This pack will not be ported to any other version.
OVERVIEW:
Personally, I was tired of being able to mine to diamonds on Day 1, and defeat the Ender Dragon all within a matter of a few Minecraft days. I also wasn't a fan of "hard progression" packs that forced you into a certain direction, before you could do something else.
I wanted a challenge, while still playing a game that felt like Minecraft, but evolved.
So I created this pack, Progressive Survival, for anyone looking for a challenge in "reaching the end of the game." It removes the simplicity of Minecraft, and turns it into more of an RPG/MMO/True survival style experience, while allowing (almost) complete freedom in how you progress.
Careful thought has been given when it comes to placement of EVERYTHING in this pack - Structures, monsters, animals, etc. While there are essentially "zones" where you can find specific monsters, the difficulty increases as you dig, rather than as you travel (at least in the Overworld) - The farther you dig, the more dangerous the foes become.
This is not Minecraft as you know it. Survival will be difficult, especially without shelter. Zombie hordes spawn on the first night, and show no mercy.
There are plenty of structures to explore that could contain valuable loot, but also would be a suitable home in your journey!
It's not just about making things more difficult, though. This pack is about enriching your Minecraft experience, by allowing you to progress at your own pace, using your own style, while creating a real journey from start to finish.
In Progressive Survival, you can play as:
The Builder - There's plenty of mining to be had, and tons of different blocks to use for your creative side!
The Explorer - A plethora of landmarks/structures await you in your adventure! Travel by land, sea, or air to discover the world!
The Looter - Sneak through carefully crafted structures, and fill your bags with valuables! Scrap unwanted loot for more resources!
The Fighter - Intense combat awaits - Zombie hordes come each night - Boss fights - Dangerous enemies lurk deep underground!
The Achievement Hoarder - Check your way through the custom achievement book created specifically for this pack! Over 20 pages!
These are only a few examples. How you play/what you play as, is truly up to you.
SEE CURSEFORGE LINK FOR MORE INFORMATION AND SCREENSHOTS:
It would be nice if you could update the links on the website before the mod fully dies. Most of them get a chrome detection on the website saying they are malware. Just switching them to dropbox or media fire would be nice before you fully drop the mod.
It's already on curseforge and has been for a while.
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
Ugh that was so easy and I was so frustrated trying to figure it out. Thank you!
Okay, I'm not finding the info I need to get this set up correctly. All I want to do is have an 80% chance for a dungeonChest, and a 20% chance for another chest I created. I can't seem to figure out how to set this up. Can someone please tell me the right way to do it?
This is what I have, and it's obviously wrong. I'm only getting the dungeonChest.
I am using Mob Properties, Twilight Forest, and Minefantasy2. I have written a .json for a Twilight Forest mob to drop the MF2 "iron sword" and have all the NBT data in there, but it's giving me "Any Sword" instead of an "Iron Sword" when I kill the mob.
Here's how the item I want the mob to drop displays with CraftTweaker's "/mt hand":
The only difference looks like the extra "tag" before "MF_CustomMaterials", but when I drop the "name": "tag", I still get "Any Sword", and I can't run the "/mt hand" command on the generated item because it gives an error. So something is still wrong but I'm at a loss.
EDIT: Hovering over the "Any Sword" in my inventory shows "Unnamed" and that's it. I am assuming I'm missing a "name" tag somewhere but I don't know where it goes or if that's all I'm missing.
I am using Mob Properties and Minefantasy2. I have written a .json for a Twilight Forest mob to drop the MF2 "iron sword" and have all the NBT data in there, but it's giving me "Any Sword" instead of an "Iron Sword" when I kill the mob.
Here's how the item I want the mob to drop displays with CraftTweaker's "/mt hand":
The only difference looks like the extra "tag" before "MF_CustomMaterials", but when I drop the "name": "tag", I still get "Any Sword", and I can't run the "/mt hand" command on the generated item because it gives an error. So something is still wrong but I'm at a loss.
EDIT: Hovering over the "Any Sword" in my inventory shows "Unnamed" and that's it. I am assuming I'm missing a "name" tag somewhere but I don't know where it goes or if that's all I'm missing.
The whole event spawns page on the Wiki seems to be gone, or I just can't find it. I'm trying find out if there's a way I can use the Bloodmoon Event from RandomThings in conjunction with this mod's EventSpawns feature. Anyone know if it can be done, and if so, how?
Downgrade one version if possible, see if that fixes the issue.
If not you'll need to contact the mod author as it's possible a bug has snuck into the mod.
I'm subscribed to this thread but I don't get notifications of replies. Sorry for the late responses, and thanks for your input. I tried reaching out to the mod author, and see he's been online and active, but did not receive a response. Probably because it's an old version. I did try downgrading as well. It's probably some sort of mod conflict unfortunately. I think I may have found a solution for now at least. By enabling overcast mode, which if I understand correctly tells the mod to only generate storms when Minecraft would generate rain or a storm, seems to have synced things for now. I must have overlooked this as an option and/or just didn't know enough about the mod at the time of the post. I have to test this further to be sure, but I can update when I have done so with the results, if you're interested.
Does the server have the same version of the mod as you two have?
Yes it does. I don't believe we'd be able to connect with different versions. Either way, I'm certain we are, because I was on a screen share with my friend while he was on, so I could see what he saw, and confirmed he was using the correct version and not seeing the storm that was right in front of his face on my screen. He could see the effects of it, like the mobs being pulled in and whatnot, but he was not affected by it himself.
