Also check out my main mod page for more mods and a look at what's coming next!
For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).
Welcome to my server mods page! This page covers all the details and screenshots for my server side mods.
They all work on integrated servers, too, of course! (Also known as single player.)
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.
Info and Previous Versions:
Pictures:
This mod uses vanilla writable books to add a whole new experience to the game - finding random books, filled with whatever you want.
This mod comes packaged with a few stories (I'm hoping to gain more), but there is no limit to the number of books you can have!
The default book drop rate is 3%, with a 40% chance of the book being unique, 20% chance of being common, 20% chance of being ad lib, and a 20% chance of being a previously lost book.
This mod must be installed on both client- and server-side, but the book files only need to be kept on the server-side, in case you don't want people to be capable of sneaking into the book files and finding any secrets you've hidden for your server.
Check out the awesome people who wrote most of the packaged stories:
All contributing authors to the starter book pack (and the stories they contributed), in order of when their first contribution was:
wesim
Wesim's Journals, Dave's Journal, Partially Digested Journal
Quincy
The Quest, Alrion's Guidebook, Gnawed Journal
Scorpinax
Higgins' Journals, Grand Scheme
RS_OP_DRAGON
The World As We Know It, Emergency Note
KanzerTheNoob
The Lovely Day
Miteemitee
Minecraft Origins
Cyborgskeleton
Creeper History
felivans
Bad Jokes Compilation, How To Fight Mobs, Another Minecraft Story, The Scariest Video Game Ever, Deja Vu, Doors, Forbidden Reading, A Man in the Fog, Sarah O'Bannon, The Ringing, Seven Minutes, The Tunnel
oliverrook
Just a Few Poems, A Day of Rule Breaking, A Little Act of Cunning, The Fox and Vixen, It's Okay, I Venture On..., The Magimagicreat, Waking Sleep
Ninjaofquest
False Hope
Akitori
A Burnt Diary
13lolwut
101 Things NOT To Do, The Clumsy Buffoon, Colorblind Island, Conquest for Treasure, One Does Not Simply..., The Tale of Garret, Helping Hand, A Traveler's Log, The Creeper Crier, The Impatient One
JonBams
JarnoVH's Diary
Bartman
Bammer Nation Newspaper
FatherToast
editor, all other stories
Special thanks to:
RS_OP_DRAGON
for suggesting this mod and helping to make it known
estradus
for getting Quincy to contribute
Naxza
for introducing me to the Gutenberg Project
User-Made Book Packs:
Anyone can make their own book pack fairly easily. Make a pack for your server or just share it with your friends!
All known public book packs can be found below. If you make a book pack of your own, let me know so I can list it here!
Brothers Grimm Pack (209 tales) by The_K
This pack contains piles of short stories by The Brothers Grimm.
[quote name='The_K']
-Click File->Download
-This pack is built with the idea of everything being in the unique folder, but will work if some books are in common as well. Just know that putting it in common will make it nearly impossible to get a complete collection.
-See if you can find the treasure book.
Lovecraft Pack (68 books) by Khormin
This pack contains many of the open-source works of H.P. Lovecraft, including The Call of Cthulhu and The Shadow Out of Time.
As with the pack above, putting it in common will make it hard to get a complete collection, but not quite so impossible.
The books in this pack tend to be long - some even reach over a thousand tiny Minecraft pages. The ones you find are more likely to last you until you find a new one.
The longer stories will probably be very difficult to get through with a Lost Books version below 1.2.0, since you will lose your place in any book upon closing it.
Myths and Legends (73 stories) by BlackJar72
This pack contains various myths, legends, and folktales from several cultures.
As with any large pack, putting them all in common will make it hard to get a complete collection.
Simply download, unzip the contents into your desired book folder, and enjoy!
Book Types:
There are four types of book in this mod: common, unique, ad lib, and lost.
Common
These books can be dropped any number of times. Pretty simple.
Unique
These books can only be dropped or picked up under certain circumstances, determined by your porperties file.
By default, a unique book will only drop if at least one player in the world has not picked that book up, and players can not pick up a unique book they have already picked up (only applies to books dropped by mobs).
In addition, unique books will say "Unique" in blue text under the author. This helps players know which books they can not easily get again (and can be turned off).
Ad Lib
These books can be dropped any number of times, and their stories are generated each time they are dropped, rather than just once when Minecraft is loaded, as with other books.
Each time one of these stories is loaded, some text is generated based on the world or randomly pulled from your words files to fill 'blanks' in the book, making them different each time they are dropped.
Lost
When a book is dropped on the ground and not picked up or destroyed for five minutes, it can become lost. The default chance for the book to be saved from item decay and dropped again is 100%. Each lost book can only be dropped once (can be saved again if not picked up) or show up in one villager trade. If it shows up in a villager trade, there is not much I can do to limit the villager from making multiple copies of the book, but you still have to buy each copy.
Making Your Own Books:
First, you'll need to know a little bit about how the mod works.
Your book files are all stored in your config folder.
Normally, that will be '%appdata%/roaming/.minecraft/config'. If the folder does not yet exist, install the mod.
Inside this folder will be two files related to this mod: the properties file (LostBooks.cfg - generated once Minecraft has been run with this mod installed) and the books folder (LostBooks).
Open the LostBooks folder. You should see four folders, a .txt file, and two .bin files.
The .txt is basically the credits - I encourage you to read this to see just who made which stories (you'll be here if I use one of your stories in the mod package)! These are also in the downloads section.
Ignore the .bin files. They are basically just data that are normally client-side that Lost Books requires to format your books on the server.
The four folders should be pretty self-explainatory: adLib holds ad lib books, common holds common books, unique holds unique books, and words holds word lists.
In the three book folders, all book files (.book) are transformed into books by the mod to be dropped in game.
Book files in the adLib folder are allowed a few extra functions; we will go over those and word lists later.
A book file consists of three basic parts: the first line, second line, and the rest of the file.
Warning for Mac users:
Macs need to make sure they get line feeds (LF) to separate these lines. The default return character used by Macs (CR) is ignored by Minecraft and, therefore, this mod. Notepad++ has a handy tool you can use to remedy the situation (Edit > EOL Conversion > UNIX).
The first line is the title. Unlike writing your own book in game, titles in book files support formatting codes and have no limit to their length. Keep in mind not to make the title too long, of course, or it will be very obnoxious and likely cut off by the screen.
The second line is the author. The game will put "by " followed by whatever this line is in light gray. Formatting codes are allowed, of course, but will not affect the "by ". If this line is empty, the "by " will not show up under the title. If, for some reason, you want the "by " without anything afterwards, leave a space in this line. Again, there is no length limit, but try to keep it short.
The rest of the file is the actual content of the book. This is automatically word-wrapped and split into pages by the mod. You can put pretty much anything in here, but I would stay away from very long strings of characters without spaces in between. New lines (LF) will translate to new lines in the book. In addition, a special character is recognized by this mod: the form feed (FF). Form feed is essentially your 'new page' character - whatever comes after it will be put on the next page, regardless of how short or long the page it's on is. These can be copied and pasted from some of my packaged book files, and should show up as FF in good text editors (such as Notepad++). In Notepad, it will show up as a funky rectangle, but can still be copied and pasted. Windows users can type a form feed with Alt+0012 (the numbers must be typed on a numpad).
That's about it for making basic common and unique books! The only thing that makes them unique or common is which folder they are in.
Ad lib books are a bit different, however:
Ad lib books have codes to support the placement of randomized or auto-generated words.
