XP farm
    Go to nether
    Find a nether stronghold
    Find blaze spawner
    Make a nether wart farm
    Make a blaze farm
    Make an enchantment table
    enchant a sword with smite III
    Find a stronghold
    Finish end portal
    Go to end
    FUS RO DAH on the enderdragon (Possible only with mods)
    Defeat enderdragon
    Get dragon egg


    Credits:
    TMI idea: golendragon1597
    Idea to only attack when looked at: TheIslander302
    Posted in: Survival Mode
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    1

    Apr 12, 2012
    spiderking1008 posted a message on Is This A "House" To The Villagers?
    NOPE CHUCK TESTA
    Posted in: Survival Mode
  • View spiderking1008's Profile

    1

    Apr 11, 2012
    spiderking1008 posted a message on 2 hearts, any items besides water. And your on fire.
    ice
    Posted in: Survival Mode
  • View spiderking1008's Profile

    1

    Mar 30, 2012
    spiderking1008 posted a message on Invincible pig!
    GIVE IT A CREEPER HUG
    Posted in: Survival Mode
  • View spiderking1008's Profile

    1

    Mar 30, 2012
    spiderking1008 posted a message on If you could torture a Villager
    Trap them in a cage with chickens
    Posted in: Survival Mode
  • View spiderking1008's Profile

    1

    Mar 30, 2012
    spiderking1008 posted a message on Small creeper?
    I like to call it, either a mod or a troll, newly spawned
    Posted in: Survival Mode
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  • View Joeismoe's Profile

    86

    Jan 29, 2012
    Joeismoe posted a message on The Scribblenauts Pack [Update 10/22/16] [Custom Music, Random textures, Random mobs and more!]

    The Scribblenauts Pack is a pack based on the popular 2D puzzle game, Scribblenauts, created by 5th Cell. The textures are inspired by the cartoony look and feel of the game, while keeping the creative feel of Minecraft. Everything has been textured; items, blocks and mobs all have been perfectly replicated from their counterparts.

    Update 10/20/16

    -Added birch fence/gate custom models!
    -Added custom model for item frames
    -Added brand new noteblock (New model as well, in order to have different top/bottom textures)
    -New gravel texture (experimental WIP, feedback appreciated)
    -Added shading to all cows/mooshrooms
    -Added new Spawn Eggs!
    -Added new egg texture
    -Added new blaze powder
    -Added new carrot/golden carrot texture
    -Added Totem of Undying (1.11 snapshots)
    -Added stems and shading for Melons and Pumpkins
    -Added 2 new tall grass random variants
    -Added new gold nugget
    -Added Random rotation to mycelium top
    -Made white hardened stained clay more white
    -Tweaked flower pot
    -Tweaked fern
    -Tweaked tall grass coloring (again)
    -Tweaked double tall grass colors to match tall grass
    -Bunch of Fixes on shading, positioning and missing/floating pixels on many various item textures
    -Changed bow shooting particle



    Important:
    This pack will need Optifine in order to function completely.
    It is NEEDED for many of the features above. (Animated Paintings, Connected Textures, Random mobs, etc)


    https://www.curseforge.com/minecraft/texture-packs/the-scribblenauts-pack

    Link Removed

    This pack was not created by one single person, but rather by a team of talented contributors. No matter how small the contribution, they all helped out to bring you the best possible pack. Here are those people, so check them out and see what other awesome stuff they're up to:
    Key:
    Gold Starite - Top Contributor
    Silver Starite - Large Contributor
    Bronze Starite - Small Contributor
    Black Starite - Honorable Mention
    Featured Videos
    These videos are outdated, but I'm always looking for new videos to feature!


    Banner:
    <a href="http://www.minecraftforum.net/topic/984240-"><img src="http://i.imgur.com/yt2giXe.png" alt="" width="600" height="100"></a>




    Please comment with feedback!
    Posted in: Resource Packs
  • View thehippomaster21's Profile

    755

    Jul 6, 2012
    thehippomaster21 posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]

    Mutant Creatures

    by 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..)



    Monsters

    Mutant creatures do spawn on their own, but rarely..

    Mutant Enderman


    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:

    Forced Look
    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!

    Teleport

    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!

    Melee Attack
    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!

    Throwing Blocks

    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.

    Clone Tactic

    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!

    Telesmash

    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!

    Scream

    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..



    Death

    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.



    Drop

    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!



    Endersoul Hand

    The endersoul hand deals 3 hearts as a melee attack, and has 240 maximum uses. It provides you with two abilities:

    :Iron: Right-click blocks to pick them up, and right-click again to throw them far away (or at mobs)!

    :Iron: 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)!

    Mutant Skeleton


    It's risen from the ruins! It's the mutant skeleton!
    This unholy creature has 75 hearts, and four bone-chilling attacks:

    Ranged Attack

    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.

    Melee Attack

    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!

    Multi-Shot Attack

    Too good at dodging arrows? Try dodging this! The mutant skeleton jumps into the air and fires six arrows at you!

    Constrict

    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)



    Healing
    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!



    Death
    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!

    Mutant Zombie




    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:

    Melee Attack

    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)!

    Roar Attack

    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!

    Throw Attack

    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.



    Healing
    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!



    Death

    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..



    Hulk Hammer

    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!

    Mutant Creeper




    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:

    Direct Attack
    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.

    Jump Attack

    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.

    Spawning Minions

    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.

    Charge Attack

    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!

    Lightning Attack
    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.



    Healing

    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!



    Death
    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...



    Creeper Minion

    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:
    :tnt: Give it TNT, and it will become continuous -- it won't die from its own explosions
    :tnt: If it already is continuous, its blast radius will increase by 0.2
    :GP: Give it gunpowder and it'll heal 2 hearts
    :GP: If at full health, it's maximum health will increase by half a heart



    Creeper Stats
    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



    Creeper Shard

    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.



    Loot
    Of course, if breaking the creeper egg does not yield a creeper shard, it will drop 5 to 10 gunpowder.

    Mutant Snow Golem

    Feeling 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:

    Ground Freeze

    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.

    Monster Attack

    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!

    Healing

    If your mutant snow golem is injured, simply throw some snowballs at it. It'll heal one heart per snowball.

    Following

    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.

    Melting
    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.

    Drop
    Currently, the death of your poor companion will leave 32 to 48 snowballs, as well as its lighted pumpkin head.

    Spider Pig


    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!


    Attack
    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!



    Taming

    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

    Itching 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.



    Videos

    Thanks to:
    TheAtlanticCraft:

    Older videos:

    Thanks to:
    Callofmygun
    Elit3dMC
    XerainGaming
    BadInfos
    ThnxCya
    The Atlantic Craft
    MrWilliamo
    Joebuz
    blazzzer213
    Brinko54
    Sinex7

    Even older videos

    Thanks to:
    A_Ninja_Hamster
    ipodmail



    Configuration


    A .cfg file can be found in .minecraft/config and opened with text reader (notepad, wordpad, etc) which allows the user to:

    :GoldBar: enable or disable mob spawns
    :GoldBar: change the spawnrate of the mobs from 1 to 20 (even at 20, spawnrate isn't super common)




    FAQ


    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!



    Changelist

    v1.4.9:
    * 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
    v1.4.8:
    * 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
    v1.4.7:
    * updated to mc1.7.10
    v1.4.5:
    * 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
    v1.4.4:
    ~updated to mc1.6.4
    ~fixed mutant skeleton chestplate effect not working on servers
    ~verified egg stacking is fixed
    v1.4.3:
    ~fixed the server issue with the endersoul hand FOR REAL
    ~fixed wither skeleton turning into a mutant skeleton
    v1.4.2:
    ~fixed skeleton helmet crashing without skeleton chest armor
    ~fixed another server issue with the endersoul hand
    v1.4.1:
    ~fixed game crashing because mutant skeleton chestplate is not equipped
    ~moved the mutant skeleton armor chestplate damage effect to the mutant skeleton helmet
    v1.4.0:
    ~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
    v1.3.6:
    ~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
    v1.3.5:
    ~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
    v1.3.4:
    ~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
    v1.3.3:
    ~fixed mutant zombie not doing throw attack
    ~fixed chemical X not working on servers
    v1.3.2:
    ~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
    v1.3.1:
    ~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
    v1.3.0:
    ~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
    v1.2.2:
    ~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
    v1.2.1:
    ~fixed mutant snow golem drops glitching
    v1.2.0:
    ~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
    v1.1.4:
    ~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
    v1.1.3:
    ~fixed mutant creeper's melee attack being too low
    ~added code for mutant enderman, but didn't implement it yet
    v1.1.2:
    ~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
    v1.1.1:
    ~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
    v1.1.0:
    ~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
    v1.0.1:
    ~removed bug with mutant creepers spawning too much in daytime
    v1.0.0:
    ~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



    Installation


    :Pig: Locate .minecraft
    >> :Iron: Click Start and type %appdata% into the Search area
    >> :Iron: Click the folder that is called Roaming
    >> :Iron: Find the folder inside called .minecraft
    :Pig: Move the mod jar/zip file to .minecraft/mods
    :Pig: Play!