I host a 1.7.10 server, and when I see a tornado, another player doesn't see it, or vice versa. I don't know what setting I can change to fix this. Has anyone had a similar issue and found a way to resolve it?
0
For those interested, a couple of people are attempting to bring Mo' Creatures up to speed:
https://github.com/Burning-Cactus/mocreaturesdev-update
https://github.com/Mestre-Tramador/Mo-Creatures-Redux-Redone
2
1
It's already on curseforge and has been for a while.
https://www.curseforge.com/minecraft/mc-mods/mo-creatures/files
0
Ugh that was so easy and I was so frustrated trying to figure it out. Thank you!
0
Okay, I'm not finding the info I need to get this set up correctly. All I want to do is have an 80% chance for a dungeonChest, and a 20% chance for another chest I created. I can't seem to figure out how to set this up. Can someone please tell me the right way to do it?
This is what I have, and it's obviously wrong. I'm only getting the dungeonChest.
weight=1
embed_into_distance=0
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=1,1,1
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0
rule1=0,100,ChestGenHook:dungeonChest:9-9
rule2=0,100,ChestGenHook:schematics.treasureChest:7-7
layer
1
endlayer
0
I am using Mob Properties, Twilight Forest, and Minefantasy2. I have written a .json for a Twilight Forest mob to drop the MF2 "iron sword" and have all the NBT data in there, but it's giving me "Any Sword" instead of an "Iron Sword" when I kill the mob.
Here's how the item I want the mob to drop displays with CraftTweaker's "/mt hand":
<minefantasy2:standard_sword>.withTag({MF_CustomMaterials: {main_metal: "iron", haft_wood: "oakwood"}})
Here's what I'm getting it to drop instead:
<minefantasy2:standard_sword>.withTag({tag: {MF_CustomMaterials: {main_metal: "iron", haft_wood: "oakwood"}}})
The only difference looks like the extra "tag" before "MF_CustomMaterials", but when I drop the "name": "tag", I still get "Any Sword", and I can't run the "/mt hand" command on the generated item because it gives an error. So something is still wrong but I'm at a loss.
Here's what I have:
https://pastebin.com/j37NqHkc
EDIT: Hovering over the "Any Sword" in my inventory shows "Unnamed" and that's it. I am assuming I'm missing a "name" tag somewhere but I don't know where it goes or if that's all I'm missing.
0
I am using Mob Properties and Minefantasy2. I have written a .json for a Twilight Forest mob to drop the MF2 "iron sword" and have all the NBT data in there, but it's giving me "Any Sword" instead of an "Iron Sword" when I kill the mob.
Here's how the item I want the mob to drop displays with CraftTweaker's "/mt hand":
<minefantasy2:standard_sword>.withTag({MF_CustomMaterials: {main_metal: "iron", haft_wood: "oakwood"}})
Here's what I'm getting it to drop instead:
<minefantasy2:standard_sword>.withTag({tag: {MF_CustomMaterials: {main_metal: "iron", haft_wood: "oakwood"}}})
The only difference looks like the extra "tag" before "MF_CustomMaterials", but when I drop the "name": "tag", I still get "Any Sword", and I can't run the "/mt hand" command on the generated item because it gives an error. So something is still wrong but I'm at a loss.
Here's what I have:
https://pastebin.com/j37NqHkc
EDIT: Hovering over the "Any Sword" in my inventory shows "Unnamed" and that's it. I am assuming I'm missing a "name" tag somewhere but I don't know where it goes or if that's all I'm missing.
EDIT 2: Solved.
https://pastebin.com/jJ2FmUBV
0
Maybe try updating your graphics card drivers.
0
Sounds like your primary monitor is set to the "second" screen. Try switching it to the other one.
0
Is there a way to remove the furnace entirely from the game, meaning, not just recipes and NEI, but also from generation in villages and such?
0
The whole event spawns page on the Wiki seems to be gone, or I just can't find it. I'm trying find out if there's a way I can use the Bloodmoon Event from RandomThings in conjunction with this mod's EventSpawns feature. Anyone know if it can be done, and if so, how?
0
I'm subscribed to this thread but I don't get notifications of replies. Sorry for the late responses, and thanks for your input. I tried reaching out to the mod author, and see he's been online and active, but did not receive a response. Probably because it's an old version. I did try downgrading as well. It's probably some sort of mod conflict unfortunately. I think I may have found a solution for now at least. By enabling overcast mode, which if I understand correctly tells the mod to only generate storms when Minecraft would generate rain or a storm, seems to have synced things for now. I must have overlooked this as an option and/or just didn't know enough about the mod at the time of the post. I have to test this further to be sure, but I can update when I have done so with the results, if you're interested.
0
Yes it does. I don't believe we'd be able to connect with different versions. Either way, I'm certain we are, because I was on a screen share with my friend while he was on, so I could see what he saw, and confirmed he was using the correct version and not seeing the storm that was right in front of his face on my screen. He could see the effects of it, like the mobs being pulled in and whatnot, but he was not affected by it himself.
0
Weather, Storms & Tornadoes is the exact name.
Here's the Curse link:
https://www.curseforge.com/minecraft/mc-mods/weather-storms-tornadoes
0
I host a 1.7.10 server, and when I see a tornado, another player doesn't see it, or vice versa. I don't know what setting I can change to fix this. Has anyone had a similar issue and found a way to resolve it?