Ad lib functions:
The placement of randomized words is pretty much the point of ad lib books. To plop a randomized word anywhere in your ad lib, just put a '@' followed by a word code and ending with a ';' (eg. @verb.present;). This code can be anywhere, including your title and author lines or in the middle of a word.
Placing 'c.' in front of any word code will make the word capitalized (eg. @c.verb.present;).
There are two kinds of words: special and custom.
Special words are words determined solely by code. These give you access to game-dependent features such as the name of a nearby entity or the world name, along with more basic things such as random numbers, letters, or format codes.
Custom words are determined by your words files (.words) in the words folder within the main LostBooks folder. These custom word lists are loaded at startup into a "master custom word list".
The word list is separated into categories by custom word codes. Custom word codes are used in the files to get certain types of custom words to fill certain spots.
random
This code takes a couple random letter combinations and mashes them together to make a nonsense word. If you accidentally insert an invalid word code in an ad lib book, it will make a random word just like this, but it will also shoot a warning message at your console.
random.number
random.digit
random.letter
These random functions give you simple one-character outputs. Number will give you a number 1-9, digit is 0-9, and letter gives a letter a-z. To make a multi-digit number, all you need to do is call a number and then however many digits, so that the number will never start with a zero.
random.color
random.color.readable
random.format
random.format.readable
These will generate random format codes (including the §). I highly recommend using only the readable versions of these codes, if you use them at all. Color obviously gives a random color and format gives a random style (bold, italic, etc.). The readable version of color excludes white, lime, cyan, and yellow. The readable version of format excludes obfuscated (the style that constantly randomizes all letters).
entity
This code simply inserts the name of the entity that dropped the book. If the entity is a player, it will be that player's username. If you get a weird thing such as entity.EntityId.name, that means that the particular entity does not have a localization - you should tell the entity's creator to add a localization in.
entity.random
entity.nearest
entity.nearest.other
player.random
player.nearest
player.nearest.other
creature.random
creature.nearest
creature.nearest.other
monster.random
monster.nearest
monster.nearest.other
animal.random
animal.nearest
animal.nearest.other
These codes all give the name of a random, the nearest, or the next nearest entity of a certain type. As with entity, it will give you the localization or username of the entity selected. None of these will ever give you the name of the entity dropping the book. Be careful when using "entity." codes, as they will pick up non-living entities that do not normally have localizations (such as items on the ground or experience orbs), giving strange results. Player gets you a player, creature gets a mob (implements IAnimals or IMob), monster gets a hostile mob (implements IMob), and animal gets a passive mob (implements IAnimals, but not IMob).
Random chooses one at complete random, anywhere in the world. Nearest chooses the one closest to the dropping entity. Nearest other gets the second nearest (mostly useful for players, player.nearest is usually assumed to be the one picking up the book, so player.nearest.other would be a player fairly close to that player).
world
world.dimension
World will be the name of the world the book is being dropped into, while world.dimension will be the name of the dimension the book is dropped in.
The kinds of words you put into these different categories should be pretty obvious by their names. I will clarify a few codes, but if you have any more trouble, I would suggest cosulting a dictionary or the like.
exclaimation
This code is for words or phrases you might shout for any reason, such as "ouch" or "great Odin's raven". Remember that you don't need to put an exclaimation mark at the end and you should not capitalize the first letter unless it would be capitalized in the middle of a sentence.
noun
noun.plural
These word codes should not normally be added to. They automatically include all words from noun.bodypart, noun.living, noun.object, and noun.place and their plural counterparts, respectively.
noun.bodypart
noun.bodypart.plural
These codes are for parts of the body. They do not exactly need to be human body parts, but they do need to be some kind of body part such as "hand" or "toes".
verb
This is the infinitive form of the verb. Lost Books 1.0 and earlier used "verb.infinitive", and that code will still work in later versions, if preferred.
Words files:
Custom words are all loaded from words files (.words). All words files must be in the words folder. You can have more than just one words file. Any attempts to add a word to a word code more than once will be ignored, so you do not have to worry about multiple words files conflicting.
Words files are pretty simple - just type in a custom word code and then follow it with words, one per line. Leave an empty line before putting another word code, or else it will just add that word code and any words after it to the current word code's word list!
To leave a comment, type a # at the start of the line, so the mod does not spit invalid word code warnings at you. You can not comment while adding words - you will only end up adding your comment line as a word (leave an empty line before the comment to avoid this).
You can add words to "noun" or "noun.plural", but they already automatically include all words from the appropriate lists.
Example words file:
noun.living
cow
pig
noun.name
Steve
The above words file would add "cow" and "pig" as words for the "noun.living" word code and add "Steve" as a word for the "noun.name" word code.
A(n):
By this point, you may be wondering how to use 'a' or 'an' if you have no idea what the following word will be. Not a problem! Simply use '#a;' anywhere you would use a or an in front of an ad libbed word.
Example:
The man found #a; @noun.object;.
#a; will adjust itself to whatever is most appropriate. Let's say the blank gets filled with "stick". The sentence in that book would read "The man found a stick." However, if the word was "apple", then the sentence would become "The man found an apple." Be aware that #a; will always be "a" in front of an "h", which may sound strange in some cases.
Variable codes:
You may want certain words to remain constant throughout a story - that's what variable codes are for.
In order to use variables, you must first declare them, one per line, before the title. The declaration syntax is very important - if you mess it up, your attempt to declare will become your title!
Declaration follows the pattern 'name', folowed by ' = ', then a word code, ending with ';'. The name can be almost anything; however, it cannot be the same as a word code or another variable code, contain spaces, or start with 'c.'. The name is case-sensitive.
Example:
tool = noun.object;
name = c.noun.name;
Title
Author
@name; likes to use his @tool; all the time!
The above declarations will add a random word from noun.object as "tool" and a random capital word from noun.name as "name". Then, to place these in a story, you simply use the variable code like you would a word code (eg. @name;).
Using 'c.' works to capitalize variables just like word codes - put the 'c.' in front of the name (eg. @c.name;). In declaration, you can make every use of the word capitalized if you wish, by putting 'c.' in front of its word code (see declaration example).
Note that if you are going to be using special word codes that look for the nearest or next nearest entity, and want to use them more than once, you should save them as variables to do so. Even though those special codes will always be the same word within the same book, the mod must calculate the distance to every single entity in the world every time one of them is used.
These should be most of the functions you will need to craft an ad lib. I know there are others that could be useful - if you require another function, please tell me what it is!
Book Properties and Collections:
A book collection is literally just a folder with book files in it. You can even have collections in collections, if you like. Collections are great for organizing your books and keeping your multi-part or muti-volume books together. I strongly recommend not having a book and a collection with the same name in the same place, or you will not be able to make separate book properties files for them.
When the mod wants to drop a book, it first chooses the category of book (common, unique, etc.) based on the weights in your config file. After that, one book in that category is chosen, based on the relative weight of each book. For this purpose, each collection only counts as a single book. If a collection is chosen, then it chooses a book contained in itself in the same manner (and so on, until a non-collection book is chosen).
The relative weight each book and collection has is based on its book properties file and defaults to 100. Of course, book properties can alter things other than just the rarity of your books!
Book Properties:
Book properties determine all non-basic aspects of your books. The properties for any given book is simply a text file (.txt) with the same name and location as the book. Inside, you must list one property per line, following the pattern 'property=value'. You can find a couple of these in with the stock stories, if you want to see them in action.
Properties for collections are different than for books. All book properties applied to collections, except for "weight" and "in_order", simply become the default properties for books inside the collection.
weight (default "weight=100")
This is the relative weight of the book or collection. The higher this is, the more likely the book will be chosen. If this is 0, the book will never be chosen.
whitelist (default "whitelist=Default")
blacklist (default "blacklist=")
These are the comma separated lists (no spaces!) of mobs that the book can and can not drop from. The book can be dropped from any entities in or related to entities in the whitelist that are not one of the entities in the blacklist.