    Download


    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.




    Other Mods


    Check out my other mods here!




    Banners


    Wanna show your support for the mutant creatures mod? Try a banner!

    Thanks to:
    Bockwurst

     <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/&lt;a href=' /></a>http://i.imgur.com/bmWfXl1.jpg?1" /><br>



    Copyright

    TERMS 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.

    1. LIABILITY
    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.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    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!

    Posted in: Minecraft Mods
  • View FatherToast's Profile

    151

    Apr 9, 2012
    FatherToast posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Father Toast's Mods
    1.7.10/1.6.x

    Quick Links:

    Pages:
    Mob Mods
    Server Mods

    Mods:

    Really Out-Of-Date Mods:
    Loot Mod 0.1

    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:

    Gaining permission to use my mods in your mod pack is simple!

    You may distribute my mods as part of a pack as long as you:
    * give credit to me somewhere.
    * do not alter the mod(s).
    * do not make any money from the distribution of the mod(s).
    * have fun!

    Do not message me asking for mod pack permissions, because I have developed the habit of not responding.

    Instead, you are encouraged (though, not required) to message me telling my that you are including one or more of my mods in your mod pack. If you do, please also send me a link to your pack or a mod list for the pack so that I can check it out.
    If you're feeling rather chatty, tell me how/why you are (or plan on) using the mod(s).
    I will still probably not respond, but I will be much more likely to if you have a lot to tell me.

    If you like these mods and would like to support them, or you're just feeling particularly generous, why not donate?



    Or even better, become a patron on Patreon!

    You can also help simply by telling other people about my mods or putting a banner in your signature - there's a pretty spiffy banner at the bottom of this post, with (hopefully) more to come later!



    Special Mobs

    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.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Showcase by TheAtlanticCraft!

    Spookslt Mod Spotlight!

    Download the latest version!
    Check out this mod on its main page for more info.




    Utility Mobs

    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!


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    PopularMMOs Mod Showcase - Block Golems! (Part 1 of 3)

    PopularMMOs Mod Showcase - Turrets! (Part 2 of 3)

    PopularMMOs Mod Showcase - Golems! (Part 3 of 3)

    Vox Populi Mod Spotlight by JAD3N - Golems! (Part 1 of 2)

    Vox Populi Mod Spotlight by JAD3N - Turrets! (Part 2 of 2)

    oSPARKSoYT Mod Review - Turrets!

    CanadianFries Mod Review - Golems!

    SkyDoesMinecraft Mod Showcase - Golems!

    HuskyMUDKIPZ Mod Showcase! (A buggy version, especially for turrets)

    Spookslt Mod Spotlight!

    Download the latest version!
    Check out this mod on its main page for more info.




    Lava Monsters

    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!


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by Sorenus!
    Mod Showcase by JackSucksAtMinecraft!
    Mod Spotlight by TheNinjaProlog!
    Mod Spotlight by TCTNGaming!
    Mod Showcase by MinecrafterFred!
    Mod Spotlight by DA BRENDAN! (shows original lava monster texture)

    Download the latest version!
    Check out this mod on its main page for more info.




    Lost Books

    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.




    Deadly World

    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.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by BioMasterZap!
    Mod Review by HerooPeoples!
    Mod Spotlight by BrinkoTheBrit!
    Mod Showcase by ipodmail!

    Download the latest version!
    Check out this mod on its main page for more info.




    Custom Chest Loot

    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.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight/Tutorial by BioMasterZap!

    Download the latest version!
    Check out this mod on its main page for more info.




    Natural Absorption

    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:


    I AM THE CACTUS LORD!
    What exactly does this mod do?

    First off, when you spawn, you'll notice you have two yellow hearts (by default) on top of your health bar. That is your absorption health. Absorption health is always damaged before regular health, unless you fall out of the world.
    Whenever you take damage, your shield is disrupted and won't regenerate absorption health for some time (default: 10 seconds). After that time is up, your shield will start regenerating fairly quickly (default: 1 heart/sec).

    Your natural absorption health stacks with the absorption potion effect. This mod changes the effect of absorption potions (by technicality) to simply increase your maximum natural absorption.
    That means absorption health from potion effects (only golden apples in vanilla) will now regenerate with the rest of your shield! You could even set players' starting and max natural shield to 0 just to use this mod as a buff to absorption potions, so they behave much closer to the original absorption potions that completely refilled every 30 seconds and were actually useful.

    Two hearts? Are you trying to kill me?
    Well yes, but that's unrelated to this mod.

    In addition to your base absorption, you can also have additional max absorption health through enchanted equipment. Any armor can be enchanted with Absorption, which will increase your max absorption when worn.
    If armor replacement mode is enabled in the config (it is not by default), all damage dealt to players will ignore armor. Instead, players' armor points will contribute to their maximum absorption health based on the multiplier set in the config.

    You are able to increase your base maximum absorption health through infusion.
    Be careful, however; dying will reduce your maximum absorption!
    Check the spoilers below to find out more about these two features:

    Increasing Max Absorption
    Several things are required to infuse yourself with natural absorption energy:
    * A book
    * Gold
    * Apples
    * Gold
    * Experience

    Books have long been known to contain arcane powers, such as the ability to hold powerful magics. Using this trait, you can bind the magical energy of golden apples - the only known source of absorption - to a book, which allows those energies to be controlled and refined.
    As usual, infusing the magical properties from a book comes at a cost. You must provide experience as fuel and the book will ultimately be consumed in the process.
    However, you do not need an anvil to use this book. You're not enchanting an item; you are infusing this book's power into your very own flesh and blood.

    Increasing your maximum absorption is a two-step process:

    The first step is to make yourself a Book of Absorption. The default crafting recipe for this book calls for one book and eight standard golden apples.
    Yes, eight. To clarify, that's one leather, three sugar cane, eight apples, and one full stack of gold ingots (64).
    Simply surround your book with golden apples on the crafting table, and out comes the precious Book of Absorption!


    Alternate Recipes (to replace the above, set in config):
    The recipes are broken into ids in the config file. You may choose whichever best suits you by setting it in the config.

    In addition, you have to option to make the recipe require a book and quill instead of a regular book. This is mostly for compatibility reasons, but you may just want to force people in to needing more random things!

    0 - No recipe.
    Books of Absorption will not be craftable if the recipe is set to 0.

    1 - Simple (shapeless)

    Total cost (excluding book):
    * 1 apple
    * 8 gold ingots (0.9 blocks)

    2 - Easy

    Total cost (excluding book):
    * 4 apples
    * 32 gold ingots (3.6 blocks)

    3 - Default

    Total cost (excluding book):
    * 8 apples
    * 64 gold ingots (7.1 blocks)

    3 - Medium (shapeless)

    Total cost (excluding book):
    * 1 apple
    * 72 gold ingots (8 blocks)

    5 - Hard

    Total cost (excluding book):
    * 4 apples
    * 288 gold ingots (32 blocks)

    6 - Ridiculous

    Total cost (excluding book):
    * 8 apples
    * 576 gold ingots (64 blocks)

    Great! Now you just need to infuse the Book of Absorption with your experience, much like applying an enchanted book to an item through an anvil, only you are the item and your face is the anvil.
    The default level requirement is 30, equivalent to a max-tier enchantment at an enchantment table.

    Once you right click the book and meet the level requirement, the book and your levels will be consumed to apply a permanent boost (default: 2 hearts) to your maximum natural absorption. This also instantly increases your current absorption health by the same amount.

    Well, sorta permanent...
    (See the next section.)
    Death and You
    What, that shield was't good enough for you? Well, I'm mildly insulted.

    When you die, you lose two hearts from your maximum natural absorption (by default)!

    Don't worry your head too much, though. The default settings won't let death penalty bring you below four hearts of max absorption health. That means, the two hearts you start with and the two hearts you gain from your first Book of Absorption are safe forever. After that, each death undoes one book's effects.

    You may want to play it safe.
    Downloads:
    These downloads are all for Minecraft 1.7.10, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Natural Absorption: 1.2.1 for MC 1.7.10

    Installation:
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Try not to die!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    1.2.1
    - Improved the shield updating system.
    - New option to enable absorption from armor rating even if armor is not disabled.
    - New option to hide the armor bar when armor is disabled.
    - New option to use compatibility recipe (so people can't smelt enchanted books for piles of gold).
    1.2
    - The item used to craft books of absorption is now configurable.
    - You can now set a global cap to limit the effects of combining natural absorption with the absorption enchantment.
    1.1
    - Added "Absorption" enchantment.
    - New armor override option to make armor give absorption instead of damage reduction (disabled by default).
    1.0
    - Released!
    Upcoming Features:
    Possibly an option to make shields an equippable item, rather than a constant effect.
    Add a hunger limit to regenerating shields?
    Previous Versions:
    1.6.4
    1.2



    Player Heads

    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.




    Mob Properties

    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.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by BioMasterZap!

    Download the latest version!
    Check out this mod on its main page for more info.





    Dungeon Crawler

    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:

    Mod Showcase by Dunstan Omega Zebulon!
    I don't have time to describe this well currently. If I don't update this with more information soon, please mention it in a comment and I'll get right to it! The video above covers just about everything, though.

    New Items:

    Weapons:
    Five new weapons:
    * Knives
    * Sharp sticks
    * Bone clubs
    * Rockshots
    * Pebbles

    Knives:
    More of a tool than a weapon, these are created by placing one of your material of choice on top of a stick. These are the best tools for breaking crafting tables and webs. Craft them with rotten flesh or a spider eye to make more edible food! They can also be used in some crafting recipes to make them shapeless or get more/better salvaged material (see the knife section in crafting). They will eventually be throwable.
    Rule number one about survival: you need a knife.

    Sharp sticks:
    Can be made by crafting a stick with a knife. It's basically a stick that deals extra damage, but it breaks after 16 hits and cannot stack. Can be used to craft spike traps.

    Bone club:
    Made by crafting a bone on another bone or by a bone with a knife. Weaker than a wooden sword, but lasts longer.

    Rockshot:
    Ever wished you could use those stacks of cobblestone in some way? Shoot them at stuff! Craft any valid block with gunpowder and a rockshot and fire away! Needless to say, you'll need to recraft after every shot. Valid blocks/items:
    cobblestone, dirt, torch, redstone torch, gravel, sand, netherrack, arrow, fire charge, splash potion, TNT, soul sand, mossy cobblestone, glowstone, stone brick, iron block, smooth stone, grass
    This one is really fun in creative mode.

    Pebble:
    Craft a block of gravel, get pebbles, throw pebbles. Crafting with a knife yields more pebbles. Each pebble is effectively a snowball, except it actually deals one damage (half a heart).
    Armor:
    One new armor set:
    * Bone armor

    One new armor ingredient:
    * Chain links

    Bone armor:
    Armor made from bones. Less protective overall than leather, but has additional armor against projectiles.

    Chainmail armor:
    Want armor better than leather or bone, but only have a little iron? Each iron ingot can be crafted into three chain links, which can be used to craft chainmail armor.

    Leather armor:
    Rotten flesh and cooked meat can be smelted into leather, just make sure you don't starve yourself!
    Bombs:
    Three types of bomb:
    * Improvised
    * Fire
    * End

    All bombs come in three sizes - small, standard, and large. Crafting two of the smaller size together makes the larger, and crafting one of the larger size makes two of the smaller.
    Bombs can be placed in the world by right-clicking - just be aware that they will explode in four seconds!

    Crafting a bomb with a pressure plate on top results in the mine counterpart of the bomb.

    Improvised:
    Your standard explosive. The medium size is crafted by a string above two gunpowder (like an upside-down sword). All bombs are improvised, but these are the only ones that get the title.

    Fire:
    These are the same as standard improvised bombs, only fiery. Crafted by a string on gunpowder on blaze powder.

    End:
    These teleport all entities in the blast radius. Deals 5 falling damage to all teleported entities, regardless of their proximity to the blast. Tends to put sheep in trees. Crafted by a string on gunpowder on an ender pearl.
    Mines:
    Four types of mine:
    * Improvised
    * Fire
    * End
    * Gas

    These can be placed in the world and will detonate when hit, touched, or even just shaken a bit too hard. They can be disarmed by right-clicking them with shears or a knife.
    All mines have a one-time trigger effect and are then gone forever, but can be placed quickly and easily.

    Improvised:
    Your standard explosive. Crafted by placing any pressure plate on an imp bomb of any size.

    Fire:
    These are the same as standard improvised mines, only fiery. Crafted by placing any pressure plate on a fire bomb of any size.

    End:
    These teleport all entities in the blast radius. Crafted by placing any pressure plate on an end bomb of any size.

    Gas:
    These explode into a cloud of choking gas. The cloud lingers for ten seconds and, obviously, impairs vision and suffocates entities nearby.
    Grenades:
    Three types of grenade:
    * Improvised
    * Fire
    * End

    These can be thrown with a right click. Using advanced pressure-sensitive redstone technology (codename: "buttons"), these grenades explode on contact. Note that there is no fuse, but at some point grenades will start their fuse on impact, rather than exploding instantly.

    Improvised:
    Your standard explosive. Crafted by placing any button next to an imp bomb of any size.

    Fire:
    These are the same as standard improvised grenades, only fiery. Crafted by placing any button next to a fire bomb of any size.

    End:
    These teleport all entities in the blast radius. Crafted by placing any button next to an end bomb of any size.
    Traps:
    Seven types of trap:
    * Spike
    * Poison
    * Fire
    * End
    * Screamer
    * Launcher
    * Crippling

    These can be placed in the world by holding down the right mouse button on a block and will trigger when walked on. They can be disarmed by right-clicking them with shears or a knife.
    All traps must be reset by right-clicking them (some require a specific item) each time they are triggered before they can be triggered again.
    In the trap pictures, the trap on the left is set, and the trap on the right has been triggered.


    Spike Your standard trap. Deals damage and gives mobs a little bump.
    Does not need an item to be reset, but can only be triggered sixteen times.


    Poison The poison trap is a spike trap, but with poison on it! Yay?
    Does not need an item to be reset, but can only be triggered sixteen times.


    Fire This trap sets the ground around it on fire when triggered!
    Uses coal or charcoal to reset.


    End Contrary to popular belief, the end trap does not end you, it just teleports you somewhere random, which might end you.
    Uses ender pearls to reset.


    Screamer Also known as a ghast trap, this trap is not made for trapping ghasts. Instead, it just screams like one when triggered, using sugar cane whistles. It doesn't do much else, apart from slowing and weakening anything in close proximity.
    Uses sugar cane to reset.


    Launcher Known in some nations as the "piston trap", the launcher trap throws entities into the sky! Twelve blocks into the sky, to be exact.
    Does not need an item to be reset.


    Crippling This is not what the trap looks like now. (It looks a lot better.)
    Based on a trap made for the mythical creature "bear", the crippling trap really hurts the ankles of whatever is unlucky enough to step on it.
    Does not need an item to be reset.
    Crafting:
    New Recipes:
    Arrows and flint and steel can be made using quartz in place of flint. Might be very helpful in the Nether!

    All knives, swords, axes, pickaxes, shovels, bows, arrows, arrows, torches, and fishing rods may be crafted with bones instead of sticks. This feature can be disabled.
    Examples:

    Knife crafting:
    (All shapeless!)

    Sharp stick:


    Bone club:


    Imp bomb:


    Fire bomb:


    End bomb:


    Large imp bomb:


    Spike trap:
    (just three sharp sticks anywhere, plus a knife)


    Pebble x 6:


    Stick x 2:
    (to make sticks with only one block of planks)


    Raw pork:


    Arrow x 4:
    (a bone can be used instead of the stick, quartz can be used instead of the flint)


    Wooden sword:
    (a bone can be used instead of the stick)


    Stone sword:
    (a bone can be used instead of the stick)

    Knife:
    (a bone can be used instead of the stick)


    Rockshot:
    (a bone can be used instead of the stick)


    Loaded rockshot:
    (shapeless, any ammo)
    ammo:
    cobblestone, dirt, torch, redstone torch, gravel, sand, netherrack, arrow, fire charge, splash potion, TNT, soul sand, mossy cobblestone, glowstone, stone brick, iron block, smooth stone, grass


    Chain links:
    (only used to craft chainmail armor)


    Chainmail armor:
    (crafted like any other armor, only helmet shown)


    Bone armor:
    (crafted like any other armor, only helmet shown)


    Imp bomb:


    Fire bomb:


    End bomb:


    Smaller bomb x 2:
    (any standard- or large-sized bomb)


    Bigger bomb:
    (any two standard- or small-sized bombs)


    Mine:
    (any pressure plate, any bomb)


    Gas mine:
    (any pressure plate)


    Grenade:
    (any button, next to any bomb)


    Spike trap:
    (actually just uses three sharp sticks, picture is old)


    Poison trap:


    Fire trap:
    (any pressure plate, coal or charcoal)


    End trap:
    (any pressure plate)


    Screamer trap:
    (any pressure plate)
     -<br>*#*<br>




    - = pressure plate
    * = ghast tear
    # = sugar cane


    Launcher trap:
    (stone pressure plate only)


    Crippling trap:
    (stone pressure plate only)


    Flint:
    (shapeless)

    Salvaging:
    Many items can now be salvaged into some of the materials used to craft them. In general, these recipes include a single ingredient. Salvaging can be disabled in the config file.
    Wood and food salvage recipes (and a couple special recipes) can also optionally include a knife - this will roughly double the amount salvaged or provide different/better materials.
    Note that this is not a comprehensive list and is also slightly out of date. Some of these recipes may be inaccurate.