Several forms of expressing entities are allowed. The preferred method is to use the entity's id. All entity ids can be used, but only living things can drop books. If the id is unknown because it is a mod entity, then you may also use an absolute classpath (eg. a fire creeper from Special Mobs could be represented either by id "SpecialMobs.FireCreeper" or classpath "toast.specialMobs.creeper.EntityFireCreeper").
Several special values are also accepted. These are "Default", "Merchant", "Npc", "Hostile", and "Player". "Merchant" will get anything implementing IMerchant (in vanilla, this is just villagers). "Npc" will get anything implementing INpc (again, just villagers). "Hostile" gets anything implementing IMob (all hostile mobs should). "Player" gets trees (actually, it gets players). "Default" is identical to using "Merchant,Npc,Hostile". Out of these special values, "Player" is the only one that does anything on the blacklist property, because no mob can ever be an IMerchant, INpc, or IMob.
can_buy (default "can_buy=true")
If this is true, then the book can appear in librarian (white coat) villagers' trades. If this is a unique book and unique trades are disabled, then this book will still not appear in trades, no matter how many times you put the line "can_buy=true" into your book properties file.
in_order (default "in_order=true")
This is the only property exclusive to collections. It also does absolutely nothing at the moment. When the feature is complete, it will cause unique book collections that only have books named "1.book", "2.book", etc. to drop in order (very roughly in multiplayer).
biomes (default "biomes=")
This is a comma separated list (no spaces!) of biome ids, signifying the biomes this book can drop in. If this is not included, it will be ignored and the book will be able to drop anywhere.
Installation:
* Install Minecraft Forge.
* Drag the contents of this mod's zip folder into your .minecraft directory.
* Run Minecraft.
* Steal dead people's books and read them!
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.
Info and Previous Versions:
Mod Spotlight by BioMasterZap!
Mod Review by HerooPeoples!
Mod Spotlight by BrinkoTheBrit!
Older Videos: (Still good!)
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 ipodmail!
What does this mod do?
Simply, it adds a number of small features that generate in the world to spice up your underground life!
In caves, the mod scatters around mob spawners, traps, and even some loot for an exciting adventure.
For those who want to mine through solid rock, there are plenty of hazards to keep you on your toes, with the fear of lava spilling in or hitting a hive of silverfish.
Some features even give a nice aesthetic to your caves! A little bit of water dripping from the ceiling subtly adds a bit of realism, and the occasional sand deposit breaks up the monotony of gray on gray.
Each feature can be independently configured and disabled, so you only have to use the ones you want, how you want!
This mod does not add any new blocks, items, entities, or really anything into the game. Therefore, it is able to run from the server side, and connecting clients only need Forge.
In addition, structures generated by this mod are only subject to changes in vanilla Minecraft, meaning they will always retain full functionality, even if Deadly World is uninstalled or otherwise disabled.
More importantly, that means updates will never break your worlds, unless Mojang breaks their own game.
As a bit of a safety precaution, Deadly World disables itself when you load up a world that was not created with the mod installed. However, be careful with external editors. If you set the world's time to 0, Deadly World will assume the world was just created the next time you load the world.
The auto-disable feature can, of course, be disabled.
The chests in Deadly World use unique loot lists. You're free to customize them all you like using the Custom Chest Loot mod below! The loot list names are pretty straight-forward, but if you need any clarification, don't hesitate to ask!
While this mod does not need to be installed client-side, it does provide you the option to further hide silverfish blocks and trapped chests by overriding their names with a configurable one. This way, if you are using a block tooltip mod, it won't be as easy to spot trap blocks. In addition, the break speed of silverfish blocks is modified to be the same as the break speed of the blocks they are imitating by default. The break speed modification can be disabled or even change silverfish blocks to instantly break!
New Features:
This mod currently adds 15 new world features, broken up into several categories.
Spawners:
* Mob spawners
* Swarm mob spawners
* Brutal mob spawners
Small Structures:
* Silverfish nests
* Towers
* Chests
Traps:
* Mob spawner traps
* Landmines
* Potion traps
* Fire traps
Veins:
* Sand veins
* Water veins
* Lava veins
* Silverfish veins
Entities:
* Bosses
Spawners:
Mob spawners in this mod behave much like those found in vanilla dungeons. However, there are a few key differences.
Cave spiders can be found in any spawners and there are now creeper spawners.
Creeper spawners have a chance to spawn charged creepers (default: 2%)! Tip: if the little spinning creeper is glowing, that means the next batch of creepers will be charged.
There is a special spawner type available for most spawners in this mod called "random" - random spawners change the mob they spawn each time they spawn mobs, based on the weights in the config file. Like charged creepers, you are able to tell what it is going to spawn next by looking at the little spinning mob.
In addition to the new features, all of these spawners have configurable spawn speed, spawn amount, and activation range!
Mob Spawners What can I say? Mob spawners are mob spawners. These generate pretty much wherever they want in caves. Spawners also have a chance to be armored (covered in obsidian) or have a chest. Occasionally, an "armored spawner" will really be a trick spawner - a harmless chest covered in obsidian, but how can you tell the difference? Better play it safe!
Mob spawners can be found in caves anywhere below sea level (layer 62) or in dungeons (duh).
Swarm Mob Spawners This is where things get interesting. The swarm spawner is a much more dangerous variant of a normal mob spawner. Instead of generating 1-4 mobs like a boring old spawner, the swarm spawner almost always generates 8 mobs!
Swarm spawners have half the player detection radius of a normal spawner, but a slightly larger spawn area, so you'll hopefully see it in time to avoid it. In addition, swarm spawners do not have the option of being "random" spawners.
If you succeed in defeating this spawner, you are free to plunder its loot! Swarm spawners always have chests beneath them, often containing rare and exotic loot such as spawn eggs or experience.
Swarm spawners can be found in caves anywhere below layer 50 or in dungeons.
Brutal Mob Spawners The name says it all. Brutal mob spawners are exactly like normal spawners, except for the fact that they spawn mobs with powerful potion effects! By default, brutal mobs have 80% damage reduction, deal +130% damage, move 30% faster, slowly regenerate health, and are completely immune to fire and drowning.
The combination of these effects gives brutal mobs a light lavender particle effect. How cute!
Assuming the brutal mobs don't tear you apart, you get to loot the chest below! Brutal spawners always have chests beneath them, often containing rare and exotic loot such as mob skulls or experience.
Brutal spawners can be found in caves anywhere below layer 50 or in dungeons.
Small Structures:
These are small features that generate freely in caves, much like mob spawners, but don't quite fit in to the category.
This mod does not generate any new large structures, but the definition of "large" here is anything that can be walked in, such as a vanilla dungeon. That said, these are pretty small and don't get anywhere close to dungeon size. Some even generate as parts of dungeons!
Silverfish Nests Assuming silverfish are the essence of evil, silverfish nests are the root of all evil. These structures generate in caves and are effectively just silverfish spawners surrounded by silverfish blocks. Silverfish nest spawners spawn twice as fast as normal spawners, but only spawn if you are within five blocks.
Like mob spawners above, the spawn speed, spawn count, and spawn range are configurable.
Sometimes, the silverfish in nests tend to be a bit more aggressive than normal. These silverfish are quite a bit stronger and will continuously call for other silverfish to attack you, even if you don't attack them! Nests have a 20% chance to be aggressive by default.
As everyone knows, silverfish gather all sorts of things and bring them into their nest. Usually, you can find at least something useful inside the nest.
Watch out for nearby silverfish veins if you choose to take on a nest!
Silverfish nests can be found in caves anywhere below sea level (layer 62).
Towers Towers are two (or more, if generated over a lake) blocks tall, and shoot arrows in random directions. Technically, they're just arrow spawners on blocks.
Since towers are completely incapable of aiming, they rely on sheer volume to do the talking. Each tower will fire an arrow every 0.2 to 0.4 seconds. If one of those arrows actually hits you, you'll take seven damage (3.5 hearts). Without armor, a tower will kill you in three hits! The arrow damage is configurable, however - mostly to allow you to boost the damage, but you can also scale the damage all the way down to 2, if you're a weenie.
There are several tower types, each with a fire arrow version. Usually, the block under the arrow spawner will be cobblestone, with a chance to be mossy cobblestone (75%, same as a dungeon floor). However, sometimes there may be a rogue mob spawner, another arrow spawner, or even a chest under the arrow spawner! The chest generally contains common loot such as arrows or arrow materials.
Towers can be found in caves anywhere below sea level (layer 62).
Chests Chests will generate randomly in caves, filled with all sorts of loot. Generally, the deeper a chest is, the more and better loot it can contain (the "best" loot is between layers 20 and 28, just above lava level).
Don't worry - chests won't just hand over their goodies! If you thought chests should try to kill you too, you probably won't be disappointed, but I'll leave it at that. Good luck!
Chests can be found in caves anywhere below sea level (layer 62).
Traps:
Traps, otherwise known as spawners in the floor, are little things to punish you for not paying attention to where you're going.
In general, they're pretty easy to spot. Some can be disarmed, some can be snuck past, and others should just downright be avoided.
All traps have a fairly high chance to be "hidden" under a stone pressure plate or light gray carpet. While these cover blocks don't physically do anything, they help the spawner blend in with the floor a bit better. That said, they won't all have a cover block on top, so you can't rely solely on looking for them.
Watch your step!
Landmines Technically, landmines are just mob spawners. However, they have a little surprise waiting for you if you get close! Instead of normal mobs, landmines spawn live TNT!
These traps inevitably destroy themselves, but can easily kill or badly injure unwary travelers in the process. If you are careful and notice them, however, you may be able to destroy them without setting them off.
Landmines can be found in caves anywhere below sea level (layer 62).
Mob Spawner Traps These traps pop a mob out of them as soon as you get close! A mob spawner trap can be any of the same types that a normal mob spawner can be, and can even have a chest beneath it.
Oh, did you think it spawns normal mobs? I'm sorry, what I meant to say was that it spawns mobs just like other spawners, but with TNT on their heads and a swiftness II buff. You have 6.4 seconds before it blows, good luck!
Just like landmines, you can destroy them without setting them off - but only if you're very careful.
The chest generally contains curious devices and redstone circuits.
Mob spawner traps can be found in caves anywhere below sea level (layer 62).
Potion Traps Potion traps are a lot like landmines, except they shoot splash potions instead of TNT.
There are three very evil flavors: harm, poison, and a particularly nasty one called daze. Harm and poison are pretty simple, they are just splash potions of harm and poison, respectively. Daze is a little different - instead of damaging you, it'll cover you with all sorts of nasty effects, reducing your ability to do... anything.
Note that, while these potions may be harmful to you, they often do not affect monsters - sometimes even benefit them!
If you're tricky, you can get past one of these unscathed, of course.
Potion traps can be found in caves anywhere below sea level (layer 62).
Fire Traps Nope. Get away.
Fire traps can be found in caves anywhere below sea level (layer 62).
Veins:
Just like vanilla's dirt, gravel, and ore generation, this mod adds material veins.
However, you'll find that Deadly World veins aren't so pleasant as most those in vanilla.
All of these veins have configurable size, placement count, and height restrictions, so you can tailor them to your personal preferences.
Sand Veins Ever hit a gravel vein and thought, "Gee, I really love gravity!" No? Well, good, then you'll hate this feature! Sand veins are pretty much what they claim to be - sand in the ground. These are made quite a bit larger and rarer than vanilla gravel, and limited in height so they don't make big yellow blobs on your mountainsides (by default).
Unlike gravel, however, sand veins are generated after ore generation and don't replace anything but stone. That means precious ore could be enveloped entirely inside of a blob of sand! You may want to dig it out to make sure you don't miss anything important. Plus, it's a good source of sand without having to wreck a sandy biome.
A (sometimes) nice side effect of sand generation is sand in caves! Sand breaks the boring gray stone, gray gravel, brown dirt combo to the best of its ability. Also, since it generates in such large veins, it can drastically change the terrain of a cave by generating somewhere it will fall; it may block off a cave or reveal new caves!
By default, sand veins can be found anywhere below sea level (layer 62), and are rarer than diamond. That said, sand veins are the largest in the game (about seven times larger than diamond veins) and tend to make their presence known.
Water Veins Water veins, or pockets, are just like any ore vein, except you won't see them on the walls of caves. Water veins will always be entirely hidden, just waiting for you to mine one of the retaining blocks to unleash a flood and break all your torches!
As a side effect of water veins generating in cave ceilings, caves occasionally have dripping water from their ceilings! In my opinion, it adds a very nice touch and makes the cave feel a bit more... cavey.
By default, water veins can be found anywhere below sea level (layer 62), and are about twice as common as gold.
Lava Veins The lava vein is very much like its cousin, the water vein. It won't be seen in the walls or floors of caves and is the same size and appears with roughly the same density (by default). However, mining into a lava pocket poses a threat to more than just your torches!
Lava, as everyone knows, is not safe to touch. Better bring a water bucket in case you come across one of these!
As a side effect of lava veins generating in cave ceilings, caves will occasionally have a little lava drip effect in them. Neat! Not as cool as the water drip, though.
By default, lava veins can be found anywhere below gold level (layer 32), and are twice as common as gold.
Silverfish Veins Something seems a little fishy about these.
Silverfish veins are simply veins of silverfish blocks, which look exactly like stone. Think of it as "experience ore", only unlike actual experience ore, you can't tell where it is, and it comes to life to try and kill you!
By default, silverfish veins can be found anywhere below coal level (layer 128), and are half as common as coal veins, but about 50% larger (halfway between coal and dirt in size).
Entities:
You may be thinking, "Entities? What are they doing in a world gen mod? Don't you mean entity spawners?"
Nope, these entities are just another part of the world gen. They are only spawned as the world is being created and will never despawn. In a sense, they are no different than a block of dirt or a chest in a dungeon - when these entities die, you will need to explore new land in order to find more.
Currently, there is only one entity added by Deadly World, and it is fairly rare. There is a very good reason for this: these entities count toward the entity cap! Be careful not to make these too common, or normal mobs won't spawn or will spawn at a reduced rate.
With the default settings, there should be no noticable decrease in mob spawn rates, but you could push them a little before it becomes noticable. Spawn control mods may let you raise the entity cap so that you can increase the rates of these features, just be careful; as soon as you remove the spawn control mod, your spawn rates will plummet (depending on how common you made these).
Bosses Bosses are basically just epic mobs. Bosses have randomly generated names and are much stronger than normal mobs, having four times as much health by default and natural health regeneration.
In addition, they have a higher chance to be equipped with weapons and armor and will always have one, unique piece of equipment named after themselves (as shown above). Bosses always drop their unique equipment, which is usually very well-enchanted with effects that can only be gotten through an anvil (sometimes resulting in combinations only available in creative mode).
There are quite a few options for customizing your bosses in the config file.
Bosses can be found in caves anywhere below layer 42.