    Sticks:
    special stick recipes
    (from saplings, knife recipe is shapeless)


    (from cacti, knife recipe is shapeless)


    yield - salvage materials
    1 - ladder
    2 - fence
    4 - painting



    Planks:
    yield - salvage materials
    1 - wooden slab x 2, wooden stairs, wooden pressure plate, fence gate
    2 - crafting table, bed, piston, trapdoor
    3 - wooden door, boat
    4 - chest, note block, jukebox



    Cobblestone:
    yield - salvage materials
    1 - stone pressure plate, cobblestone stairs, mossy cobblestone
    4 - furnace


    Stone:
    yield - salvage materials
    1 - stone brick


    Stone bricks:
    yield - salvage materials
    1 - mossy stone brick, cracked stone brick, stone brick stairs


    Iron:
    yield - salvage materials
    3 - iron door


    Redstone:
    yield - salvage materials
    1 - redstone torch
    3 - redstone repeater


    Other:
    (pistons)



    (saddles)

    (snow, same as breaking placed snow with a shovel)

    (melons, breaking a placed melon will average 5 slices)


    (clay, same as breaking placed clay)

    (bookshelves, same as breaking placed bookshelves)

    (wool, color doesn't matter)

    (dispensers)

    Smelting:
    Leather:
    Any cooked meat (or rotten flesh) can be smelted into leather.



    Flint:
    So you don't have to place/break gravel a million times.
    Downloads:
    These downloads are all for Minecraft 1.6.x, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Dungeon Crawler: 0.2.5 for MC 1.6.x

    Please note that 0.2.5 will break some of your items. I would suggest destroying all your bombs, traps, mines, pebbles, rockshots, knives, and sharp sticks before updating. Others items may be affected, too, just make sure you back up your world as usual!

    Important: this is a beta release, all mechanics are subject to change - including the item IDs! Subsequent updates may affect the items in this mod or potentially even corrupt worlds (should be savable by NBTEdit, at least). I strongly recommend backing up your save files or starting a new world: I am not responsible for damage this may cause your game saves! (This probably won't harm your game, though, I wouldn't release something I thought would actually damage any files.)

    Installation:
    * Delete the META-INF folder in your minecraft.jar.
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Survive!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    0.2.5
    - Band-aid for knife dupe.
    - New foods: undead meat, dead meat, eye of spider, and spider soup. All soups can now be made in buckets! (Soup buckets will eventually be moved to a new item id with a max stack size of 16.)
    - Now overrides mushroom stew with a stackable version (same item id). Spits about three warnings at you. Can be disabled (duh).
    - New explosives: placeholder grenades (normal, fire, and end). No fuse time, semi-buggy.
    - Ditched the "pre-enchanted item" feature. (The anvil ruined it.)
    - Previously pre-enchanted items' effects are now:
    - Knife: WIP
    - Sharp stick: none (for now)
    - Bone club: none (for now)
    - Bone armor: Same effect (+3 armor v. projectiles). Bone armor's effect actually never came from an enchantment (the info text was just for show).
    - Wood tools from this mods' recipes can again be made with any color wood.
    0.2.4
    - Now includes a config file!
    - Added screamer trap.
    - Traps less beta-like.
    - Limitations.
    - Improved rendering.
    - Rockshots accept splash potions!
    - Rockshots only use one recipe for loading.
    - Recipes and salvage recipes updated.
    v2
    - Fixed crash when a rockshot ran out of ammo.
    - Fixed crash when the search tab was selected.
    - Other minor bug fixes.
    v3
    - Fixed crash related to disabling items and swapping creative tabs.
    v4
    - Fixed server crash on startup bug!
    v5
    - Fixed traps not placeable in SMP!
    - Fixed "end" trap/explosion teleports.
    - Players are now always teleported.
    - No longer flags "player moved too fast" warning on servers.
    - The particle effect now points to the correct location in SMP.
    0.2.3
    - Traps can now be placed in SMP!
    - Fixed smooth stone salvage recipes.
    - Jukeboxes return a diamond when salvaged with a knife.
    - Fixed bug where traps appeared to reset themselves when a world is reloaded.
    - Improvised bombs don't get used up anymore. (Since they don't do anything yet.)
    0.2.2
    - Made SMP-compatible!
    - Entities are now registered within the mod (unlimited mob IDs).
    - Traps currently can not be placed in SMP.
    0.2.1
    - Reduced the looting bonus on stone and iron knives by one.
    - Slightly reduced the number of pebbles obtained by crafting.
    - Explosions no longer leave "ghost" blocks behind.
    - Removed the jawbone on bone skulls to differentiate them from skeleton masks.
    0.2 (still)
    - Blocks shot from the rockshot now spawn smoke particles instead of block-breaking particles.
    0.2
    - Polished up a bit.
    - Bone armor no longer glows.
    - Improved the way this mod's entities are rendered.
    - Added trap functionality!
    - Added cake boomshot to creative mode.
    - Expect to see cake rockshots as dungeon loot in the future!
    0.1
    - Initial beta release!
    Upcoming Features:
    Throwable knives! Placeable bombs with an actual model and physics! Grenades that bounce or stick instead of exploding instantly! Flash grenades? Finished survival food!
    Previous Versions:
    1.5.2:
    0.2.4v5



    Loot Mod
    (BETA) 0.1 for MC 1.2.5

    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.


    Discontinued Mods:



    Health Bars
    1.0 for MC 1.5.2
    Want you or your players to be more informed? Need to know how dead things are? Well, this might be what you are looking for!

    This is a pretty small mod that adds customizable health bars to mobs.

    The health bars' looks and information can be customized in a nice little properties file! The properties file is generated in your .minecraft/config directory.

    Info and Downloads:
    Discontinued:
    Unfortunately, I must discontinue this mod. It just does not seem very useful to have server-sided health bars (that do not even work on named entities). In addition, the changes to health in 1.6.2 made this mod more trouble than it was worth.
    I never implemented the uninstall feature to remove health bars added by this mod, so use at your own risk. If you uninstall the mod (or update past 1.5.2), entities that had health bars will not lose them, and the health bars will (of course) cease to function.
    I may, in the future, make a client-side-only version of this mod, as I rather liked the look, customization, and distance restriction of this mod. We will see.
    -Father Toast
    This mod makes use of vanilla features to add health bars to mobs!
    Since it uses custom names to show the health bars, players and entities with custom names will not recieve health bars.
    Also, any entity that implements IBossDisplayData will not recieve a health bar, since they already have health bars in vanilla Minecraft.

    Health bars can be configured to look pretty much however you want, but if you're putting this on a server, keep in mind that everyone will see the same health bars (so don't make them look suggestive, unless your server is into that sort of thing).

    This mod is good for single-player or for providing your users health bars without having to download another mod!

    Here are a couple examples of customized health bars:
    Downloads:
    These downloads are all for Minecraft 1.5.2, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Health Bars: 1.0 for MC 1.5.2

    Installation:
    * Delete the META-INF folder in your minecraft.jar.
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Know your enemy!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    1.0
    - Released!
    Upcoming Features:
    Not much, probably.
    Previous Versions:
    1.5.1
    1.0
    1.5
    1.0

    Terms of Use:

    By downloading or using any of these mods, you are recognize that you are using them at your own risk, and that I do not accept any responsibility for anything in relation to these mods.

    Banner:

    If you like these mods and would like to support them, or just want a really cool picture, add this text into your signature!
    [center] <a href="http://www.minecraftforum.net/topic/1153874-/"><img src='http://i.imgur.com/FeanU.jpg' /></a> [/center]

    Posted in: Minecraft Mods
  • View ZeroLevels's Profile

    307

    Aug 18, 2012
    ZeroLevels posted a message on List of Mods for 1.8.9


    Notice:
    The list now has a new home, courtesy of citricsquid. Check it out!


    Click here to go to the latest list.
    Click here to view the changelog.






    Letting us know of new mods for the list:

    Know of a mod or many not already on the list? let us know! There are currently 3 ways to get a mod on to the list. Each one will be explained in detail in the following spoilers. Please choose only one method unless the others have failed. I personally prefer the submission for as it's easier on both myself and the end user, but any method is fine!