Dungeons:
Deadly World overrides vanilla dungeon generation. While it doesn't make any major changes to dungeons, it does try to make them a little less friendly.
In addition, the mod allows you to configure how many dungeon placement attempts are made per chunk.
Any cobblestone in a dungeon has a chance (default: 20%) to be infested with silverfish. This chance is, like nearly everything else, configurable.
Dungeons now have configurable mob spawners, just like the "rogue" spawners added by the mod. Dungeon spawners have one extra option, however; they may also have silverfish spawners. Dungeon spawners have their own weights and armor chance in the config file.
Sometimes, instead of a spawner dungeon, you may find a tower dungeon. Towers may not be very active at hunting you down and killing you, but they also can't be disabled by torches. Just like towers found in caves, dungeon towers can generate in several different flavors (they even use the same config chances). That means a tower dungeon could still have a mob spawner or even a little extra loot!
Even scarier, your normal spawner dungeon could be upgraded to have a brutal or swarm spawner. In that case, you'll have the satisfaction of knowing that the dungeon not only has its usual chests, but a brutal or swarm spawner chest. If you can get to them, that is!
Semi-Removed Features:
When I decide to drop a working feature, it will only be semi-removed. That is, the feature will no longer be developed and its default rate will be set to 0, so it won't even be loaded into the game or affect you at all unless you manually enable it.
Usually, I will attempt to rework the feature into something that works better in the game. However, if you don't like the change for whatever reason, you're always free to disable the new feature in favor of the old (or keep both!).
Eventually, semi-removed features could become entirely removed, if updating them becomes a hassle. Of course, feature removal won't have any effect on pre-existing structures.
This mod currently has 1 semi-removed world feature.
* Spawner veins
Spawner Veins
(replaced by: Spawner Traps) These are just like your normal cave spawners, only they generate in solid rock. Spawner veins have a wider spawn range, but a shorter activation distance, so they will spawn mobs in nearby open spaces.
Spawner veins do not have the option to be trick spawners, but still may generate armor and/or a chest.
The same types of spawners are available as for cave spawners, but vein spawners have separately configurable spawner type weights.
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 jar into the 'mods' folder.
* Run Minecraft.
* Dig responsibly!
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.
Info and Previous Versions:
Mod Spotlight/Tutorial by BioMasterZap!
Info:
This mod is very simple - it allows you to customize all randomly generated chest content.
Just plug it in, run Minecraft once to generate the properties files, edit whatever you want, and restart Minecraft. Bam! Customized chest content!
Be aware that some items may change when generated! Enchanted books will have a random enchantment applied and modded items will change into whatever they are modded to change into. There will be no variance in these items within a single chest (e.g., all enchanted books in a single chest will have the same enchantments) unless that chest has been filled multiple times by a mod.
Your Custom Chest Loot properties are located in .minecraft/config/CustomChestLoot. Once you've run the game once, the folder will be generated with a text file in it for each chest type. Open it up with any text editor to change its loot table and quanitity.
The syntax for the list of items (content) is very important and not described in the config itsef. Each item is determined like so:
itemId:itemDamage:stackSize:weight
itemId is the item's id. itemDamage is the item's damage value (optional - if you do not put this in, the item damage will be 0). stackSize is the size of the stack - this can either be a number or a number range (e.g. 2-3). weight is how commonly the item will be chosen, relative to the other items in the same category.
Each item should then be separated by a comma (,). All items must be on the same line, starting with "contents=".
You are also able to add drops on multiple lines. Be sure you include "content=" in front of each line! This is highly recommended to keep drops you've added separate from the defaults.
You may use any number of spaces between different parts and symbols, if you want. Don't put spaces in the middle of a number or word.
You may also change the number of item stacks to generate for a chest type. Simply put "count=" and a number or number range (e.g. 2-3).
For example, your default file for dungeon chests (dungeonChest.txt) might look like:
If you ever want to start over, or the game is updated (or you install a mod) to where the default chest gen is different, all you must do to update or restore your defaults is delete the properties files you want, and the mod will generate fresh ones that are up to date with the latest information.
If you've separated the things you added and made backups before you deleted the old files, it's easy to re-add your changes to the updated defaults. However, there's no easy way to re-remove items. You may want to take note of the items you removed somewhere.
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 jar into the 'mods' folder.
* Run Minecraft.
* Edit your config and enjoy!
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! The properties file is generated in your .minecraft/config directory.
Info and Previous Versions:
Heads are in vanilla Minecraft, but do not drop and cannot be created without mods or external programs. All this mod does is add the ability for players to drop heads.
A player's dropped head will of course be called "'s Head" and use that player's skin.
Drop rate is configurable and there is an option to allow head drops on any death or only when a player is killed by another player (technically, if a player was damaged by a player within three seconds of death).
Defaults to only drop if the player is killed by another player, with a 10% chance.
This only needs to be installed server-side, but I believe connecting clients must have Minecraft Forge installed.
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.
* Collect heads!
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.
Info and Previous Versions:
Mod Spotlight by BioMasterZap! (Alpha version)
The whole aim of this mod is to allow you to modify your mobs with whatever is available to you.
Install the mod and run Minecraft once to generate properties files, edit whatever you want, and restart Minecraft or use the /mpreload command from in game. Suddenly, all mobs you've edited will drop what you want them to drop and new mobs will have whatever stats you've given them!
As this is just a beta release, not all features are currently functioning. You are not able to alter drops based on looting levels and "Riding" NBT tags are not yet implemented.
Apart from the above and a few obscure bugs, everything else in this mod should be fully operational.
For info on how to use this mod, check out its page on the Toast Wiki!
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 jar into the 'mods' folder.
* Run Minecraft.
* Mod your mobs!
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! The properties file is generated in your .minecraft folder.
Info and Downloads:
Videos:
Mod Spotlight by DA BRENDAN!
Pictures:
By the way, the screenshot above the title is from Minecraft 1.5.
This mod adds a passive equipment drop rate to all monsters. Currently, only swords have upgrades, so all equipment drops are swords right now.
By default, each mob has a 5% chance to drop equipment. When equipment will be dropped, the equipment is randomly chosen from the loot table (shown below).
If the drop is a sword, armor, or tool, a material is chosen. If the drop is armor, an armor part is chosen. If the drop is a tool, a tool type is chosen.
After the item is chosen, it is assigned a random rarity value and is then upgraded - gold equipment gets a +1 bonus to its rarity value (no effect if the value is already "epic").
Then, after the rarity value is chosen, a random upgrade slot gets an upgrade of that rarity, and a partly random amount of rarity is distributed to the other upgrade slots. Each upgrade is then chosen based on the weight of the individual upgrades and the rarity of the upgrade slots.
(Description cut until re-released.)
Downloads:
These downloads are all for Minecraft 1.2.5, and require Risugami's ModLoader, Minecraft Forge, and Divisor's Player API. Downloading any of these mods means that you agree to the terms of use below.
Important: this is a beta release, all mechanics are subject to change - including the way your upgrades are stored! Subsequent updates may affect the upgrades on your weapons. 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, I wouldn't release something I thought would actually damage any files.)
Installation:
* Delete the META-INF folder in your minecraft.jar.
* Install ModLoader, Minecraft Forge, and Player API.
* Drag the contents of the zip folder into your minecraft.jar the same way you installed ModLoader.
* Run Minecraft.
* ???
* Profit!
For older versions of Minecraft, see the Previous Versions section below.
Changelog:
0.1
- Initial beta release!
Upcoming Features:
Upgrades for bows, armor, and tools!
Previous Versions:
Unreleased!
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!