    Before submitting a mod for the list, please note that mods created with "Mod Creator" programs are not allowed on the list. This is because of the sheer number of how many are created, and because those types of programs really should have their own website/list.


    Method 1 - Using the submission form
    Click here to see the submission form.

    This method is very similar to method 2, except somewhat easier since you don't have to set up the questions yourself, and because you can do this anonymously if you prefer.

    Simply fill out (hopefully all) the answers on the page, and hit the submit button. I'll receive a notification and will add the mod asap.

    Method 2 - Leaving a post in this thread
    This method is pretty straight forward. Simply leave a post in this thread detailing a mod that's not on the list.

    To make making it easier for us easier for you (what?), we provide (free of charge) a set of questions. Some will have multiple choices from a set of choices. You simply open up the spoiler below, select the entire set, copy it, and paste it into your post. From there, you just fill in the answers to the question in regards to the mod.

    All questions starting with an asterisk ( * ) are required. If you do not answer a required question, you may be ignored!

    There is a long version and a short version of the Q & A, just be sure to know how to answer them (use long version for referance).


    *Q: What Minecraft version are you submitting this for? (Choose all that apply)
    Choices: (a. 1.7.2) (b. 1.7.10) (c. 1.6.4)
    *A:

    *Q: What is the name of the mod?
    *A:

    *Q: What is the link (URL) to the mod?
    *A:

    Q: What's name of the mod's author?
    A:

    Q: Is the mod available on more than just singleplayer? (Choose any that apply)
    Choices: (a. Singleplayer (SSP)) (b. Multiplayer (SMP)) (c. Local Multiplayer (LAN)) (d. Same file for both client and server (Universal))
    A:

    Q: Does the mod require Forge? If not, is it at least compatible with Forge? (Choose only one)
    Choices: (a. Required) (b. Compatible) (c. Not Compatible)
    A:

    Q: Could you please provide a concise description of the mod? (Few sentences to a paragraph)
    A:

    *What Minecraft version are you submitting this for?:
    *Mod Name:
    *Link to Mod:
    Mod Author:
    Availability:
    Forge Compatibility:
    Description:

    Method 3 - Finding and telling us on IRC
    You can find us on IRC on the channel #mcf_modlist at irc.esper.net. However, there are a few things you should be aware of before contacting us there. If you've never used IRC before, then you can simply go to the channel via webchat here.

    First and foremost, you must get our attention by PINGing us. Pinging means simply to say the full name of. So, if you do use the IRC, you may ping ZeroLevels or ImperialFeline. On the other hand, please DO NOT ping citricsquid. He's got other things to do, and doesn't actually work on the mod list.

    Sometimes though, we'll be asleep or otherwise offline. That's right! We do occasionally sleep! If this is the case, then pinging us is pointless. Don't fear though, for you can use the bot Cadbury to leave ZeroLevels a message. To do this, you need to use the tell command. To use it, you use a dollar sign followed by the word "tell", then the person you want to leave the message for, and then your message.

    Here's a quick example on the usage:
    $tell ZeroLevels Hey, would you please add my mod to the list? It's called ModName and the link is this.is.a/link. Thanks in advance!

    Make sure to send it to regular ZeroLevels because sending it to his sleeping (ZeroLevels|Zzz), busy (ZeroLevels|Busy), away (ZeroLevels|Away) versions of the name won't work. ZeroLevels only checks tells sent to the standard version of the name.





    Banners:
    Banners made to support the mod list. If you enjoy the mod list enough, please go ahead and take a copy of the code and paste it into your signature on the Minecraft Forums or wherever else supports BBCode.

    Also, any support for the list by mod authors is welcome, even if it's only a text link.


    Looking for mods? Check out the


    NOTE: In order for the code to paste correctly, you must paste it as plain text (Right-click, choose "paste as plain text" - or - If on the MCF, choose the middle clipboard icon on the text editor).






    You can still find the older list in the posts below if you prefer. Though, it won't be up to date.
    Posted in: Minecraft Mods
  • View cjz__'s Profile

    1869

    Nov 2, 2011
    cjz__ posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!


    Due to Mojang updating the Minecraft EULA to forbid capes from the 1st of August, MCCapes has had to close down to comply.

    Sorry for the inconvience and I hope you have enjoyed the mod over the last three years.

    If you would like to be emailed if I create any future Minecraft mods, please send an email to [email protected]

    Everybody wants a cape and now you can get one! Create an account in ten seconds and login, upload a cape image or choose one from the gallery! After that, all you have to do is install the mod and you'll be able to see your cape!

    Features:
    - Your own custom cape!
    - Animated and transparent capes!
    - Anyone else who has this mod will see your cape and you will see theirs!
    - Turn your cape on and off with a simple tick box on this website!
    - Change your cape at any time!

    Please see the website for more information on transparent and animated capes!

    -----

    Cape Uploading and Settings
    Upload a cape here


    Cape Gallery

    Mod Downloading
    For Minecraft v1.7.2


    A reply saying thanks if you like the mod is more than appreciated so more people can find the mod and share capes :D

    Old versions:
    All old versions can be found here (MCCapes "Outdated Downloads" Page)

    Minecraft Forge Compatible:
    For the current version of the Minecraft Forge mod for MCCapes, please visit the downloads page at MCCapes.com

    Old versions:
    JadarMC was kind enough to create the below versions of the Forge mod for MCCapes:

    Forge Version - Standard capes - Minecraft 1.5.2
    Forge Version - Animated capes - Minecraft 1.5.2

    Forge Version - Standard capes - Minecraft 1.4.7
    Forge Version - Animated capes - Minecraft 1.4.7

    Forge v3.1.3.105 - Minecraft v1.2.5 - Hosted on Mediafire
    Forge v2.0.0.67 - Minecraft v1.2.4 - Hosted on Mediafire
    Forge v1.4.0.46 - Minecraft v1.2.3 - Hosted on Mediafire
    Forge v1.3.3.12 - Minecraft v1.1 - Hosted on Mediafire
    Zombe's Modpack Compatible:
    Zombe's Modpack no longer needs a separate compatibility file to work with MCCapes - just use the normal download links above :)
    Zombe's v6.1/6.2 - Minecraft v1.2.4/1.2.5 - Hosted on Mediafire
    Zombe's v6.0 - Minecraft v1.2.3 - Hosted on Mediafire
    Zombe's v5.9 - Minecraft v1.1 - Hosted on Mediafire
    Weekly Snapshots (Advanced Users):
    See MCPatcher method below!
    MCPatcher method (Compatible with ~everything!) - Experimental
    1) Download MCPatcher
    2) Download the MCCapes.com MCPatcher Method:
    For 1.3 to 1.4.7
    For 12w24a to ?
    For 1.2.5 and below (Or any version lower than 12w24a)
    3) Extract the file downloaded in step 2 so that the mcpatcher-mods folder is inside your .minecraft folder, NOT INSIDE THE MINECRAFT.JAR FILE. This should leave you with a directory structure like this: \.minecraft\mcpatcher-mods\MCCapes.jar
    4) Run MCPatcher and tick the Minecraft Capes! tick box. If you are running other mods in your minecraft.jar file, untick everything else unless you know they will work and what they do or you know what you are doing.
    5) Click the Patch button
    6) If you've done everything correctly and you don't receive any errors, play Minecraft with your new cape!

    Video tutorial:

    Old MCPatcher patch (Before 1.2.5?)

    If you have lost your password or don't have access to your own account then open Minecraft and connect to reset.mccapes.com using the account you wish to reset and your account/password will automatically and instantly be reset. If the reset tool works for you, posting a quick thanks here would be highly appreciated so that new users can find the mod :)
    -----





    Mod spotlight (Made by CaptainSours)

    Mod spotlight (Made by Jolly ol' Brits)

    -----

    Mod installation tutorial using Minecraft Forge - Windows (Made by avi12)

    Mod installation tutorial - Windows (Made by xDark2197)

    Mod installation tutorial - Mac (Made by xDark2197)

    How to create your own custom cape - (Made by AllRanger)

    -----

    Signature:
    [url=http://www.minecraftforum.net/topic/758734-mccapes/][img]http://i.imgur.com/4jpiJ.png[/img]Multiplayer Capes - www.MCCapes.com - Transparent/animated capes![/url]

    Please 'like' the official MCCapes page on Facebook!