The health bar doesnt work :/. I see nothing! I did it with the Minecraft Version changer. Heres the link: http://mvc.craften.de/ (sorry but its German. Maybe youcan translate it!)
The health bar doesnt work :/. I see nothing! I did it with the Minecraft Version changer. Heres the link: http://mvc.craften.de/ (sorry but its German. Maybe youcan translate it!)
The health bar doesn't work with some mobs. In particular, I don't think it works on special mobs right now.
Is that some kind of patcher/launcher?
Yes, all mods on this page must be installed on the server and don't need to be installed client-side.
The only exception is the Loot Mod, which will only follow that pattern only once it is updated.
When I use the health bar mod, it works fine. but the names of mobs in the death messages also become health bars
eg: 'Player was shot to death by [Health Bar]'
Same also with villager's trade menu. It shows a health bar instead of the word Villager.
Just wondering if there was a way to fix this. :]
When I use the health bar mod, it works fine. but the names of mobs in the death messages also become health bars
eg: 'Player was shot to death by [Health Bar]'
Same also with villager's trade menu. It shows a health bar instead of the word Villager.
Just wondering if there was a way to fix this. :]
Thanks for the mod btw.
Unfortunately, I don't think there's a way to fix this, since the health bars are really just custom names. Of course, I'll always look for a way!
Uh...Father toast your arrow towers look suspiciously familiar....
oh yeah they look like mine that i custom made ._.
<snip>
Cool! Though, mine are quite different - they shoot a single arrow directly from the spawner in one of 16 directions.
Anyway, when I looked at the list of vanilla entities, the obvious things to kill you with were mobs, TNT, arrows, and fireballs. The fireballs didn't work out so well.
1.7.10/1.6.x
Also check out my main mod page for more mods and a look at what's coming next!
For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).
Welcome to my server mods page! This page covers all the details and screenshots for my server side mods.
They all work on integrated servers, too, of course! (Also known as single player.)
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.
Info and Previous Versions:
Pictures:
This mod uses vanilla writable books to add a whole new experience to the game - finding random books, filled with whatever you want.
This mod comes packaged with a few stories (I'm hoping to gain more), but there is no limit to the number of books you can have!
The default book drop rate is 3%, with a 40% chance of the book being unique, 20% chance of being common, 20% chance of being ad lib, and a 20% chance of being a previously lost book.
This mod must be installed on both client- and server-side, but the book files only need to be kept on the server-side, in case you don't want people to be capable of sneaking into the book files and finding any secrets you've hidden for your server.
Check out the awesome people who wrote most of the packaged stories:
wesim
Wesim's Journals, Dave's Journal, Partially Digested Journal
Quincy
The Quest, Alrion's Guidebook, Gnawed Journal
Scorpinax
Higgins' Journals, Grand Scheme
RS_OP_DRAGON
The World As We Know It, Emergency Note
KanzerTheNoob
The Lovely Day
Miteemitee
Minecraft Origins
Cyborgskeleton
Creeper History
felivans
Bad Jokes Compilation, How To Fight Mobs, Another Minecraft Story, The Scariest Video Game Ever, Deja Vu, Doors, Forbidden Reading, A Man in the Fog, Sarah O'Bannon, The Ringing, Seven Minutes, The Tunnel
oliverrook
Just a Few Poems, A Day of Rule Breaking, A Little Act of Cunning, The Fox and Vixen, It's Okay, I Venture On..., The Magimagicreat, Waking Sleep
Ninjaofquest
False Hope
Akitori
A Burnt Diary
13lolwut
101 Things NOT To Do, The Clumsy Buffoon, Colorblind Island, Conquest for Treasure, One Does Not Simply..., The Tale of Garret, Helping Hand, A Traveler's Log, The Creeper Crier, The Impatient One
JonBams
JarnoVH's Diary
Bartman
Bammer Nation Newspaper
FatherToast
editor, all other stories
Special thanks to:
RS_OP_DRAGON
for suggesting this mod and helping to make it known
estradus
for getting Quincy to contribute
Naxza
for introducing me to the Gutenberg Project
User-Made Book Packs:
All known public book packs can be found below. If you make a book pack of your own, let me know so I can list it here!
Brothers Grimm Pack (209 tales) by The_K
This pack contains piles of short stories by The Brothers Grimm.
[quote name='The_K']
-Click File->Download
-This pack is built with the idea of everything being in the unique folder, but will work if some books are in common as well. Just know that putting it in common will make it nearly impossible to get a complete collection.
-See if you can find the treasure book.
Lovecraft Pack (68 books) by Khormin
This pack contains many of the open-source works of H.P. Lovecraft, including The Call of Cthulhu and The Shadow Out of Time.
As with the pack above, putting it in common will make it hard to get a complete collection, but not quite so impossible.
The books in this pack tend to be long - some even reach over a thousand tiny Minecraft pages. The ones you find are more likely to last you until you find a new one.
The longer stories will probably be very difficult to get through with a Lost Books version below 1.2.0, since you will lose your place in any book upon closing it.
Myths and Legends (73 stories) by BlackJar72
This pack contains various myths, legends, and folktales from several cultures.
As with any large pack, putting them all in common will make it hard to get a complete collection.
Simply download, unzip the contents into your desired book folder, and enjoy!
Book Types:
Common
These books can be dropped any number of times. Pretty simple.
Unique
These books can only be dropped or picked up under certain circumstances, determined by your porperties file.
By default, a unique book will only drop if at least one player in the world has not picked that book up, and players can not pick up a unique book they have already picked up (only applies to books dropped by mobs).
In addition, unique books will say "Unique" in blue text under the author. This helps players know which books they can not easily get again (and can be turned off).
Ad Lib
These books can be dropped any number of times, and their stories are generated each time they are dropped, rather than just once when Minecraft is loaded, as with other books.
Each time one of these stories is loaded, some text is generated based on the world or randomly pulled from your words files to fill 'blanks' in the book, making them different each time they are dropped.
Lost
When a book is dropped on the ground and not picked up or destroyed for five minutes, it can become lost. The default chance for the book to be saved from item decay and dropped again is 100%. Each lost book can only be dropped once (can be saved again if not picked up) or show up in one villager trade. If it shows up in a villager trade, there is not much I can do to limit the villager from making multiple copies of the book, but you still have to buy each copy.
Making Your Own Books:
Your book files are all stored in your config folder.
Normally, that will be '%appdata%/roaming/.minecraft/config'. If the folder does not yet exist, install the mod.
Inside this folder will be two files related to this mod: the properties file (LostBooks.cfg - generated once Minecraft has been run with this mod installed) and the books folder (LostBooks).
Open the LostBooks folder. You should see four folders, a .txt file, and two .bin files.
The .txt is basically the credits - I encourage you to read this to see just who made which stories (you'll be here if I use one of your stories in the mod package)! These are also in the downloads section.
Ignore the .bin files. They are basically just data that are normally client-side that Lost Books requires to format your books on the server.
The four folders should be pretty self-explainatory: adLib holds ad lib books, common holds common books, unique holds unique books, and words holds word lists.
In the three book folders, all book files (.book) are transformed into books by the mod to be dropped in game.
Book files in the adLib folder are allowed a few extra functions; we will go over those and word lists later.
A book file consists of three basic parts: the first line, second line, and the rest of the file.
Warning for Mac users:
The first line is the title. Unlike writing your own book in game, titles in book files support formatting codes and have no limit to their length. Keep in mind not to make the title too long, of course, or it will be very obnoxious and likely cut off by the screen.