    Licence/Permissions
    You can reuse content from this mod in other packs with permission
    You cannot re-distribute this content
    You can write reviews with screenshots
    You can make videos using this content
    Zombe's Modpack compatibility made with permission
    Posted in: Minecraft Mods
  • View ted80's Profile

    781

    Mar 2, 2012
    ted80 posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2


    Download RWG Alpha 1.3.2 for minecraft 1.7.10: (download) (mirror)


    Follow me on twitter for news and updates: @ted80_


    Development screenshots:








    rivers

    planned coast biomes


    Videos:
    [media][/media]

    Mod compatibility list:
    Supported by RWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomesXL

    Compatible with RWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,

    Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures

    Not compatible: Better world generation 4, Alternate terrain gen, New Dawn


    Recent changes:
    Version Alpha 1.3.2 '21-03-2015' - Added new biomes - Added clay to rivers - Added river biomes - Added extraBiomesXL support - Increased village spawing - Added support for cave gen mods

    Installation:
     Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the realistic world gen alpha worldtype. 6. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Set level-type to RWG. 

    Frequently asked questions:
    Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include RWG in my modpack? A Yes, as long as you don't make any money out of it. 

    Mod developers:
    Use biome dictionary and the forge population/decoration events!

    Source code: https://github.com/Ted80-Minecraft-Mods/Realistic-World-Gen



    Download FWG 1.0.3 for minecraft 1.7.10: (download) (mirror)


    Videos:
    [media][/media]

    [/media]


    Screenshots:













    Mod compatibility list:
    Supported by FWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomeXL

    Compatible with FWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,

    Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures

    Not compatible: Better world generation 4, Alternate terrain gen, New Dawn

    Recent changes:
    Version 1.0.2 '17-01-2014' - Fixed Thaumcraft support crash <p> </p>Version 1.0.1 '17-01-2014' - Fixed biome id bug <p> </p>Version 1.0.0 '17-01-2014' - Release 

    Installation:
     Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below. 

    Frequently asked questions:
    Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include FWG in my modpack? A Yes, as long as you don't make any money out of it. 

    Source code: https://github.com/Ted80-Minecraft-Mods/Fun-World-Gen



    Download OWG 1.0.3 for minecraft 1.7.10: (download) (mirror) Download OWG 1.0.3 for minecraft 1.6.4: (download) (mirror)


    Screenshots:













    Videos:
    [media][/media]

    Mod compatibility list:
    Supported by OWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomeXL

    Compatible with OWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,

    Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures

    Not compatible: Better world generation 4, Alternate terrain gen, New Dawn

    Recent changes:
    Version 1.0.3 '17-01-2014' - Added support for ExtraBiomeXL and Thaumcraft - Fixed some compatibility issues <p> </p>Version 1.0.2 '24-12-2014' - Added support for biomes o plenty mod - Added new biomes option: original biomes, vanilla biomes, all biomes (vanilla + mods) - Added dungeon settings to indev - Fixed spawn location in indev worlds - Changed dungeon loot for all generators - Added Biome dictionary to all biomes - Fixed snow spawing <p> </p>Version 1.0.1 '16-12-2014' - Fixed multiplayer generator settings bug <p> </p>Version 1.0.0 '28-09-2014' - Release 

    Installation:
     Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below. 

    Frequently asked questions:
     Q Do my old seeds (like Gargamel and Glacier) work again? A Yes. <p> </p>Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include OWG in my modpack? A Yes, as long as you don't make any money out of it. 

    Source code: https://github.com/Ted80-Minecraft-Mods/Old-World-Gen



    DISCONTINUED This mod has been replaced by Old World Gen and Fun World Gen! Download for 1.7.10: (download) Download for 1.7.2: (download) Download for 1.6.4: (download) Download for 1.5.2: (download) Download for 1.4.7: (download)

    Source code: https://github.com/Ted80-Minecraft-Mods/Better-World-Generation-4

    Posted in: Minecraft Mods
  • View Joeismoe's Profile

    2

    Jan 30, 2012
    Joeismoe posted a message on The Scribblenauts Pack [Update 10/22/16] [Custom Music, Random textures, Random mobs and more!]
    Quote from WadupMan


    Hello, I noticed you didn't have many Views on this great TexturePacks, so Yeah :happy.gif:

    Preview:

    Code: (Put this into your Signature if you support this TexturePack).
    If you are feeling generous, Please press the green button. Thanks! :smile.gif:



    [quote=SnowConez;/comments/22705602]
    My zombie skin (imgur) There, it's my zombie skin, it's not the best in the world, because i am more of a 16x artist. just right click it and click save image as. (it is not a direct download, it just links to the imgur page for it)

    Wow, thanks both of you! I'll include your zombie texture, and I'll add the banner to the op. :biggrin.gif:

    Also, for the people in the poll who voted they have never played scribblenauts, look it up on google images.
    Posted in: Resource Packs
  • View Unilegger's Profile

    255

    Feb 9, 2013
    Unilegger posted a message on More Multicolored Wood Items[Petition and Reddit Post Added!]
    PETITION DETAILS

    I have started a petition on personally notifying Mojang about this idea.

    Here are the details:

    If I get 1000 "YES"s than I will send this idea to Mojang via Twitter, Email, or Postage.
    If I get more than 500 "NO"s I won't.

    If I get 500 "NO"s after I get 1000 "YES"s I'll still send the idea.

    If I get 1000 "YES"s after I get 500 "NO"s I'll won't.

    Please vote seriously. If you don't want to vote for the petition, just click "Indifferent"

    In 1.3 we got new types of wood that correspond to the log they come from, but only 3 blocks are actually those colors: the normal blocks, slabs, and stairs. Lets add more.
    All of these are for aesthetics.

    Each idea is rated by a 5 star rating of their importance of being added.
    = Probably shouldn't be added
    = Probably won't be added
    = Good Chance
    = Could be added
    = Should be added at all costs

    Crafting
    There could be two ways that crafting works.

    IDEA 1: The output of the crafted item will be based on which wood type is most used. If there is a tie between the items, the output item will be oak type.

    IDEA 2: By Ouatcheur, Crafting the items will of course, be the exact same, but trying to crafting something will multiple colors will give you the color that is used the most in the ingredients. In case of a tie, the 'winning' color will always be the one from the ingredient that has the smallest Block-ID (or damage value, for tied-in-number ingredients that all have the same smallest Block-ID).

    Multicolored Buttons

    To me, the way buttons mixed into the block they're made of was a great hidden redstone advantage. Adding multicolored buttons won't be too much, just a way so you can hide buttons on multiple wood types.

    Multicolored Plates
    The same reason behind the buttons, plates can be hidden to the block they're made of, plus can be used for tables.

    Multicolored Sticks
    Multicolred sticks would open up new available colored blocks. The sticks, however, will not create multicolored tools.

    One problem though is that the texture of the current sticks is the same color scheme as the spruce planks, so either the Oak sticks will have a new color, or the Spruce sticks will be darker than their block color scheme.

    Multicolored Doors, Fence Gates and TrapDoors
    If anything, doors appear on every house, and it would be nice for the doors to match colors of their houses. Trapdoors, and fence gates too could match multicolored fences and the color of houses.
    Fences gates will also have their type depended normal, so different sticks or planks will be no different.

    Multicolored Fences
    A commonly suggested idea, obviously since fences are used a lot. They match many aesthetic perspectives for biomes.

    Multicolored Chests and Trapped Chests
    What belongs in every house and is needed by every Minecrafter? Yes it's chests you dummy.
    Why not? Their wood colored, great decor, and they don't have any current aesthetic advantages.
    This would also include Trapped Chests. No better way to make a trap insuspicious than disguising it as a regular looking chest.

    Multicolored Bookshelves
    As a full block itself, bookshelves should've been color compatible in the first place.

    Multicolored Signs
    Suggested by Fortanono.
    Color signs add an aesthetically appeasing decoration so you can make letters mix into the background, and make those fancy couches.
    Also, due to how dark Spruce and Dark Oak is, the text for them will be automatically colored white to make them easy to read.

    Multicolored Ladders
    Suggested by numerous souls.
    Color ladders makes your wood colored house more appeasing, blinding into a block's background, and adding more decoration options.

    Multicolored CraftingTables
    Crafting tables are largely composed of the wood texture, making them stick out like a sore thumb. Although not having large decorative uses, it can make houses more symmetrical.

    Multicolored Beds
    If they ever implement wool color based beds, this could go along with it, quintupling the possible mixes. Of course that would also make a complete mess of inventory... so this probably shouldn't and won't be added.


    Multicolored Pistons
    Believe it or not, this revolutionary redstone objects are decorational as well. They can be used as fancy tables so multicolors could help you with your interior, plus, can help you hide the pistons with the wood background.
    (Pictures Coming Soon)

    Multicolored JukeBoxes and NoteBlocks
    Although they're largley different from wood textures, they can pimp up your houses. Note blocks can have their song sections color-coded to keep your songs organized.
    I maybe abandon this idea. There's a question in the poll if you want to support it staying or leaving.
    (Pictures Coming Soon)

    Multicolored Item Frames
    It's a bit unfair that your stuck with the birch wood for your item frames. Like signs, the multicolored item frames could mix into their backgrounds, making it more appeasing.

    Multicolored Boats
    Whats a better way of sprucing up (pun intended) your docks than having boats of different colors? Better yet, you could have boat races with different colors!
    When these boats crash they will drop planks and sticks according to their type.

    Pictures
    I mocked up some photos for what the blocks might actually look like. I wasn't able to take pictures of placed bookshelf blocks because the side textures messed up.
    Acacia Wood Items
    Dark Oak Items

    Signs








    There is also a mod containing the fences and pressureplates that someone has brought to me.
    http://www.minecraft...ces-mod-update/



    If you have a Reddit account please consider upvoting to support the idea here.


    Here's a banner for support.


    Posted in: Suggestions
  • View Sonicjumper's Profile

    85

    Jan 7, 2013
    Sonicjumper posted a message on [1.6.2] Enhanced Visuals v0.3 Deprecated [Updated 8/4/13] [23k Downloads] [Forge]
    Mstql and Funwayguy have updated this mod to 1.6.4(and beyond) and will be the future maintainers of this mod. Anyone who is interested in downloading it should head over there.

    The information in my old post may not be entirely relevant to their updates, so don't depend on it.

    Old Post(1.6.2 and Prev.)

    Version 0.3 Snapshot 130804 Alpha
    Coded by Sonicjumper for Minecraft 1.6.2
    Official Art by many Authors, see below
    Info Update(new 7/29/13):
    Community Request:
    I'm still looking for an artist to do a Horror, Retro, and RPG theme pack. I have a decent Comic pack, but a dedicated Cartoon pack would be nice as well. Contact me here through a PM or on my Skype at Sonicjumper0 or on my twitter @SonicjumperHD.
    GLOW UPDATE!
    Sneak peeks:
    When having a low amount of health(less than 3 and 1/2 hearts) your screen will flicker gray
    Upon taking damage your character will "flinch"
    Pictures:
    I'm recreating the mod, so the old pictures are no longer relevant. I'll post some new ones soon.
    Planned/Future Features:
    My goals for the next update are as follows:1. Decrease file size(some of you have been complaining). This is mainly due to my sloppiness of leaving in unused textures or using excessively large textures for the mod. I might split the download into 2 separate(one HD and one LD) for those of you who don't like better quality(which comes with a larger file size).2. Re-calculate all splats. I have decided that they get in the way too often than they are useful. After playing Skyrim one night I noticed how subtle the "splats" are on that game. I'll model blood and water splats a little more like that from now on.3. Sun flares! A lot of requests for this one. I'll find out some way to do this as best as I can, if not better.4. Altered low-health monitor. The animation for having low health will now be used to show a rapid decrease in health. So if you are injured very quickly it will flare up faster and stronger than if you are injured slower.5. Grayscale and blur low-health monitor. This has been requested a few times, but I have also seen it on other video games(such as the dayZ mod). Getting this to work might take a while, but I should be able to invest the time to do it.6. Multiplayer support. If I had a penny every time someone asked me about this, I would have a freaking lot of pennies. It will get done eventually, but I want it to actually work when it is done. If this takes more time, so be it.7. Underwater blur. This has also been requested a lot. It will mainly be modeled after Far Cry's water effect, but that's all the info I can give away now.8. Sound effects. This is a vague feature as of now, but the possibilities are growing. I hope to include option support for different voices/noises if you guys want that.9. In-game options. I know how annoying it is to deal with config files, I'll start putting my smarts to work and get an in-game thing set up for ya'll.10. "Face-wiping"? Possibly a feature. Just an easy way to clean your screen by pressing a certain key on your keyboard.11. Blinking. Another "could-be" feature. An addition to realism, so I would love to put it in if I get around to it.Anyway, all this and maybe more should be coming out sooner rather than later, but I cannot promise anything with my busy schedule. My job takes up a lot of time, but I'll try my best to make this amazing mod for all of you great supporters.
    Config File:
    The new config file contains several values and looks like this with all defaults. It is fairly self-explanatory.# Configuration file##################### general####################general { # This 'fills in' the gaps left by the current theme pack S:"Backup Theme Pack"=DefaultTheme # Increase only if you think your computer can handle it. Decrease if you want to keep blurs, but are having lag. D:"Blur Quality"=0.25 # Change this to the file name of any theme pack you have installed S:"Current Theme Pack"=DefaultTheme # Enable this to have blur filters render B:"Render Blur Flag"=false # Enable this to have better glows B:"True Glow Flag"=false}
    Snapshot Details(Read before installing snapshot):
    I will be providing snapshots every 3 to 4 days of a working version of the mod. By "working" I mean it won't crash under normal circumstances and the features in it should be relatively stable. This is by no means a representation of my progress, as I have made a lot of that, but I cannot release it to the public without putting the finishing touches on some features and refurbishing others.Anyway, back to the snapshots. They will be provided through a mediafire link, so you shouldn't have any troubles downloading them. Make sure to pay attention to any build specific instructions otherwise you will probably break something. Thanks to the new Minecraft launcher you can look at the development console to see any information my mod is showing you.Features of this snapshot:Brand spanking new render engine; way more freaking efficient than the old one(don't even ask how bad it was), so not as much lag should occurEvent-based rendering; this should get rid of any flickering issues there may have been beforeNew approach; the visuals should be less intrusive now, more ambience than an active featureThe only working visuals are blood, water, dust, low health, damage, and potions.Low-end shaders such as blurs are included in the snapshots and may be part of the finished product.Things I know about so don't tell me they are broken:Visuals remain on-screen while switching worldsIf you want a to-do list:Mess with the config and blur settings and tell me what works best for your computerI need to have multiplayer and LAN worlds testedJust play the game normally and tell me if anything weird happensINSTRUCTIONS - MUST READ OR DIE:Download the snapshot from the download belowPut it into your mods folder like any other forge modNow, UNZIP it to the mods directory, then remove/delete/get rid of the .zip fileThe result should be a folder with a similar name to the .zip file with two folders in it, "mods" and "assets"If your mods folder looks like I said, then you are good and the mod should run, knock yourself out and make sure to report any bugs/glitches/etc. to me either here or in a PMOh yeah, press that button in the bottom right corner of this post if you want more snapshots; they actually take time to process out.This is what it looks like on a mac. It's basically the same for all OS's though.Mods folder:EnhancedVisualsMod folder:
    Downloads:
    Follow @SonicjumperHD on Twitter for updates
    V0.3 Alpha Snapshot130804 : Minecraft 1.6.2
    This snapshot contains 3 visual packs. DefaultTheme, Sphax, and Comic. You can set the Sphax or Comic as Primary or Secondary for different visual results.
    Link Removed []
    Official snapshot download, test and report any crashes to me.
    Old Downloads:
    Alpha:MC 1.5.2 - [V0.2.3.2]MC 1.5.1 - [V0.2.3]MC 1.4.6/1.4.7 - [V0.1.0] [V0.1.1] [V0.2.0] [V0.2.1] [V0.2.2a] [V0.2.2b]
    Change Log:

    v0.3 Alpha Snapshots
    - Snapshot 130804
    - Optimized blurs for better quality with no performance loss
    - Switched to a different rendering system. You won't notice unless you're a techy
    - Fixed Default Themepack to contain all textures. No more crashing upon loading
    - Updated to 1.6.2
    - Using snapshots, small releases that aren't complete, just demos of the new features
    - Rewrote render engine
    - Implemented dynamic splat counts
    v0.2.3.2 Alpha
    - Updated to 1.5.2
    v0.2.3 Alpha
    - Rendering technique re-done, should fix a few incompatibilities
    - Removed visible durability on tools because of a Forge change
    - Added the heartbeat sound
    - Added the sound loading system(going to be adding more in the future)
    v0.2.2b Alpha
    - Fixed a bug that caused the screen to be full red when low health
    v0.2.2a Alpha
    - Temporarily removed the static check for field asz.d, caused crashes
    - Tweak: Enderman static recalced again
    - Config: Enderman static toggle-able
    - Splat: Stone splats when mining rocky materials
    - Groundwork for "Style Packs" has been added, not yet ready for v0.3
    - Groundwork for "Smart Durability" has been added, not yet ready for v0.3+
    v0.2.1 Alpha
    - Added in a static check for field asz.d
    - Tweak: HD Blood overlay texture included
    - Tweak: Enderman static recalculated to be more accurate
    - 1/2 of a Bug Fix: Blood overlay over everything
    - Some more cleanup for performance increase
    v0.2.0 Alpha
    - Arrow Cracks Added!
    - Snow Added!
    - Sand Added!
    - Poison Added!
    - Animations(Slenderman Static) Added!
    - Potion Overlay Added!
    - Config File Added!
    - CHUCK NORRIS MODE ADDED!
    - Tweak: Splats randomly scale to different sizes
    - Tweak: Blood calculation changed
    - Tweak: Water calculation changed
    - Tweak: Water detection more accurate
    - Tweak: Blood Overlay speed adjust, more performance, less Epilepsy :D
    - Bug Fix: Cactus not causing blood splats
    - Bug Fix: Rain in desert causes water splats
    - Bug Fix: Blood not rendering in the right positions
    - Some other things moved around to increase performance
    v0.1.1 Alpha
    - Bug Fix: Blood overlay rendering when it is not supposed to
    - Added a secret; not telling.... Hint: Look at the class files, just don't say anything
    v0.1.0 Alpha
    - Initial Release
    - All bugs in pre-alpha fixed
    Current Issues/Bugs:None since the recode. Everything is going well.Feedback/Support:
    - Follow me on Twitter @SonicjumperHD for news and updates.- If you would like to support my mods, go ahead and download them. Use the adf.ly link to give me free money. There is also a DONATE button, so yeah, buy me some coffeh!!!- If you LIKE my mods, go ahead and click the + button at the bottom right of this post.- If you have a comment/bug/suggestion/crash report/etc. you can go ahead and leave a comment on this forum and I should see it within a day or so.
    Posted in: WIP Mods
  • View FenixDowned's Profile