The second line is the author. The game will put "by " followed by whatever this line is in light gray. Formatting codes are allowed, of course, but will not affect the "by ". If this line is empty, the "by " will not show up under the title. If, for some reason, you want the "by " without anything afterwards, leave a space in this line. Again, there is no length limit, but try to keep it short.
The rest of the file is the actual content of the book. This is automatically word-wrapped and split into pages by the mod. You can put pretty much anything in here, but I would stay away from very long strings of characters without spaces in between. New lines (LF) will translate to new lines in the book. In addition, a special character is recognized by this mod: the form feed (FF). Form feed is essentially your 'new page' character - whatever comes after it will be put on the next page, regardless of how short or long the page it's on is. These can be copied and pasted from some of my packaged book files, and should show up as FF in good text editors (such as Notepad++). In Notepad, it will show up as a funky rectangle, but can still be copied and pasted. Windows users can type a form feed with Alt+0012 (the numbers must be typed on a numpad).
That's about it for making basic common and unique books! The only thing that makes them unique or common is which folder they are in.
Ad lib books are a bit different, however:
Ad lib books have codes to support the placement of randomized or auto-generated words.
Ad lib functions:
Placing 'c.' in front of any word code will make the word capitalized (eg. @c.verb.present;).
There are two kinds of words: special and custom.
Special words are words determined solely by code. These give you access to game-dependent features such as the name of a nearby entity or the world name, along with more basic things such as random numbers, letters, or format codes.
Custom words are determined by your words files (.words) in the words folder within the main LostBooks folder. These custom word lists are loaded at startup into a "master custom word list".
The word list is separated into categories by custom word codes. Custom word codes are used in the files to get certain types of custom words to fill certain spots.
Special words:
random
This code takes a couple random letter combinations and mashes them together to make a nonsense word. If you accidentally insert an invalid word code in an ad lib book, it will make a random word just like this, but it will also shoot a warning message at your console.
random.number
random.digit
random.letter
These random functions give you simple one-character outputs. Number will give you a number 1-9, digit is 0-9, and letter gives a letter a-z. To make a multi-digit number, all you need to do is call a number and then however many digits, so that the number will never start with a zero.
random.color
random.color.readable
random.format
random.format.readable
These will generate random format codes (including the §). I highly recommend using only the readable versions of these codes, if you use them at all. Color obviously gives a random color and format gives a random style (bold, italic, etc.). The readable version of color excludes white, lime, cyan, and yellow. The readable version of format excludes obfuscated (the style that constantly randomizes all letters).
entity
This code simply inserts the name of the entity that dropped the book. If the entity is a player, it will be that player's username. If you get a weird thing such as entity.EntityId.name, that means that the particular entity does not have a localization - you should tell the entity's creator to add a localization in.
entity.random
entity.nearest
entity.nearest.other
player.random
player.nearest
player.nearest.other
creature.random
creature.nearest
creature.nearest.other
monster.random
monster.nearest
monster.nearest.other
animal.random
animal.nearest
animal.nearest.other
These codes all give the name of a random, the nearest, or the next nearest entity of a certain type. As with entity, it will give you the localization or username of the entity selected. None of these will ever give you the name of the entity dropping the book. Be careful when using "entity." codes, as they will pick up non-living entities that do not normally have localizations (such as items on the ground or experience orbs), giving strange results. Player gets you a player, creature gets a mob (implements IAnimals or IMob), monster gets a hostile mob (implements IMob), and animal gets a passive mob (implements IAnimals, but not IMob).
Random chooses one at complete random, anywhere in the world. Nearest chooses the one closest to the dropping entity. Nearest other gets the second nearest (mostly useful for players, player.nearest is usually assumed to be the one picking up the book, so player.nearest.other would be a player fairly close to that player).
world
world.dimension
World will be the name of the world the book is being dropped into, while world.dimension will be the name of the dimension the book is dropped in.
Custom words:
The kinds of words you put into these different categories should be pretty obvious by their names. I will clarify a few codes, but if you have any more trouble, I would suggest cosulting a dictionary or the like.
exclaimation
This code is for words or phrases you might shout for any reason, such as "ouch" or "great Odin's raven". Remember that you don't need to put an exclaimation mark at the end and you should not capitalize the first letter unless it would be capitalized in the middle of a sentence.
noun
noun.plural
These word codes should not normally be added to. They automatically include all words from noun.bodypart, noun.living, noun.object, and noun.place and their plural counterparts, respectively.
noun.bodypart
noun.bodypart.plural
These codes are for parts of the body. They do not exactly need to be human body parts, but they do need to be some kind of body part such as "hand" or "toes".
verb
This is the infinitive form of the verb. Lost Books 1.0 and earlier used "verb.infinitive", and that code will still work in later versions, if preferred.
Words files:
Words files are pretty simple - just type in a custom word code and then follow it with words, one per line. Leave an empty line before putting another word code, or else it will just add that word code and any words after it to the current word code's word list!
To leave a comment, type a # at the start of the line, so the mod does not spit invalid word code warnings at you. You can not comment while adding words - you will only end up adding your comment line as a word (leave an empty line before the comment to avoid this).
You can add words to "noun" or "noun.plural", but they already automatically include all words from the appropriate lists.
Example words file: The above words file would add "cow" and "pig" as words for the "noun.living" word code and add "Steve" as a word for the "noun.name" word code.
A(n):
By this point, you may be wondering how to use 'a' or 'an' if you have no idea what the following word will be. Not a problem! Simply use '#a;' anywhere you would use a or an in front of an ad libbed word.
Example: #a; will adjust itself to whatever is most appropriate. Let's say the blank gets filled with "stick". The sentence in that book would read "The man found a stick." However, if the word was "apple", then the sentence would become "The man found an apple." Be aware that #a; will always be "a" in front of an "h", which may sound strange in some cases.
Variable codes:
You may want certain words to remain constant throughout a story - that's what variable codes are for.
In order to use variables, you must first declare them, one per line, before the title. The declaration syntax is very important - if you mess it up, your attempt to declare will become your title!
Declaration follows the pattern 'name', folowed by ' = ', then a word code, ending with ';'. The name can be almost anything; however, it cannot be the same as a word code or another variable code, contain spaces, or start with 'c.'. The name is case-sensitive.
Example: The above declarations will add a random word from noun.object as "tool" and a random capital word from noun.name as "name". Then, to place these in a story, you simply use the variable code like you would a word code (eg. @name;).
Using 'c.' works to capitalize variables just like word codes - put the 'c.' in front of the name (eg. @c.name;). In declaration, you can make every use of the word capitalized if you wish, by putting 'c.' in front of its word code (see declaration example).
Note that if you are going to be using special word codes that look for the nearest or next nearest entity, and want to use them more than once, you should save them as variables to do so. Even though those special codes will always be the same word within the same book, the mod must calculate the distance to every single entity in the world every time one of them is used.
These should be most of the functions you will need to craft an ad lib. I know there are others that could be useful - if you require another function, please tell me what it is!
Book Properties and Collections:
When the mod wants to drop a book, it first chooses the category of book (common, unique, etc.) based on the weights in your config file. After that, one book in that category is chosen, based on the relative weight of each book. For this purpose, each collection only counts as a single book. If a collection is chosen, then it chooses a book contained in itself in the same manner (and so on, until a non-collection book is chosen).
The relative weight each book and collection has is based on its book properties file and defaults to 100. Of course, book properties can alter things other than just the rarity of your books!
Book Properties:
Book properties determine all non-basic aspects of your books. The properties for any given book is simply a text file (.txt) with the same name and location as the book. Inside, you must list one property per line, following the pattern 'property=value'. You can find a couple of these in with the stock stories, if you want to see them in action.