    340

    Oct 1, 2011
    FenixDowned posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    UPDATE 01/16/2014
    Snapshot 14w3b introduces the ability to texture both arms and legs! It also gives every other body part an extra 3D layer similar to the hat layer in the original skin! Awesome! These new extra layers are covered up by Armor, just like the hat area. The new skin file uses a 64x64 layout with the old skin at the top and the optional overlays in the bottom half. Old 64x32 skins are still supported without modification.

    However... this addition will not apply to similarly shaped mobs (zombies, zombie pigmen, etc) and it doesn't work on armor. Whether these things will change in the future is anyone's guess.

    As happy as I am for the player improvements, I can't help but wonder if my suggested layout could still benefit the mobs and armors. If nothing else, it would still allow for asymmetrical mob skins and armor while staying within the small 64x32 file size. But then they would have a major discrepancy between formats...

    I still like the idea of applying my format to the new skin layout - the bottom half of the 64x64 texture could contain the overlay regions. The only difference then is that the head and hat area on the bottom half would not be used. Perhaps those areas could then be left empty for modders and any other small additions that Mojang made add in the future....

    What follows is the original post, while I decide if I should further modify it to try and push for the other mobs/armors to have asymmetrical textures. Either way, this is a huge victory!

    Acknowledgement from Dinnerbone himself!
    Quote from Dinnerbone
    We've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.

    Basically saying "maybe" in the future. The important part is that Mojang is aware of the suggestion and was moved enough to respond to the topic!

    I am forever amazed with how much detail minecrafters have been able to squeeze out of the extremely limited space provided by the game's textures. Skins especially are quite a challenge due to being confined to a 64x32 pixel size. And yet there are many, many examples of beautiful and amazing skins out there that make the most of this limited space. And yet, it could be possible to grant everyone a little more... to be blunt, the current skin texture for the player character has a lot of unused and wasted space. For those counting, there are 480 unused pixels in the texture (out of a total of 2048).

    With a little juggling, we could free up enough space to have independently textured left and right arms and legs! This is without changing the image size, it's still all contained within the same 64x32 png file. Of course, the player model would need to be updated to use this new mapping. Here is an enlarged view:
    Pros:
    + independently textured arms and legs+ maintains the original 64x32 size = no additional skin server load/stress
    + keeps all sections grouped together in a fairly intuitive way.
    + sub sections follow a mapping very similar to the original (with only some parts slightly shifted)+ can also be applied to all armors
    + can also be applied to other humanoid mobs: zombie, pigmen, zombie_pigmen
    + can also be applied to skeletons - with slight modifications for the thinner arms/legs

    Cons:
    - one-time conversion needed for all texture packs for affected mobs and armors
    - mods that make use of current skin's blank area may not be able to use the new format
    - skin creation tools/viewers would need to update for the new format (difficult for discontinued tools)
    - makes all current skins and skin repositories outdated (this is a big problem - see below)

    Problem: Compatibility with Legacy Skins
    There are hundreds of thousands of skins floating out there on the net. It is not reasonable to expect all of them to be updated or converted. Remember when they flipped the direction of the bottom-head/hat texture areas on the skins? There are still countless skins out there that haven't been fixed. This is a major change so it can't simply be done and let all the current content out there suddenly break. There will be backlash. On top of that, more recently the Minecraft Launcher has been augmented to allow easy access to older versions of the game - versions which absolutely expect the player skin to be using the old format. Finally, there is no reliable way to program the game to detect the different kind of skin formats based only on areas of the skin file that appear to be used. This is because the skins often have extra content in the "unused" areas. This content could be in the form of an author's name/logo, bleed off from the main image, or pixels used by specific mods on the skin.

    Bottom line, we need to have a simple way for the game to know how to differentiate between the old and new player skin formats so both may be used at the same time by different players. Note that this problem only affects player skins. Mobs and armors are always controlled by the local texture pack, so there is no need to support the old format for those assets.

    Below are several possible solutions to supporting the legacy skins. These are only suggestions, as I do not have intimate knowledge of how Minecraft and the skin system works under the covers. What I propose here may be incorrect or not applicable to the system, but I hope it might at least give Mojang ideas on how to implement this request.

    Solution A: Increase new skin file to be 64x64
    Increase the "new" player skin size to be 64x64 pixels. Place my new format in the top half and leave the rest blank. Let the old skins stay as using the 64x32 size. There are several reasons for this approach.

    When the game client downloads the player skins, it can easily tell the difference in size. A 64x32 skin would use the traditional mapping we see today. Nothing changes and all the current skins out there are still ok to use. A 64x64 texture would signal the game to switch over to using the new format for that player. Since the game knows which player is using which skin, it can easily keep track of which format to use for who, and allow both types to co-exist at the same time.

    The extra space in the bottom half of the "new" skin can be used for future player character enhancements by Mojang, in case they decide to add more. As an example... if we ever get custom capes, perhaps the texture could be saved to the player skin and use the extra space here.

    The extra space in the bottom half of the "new" skin can also be used by mods! Any mods that had additions to the player model could use these areas. And there would be a lot more space now!

    One major drawback to this approach is that the larger image file size could adversely affect the skin servers that Mojang use.

    Solution B: stay 64x32 but use embedded metadata
    If it proves undesirable to alter the skin file dimensions, another possible solution could be to have all new skins require metadata content added to them. Then, similar to solution A, the game would examine each skin file it downloads and search for the appropriate metadata flag. If it finds none, use the old formatting style on that skin's owning player. If it finds the appropriate metadata flag, use the new format for that player.

    One problem with this approach is that png files don't have a standard way of encoding metadata. So I imagine Mojang would need to create a small utility to "stamp" skins with the metadata flag they would expect to use. This would require some extra care for making new skins on the part of the community. But on the up side, this could pave the way for an easy versioning system for additional future skin formats.

    Another drawback would be the reduction in free space that some mods may have come to depend on. In this case, I believe the only solution would simply to have those mods not use the new style. They would have to require their users to say using the old skin format. So they wouldn't get the extra arm and leg, but the mods wouldn't break either. A fair trade off I think.

    tldr Summary:
    I propose a new skin layout for the humanoid mobs, player, and armor which would grant space for both arms and legs to be textured independently. It would be ideal to support both this new format and the old one at the same time for player skins - so as to not break all the current skins out there. There are two (possibly more) ways I can think of doing this:
    A. up the player skin size to 64x64 (grants more space for mods and/or future Mojang enhancements) B. embed metadata into the new style skins (keeps the original 64x32 size for efficiency)

    Support banner get!
    [url=http://www.minecraftforum.net/topic/677984-r][img]http://i.imgur.com/Iuxwe.png[/img][/url]


    Changelog

    v.5 - overhauled the main post. Scrapped conversion suggestion from v.3 and added new suggestion of metadata for differentiating old vs new formats.
    v.4 - 12w32a changes things! large rewrite of the suggestion. I originally thought all humanoid mobs + armor had to use the same format. This is no longer true. So using 64x64 player skins is possible without needing 64x64 versions for all other armors/mobs.
    v.3 - added ideas on converting old formats to new - so current skin repositories wouldn't be rendered obsolete.
    v.2 - updated mapping (as seen at top of page).
    v.1 - initial proposal. Used a flawed mapping below:
    Posted in: Suggestions
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