Valid properties: Properties for collections are different than for books. All book properties applied to collections, except for "weight" and "in_order", simply become the default properties for books inside the collection.
weight (default "weight=100")
This is the relative weight of the book or collection. The higher this is, the more likely the book will be chosen. If this is 0, the book will never be chosen.
whitelist (default "whitelist=Default")
blacklist (default "blacklist=")
These are the comma separated lists (no spaces!) of mobs that the book can and can not drop from. The book can be dropped from any entities in or related to entities in the whitelist that are not one of the entities in the blacklist.
Several forms of expressing entities are allowed. The preferred method is to use the entity's id. All entity ids can be used, but only living things can drop books. If the id is unknown because it is a mod entity, then you may also use an absolute classpath (eg. a fire creeper from Special Mobs could be represented either by id "SpecialMobs.FireCreeper" or classpath "toast.specialMobs.creeper.EntityFireCreeper").
Several special values are also accepted. These are "Default", "Merchant", "Npc", "Hostile", and "Player". "Merchant" will get anything implementing IMerchant (in vanilla, this is just villagers). "Npc" will get anything implementing INpc (again, just villagers). "Hostile" gets anything implementing IMob (all hostile mobs should). "Player" gets trees (actually, it gets players). "Default" is identical to using "Merchant,Npc,Hostile". Out of these special values, "Player" is the only one that does anything on the blacklist property, because no mob can ever be an IMerchant, INpc, or IMob.
can_buy (default "can_buy=true")
If this is true, then the book can appear in librarian (white coat) villagers' trades. If this is a unique book and unique trades are disabled, then this book will still not appear in trades, no matter how many times you put the line "can_buy=true" into your book properties file.
in_order (default "in_order=true")
This is the only property exclusive to collections. It also does absolutely nothing at the moment. When the feature is complete, it will cause unique book collections that only have books named "1.book", "2.book", etc. to drop in order (very roughly in multiplayer).
biomes (default "biomes=")
This is a comma separated list (no spaces!) of biome ids, signifying the biomes this book can drop in. If this is not included, it will be ignored and the book will be able to drop anywhere.
Installation:
* Drag the contents of this mod's zip folder into your .minecraft directory.
* Run Minecraft.
* Steal dead people's books and read them!
Previous Versions:
1.1
1.5.2
1.0
1.5.1
1.0
1.5
0.1
1.4.6/1.4.7
0.1
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.
Info and Previous Versions:
Mod Review by HerooPeoples!
Mod Spotlight by BrinkoTheBrit!
Older Videos: (Still good!)
Mod Showcase by ipodmail!
What does this mod do?
Simply, it adds a number of small features that generate in the world to spice up your underground life!
In caves, the mod scatters around mob spawners, traps, and even some loot for an exciting adventure.
For those who want to mine through solid rock, there are plenty of hazards to keep you on your toes, with the fear of lava spilling in or hitting a hive of silverfish.
Some features even give a nice aesthetic to your caves! A little bit of water dripping from the ceiling subtly adds a bit of realism, and the occasional sand deposit breaks up the monotony of gray on gray.
Each feature can be independently configured and disabled, so you only have to use the ones you want, how you want!
This mod does not add any new blocks, items, entities, or really anything into the game. Therefore, it is able to run from the server side, and connecting clients only need Forge.
In addition, structures generated by this mod are only subject to changes in vanilla Minecraft, meaning they will always retain full functionality, even if Deadly World is uninstalled or otherwise disabled.
More importantly, that means updates will never break your worlds, unless Mojang breaks their own game.
As a bit of a safety precaution, Deadly World disables itself when you load up a world that was not created with the mod installed. However, be careful with external editors. If you set the world's time to 0, Deadly World will assume the world was just created the next time you load the world.
The auto-disable feature can, of course, be disabled.
The chests in Deadly World use unique loot lists. You're free to customize them all you like using the Custom Chest Loot mod below! The loot list names are pretty straight-forward, but if you need any clarification, don't hesitate to ask!
While this mod does not need to be installed client-side, it does provide you the option to further hide silverfish blocks and trapped chests by overriding their names with a configurable one. This way, if you are using a block tooltip mod, it won't be as easy to spot trap blocks. In addition, the break speed of silverfish blocks is modified to be the same as the break speed of the blocks they are imitating by default. The break speed modification can be disabled or even change silverfish blocks to instantly break!
New Features:
This mod currently adds 15 new world features, broken up into several categories.
Spawners:
* Mob spawners
* Swarm mob spawners
* Brutal mob spawners
Small Structures:
* Silverfish nests
* Towers
* Chests
Traps:
* Mob spawner traps
* Landmines
* Potion traps
* Fire traps
Veins:
* Sand veins
* Water veins
* Lava veins
* Silverfish veins
Entities:
* Bosses
Spawners:
Mob spawners in this mod behave much like those found in vanilla dungeons. However, there are a few key differences.
Cave spiders can be found in any spawners and there are now creeper spawners.
Creeper spawners have a chance to spawn charged creepers (default: 2%)! Tip: if the little spinning creeper is glowing, that means the next batch of creepers will be charged.
There is a special spawner type available for most spawners in this mod called "random" - random spawners change the mob they spawn each time they spawn mobs, based on the weights in the config file. Like charged creepers, you are able to tell what it is going to spawn next by looking at the little spinning mob.
In addition to the new features, all of these spawners have configurable spawn speed, spawn amount, and activation range!
Mob Spawners What can I say? Mob spawners are mob spawners. These generate pretty much wherever they want in caves. Spawners also have a chance to be armored (covered in obsidian) or have a chest. Occasionally, an "armored spawner" will really be a trick spawner - a harmless chest covered in obsidian, but how can you tell the difference? Better play it safe!
Mob spawners can be found in caves anywhere below sea level (layer 62) or in dungeons (duh).
Swarm Mob Spawners This is where things get interesting. The swarm spawner is a much more dangerous variant of a normal mob spawner. Instead of generating 1-4 mobs like a boring old spawner, the swarm spawner almost always generates 8 mobs!
Swarm spawners have half the player detection radius of a normal spawner, but a slightly larger spawn area, so you'll hopefully see it in time to avoid it. In addition, swarm spawners do not have the option of being "random" spawners.
If you succeed in defeating this spawner, you are free to plunder its loot! Swarm spawners always have chests beneath them, often containing rare and exotic loot such as spawn eggs or experience.
Swarm spawners can be found in caves anywhere below layer 50 or in dungeons.
Brutal Mob Spawners The name says it all. Brutal mob spawners are exactly like normal spawners, except for the fact that they spawn mobs with powerful potion effects! By default, brutal mobs have 80% damage reduction, deal +130% damage, move 30% faster, slowly regenerate health, and are completely immune to fire and drowning.
The combination of these effects gives brutal mobs a light lavender particle effect. How cute!
Assuming the brutal mobs don't tear you apart, you get to loot the chest below! Brutal spawners always have chests beneath them, often containing rare and exotic loot such as mob skulls or experience.
Brutal spawners can be found in caves anywhere below layer 50 or in dungeons.
Small Structures:
These are small features that generate freely in caves, much like mob spawners, but don't quite fit in to the category.
This mod does not generate any new large structures, but the definition of "large" here is anything that can be walked in, such as a vanilla dungeon. That said, these are pretty small and don't get anywhere close to dungeon size. Some even generate as parts of dungeons!
Silverfish Nests Assuming silverfish are the essence of evil, silverfish nests are the root of all evil. These structures generate in caves and are effectively just silverfish spawners surrounded by silverfish blocks. Silverfish nest spawners spawn twice as fast as normal spawners, but only spawn if you are within five blocks.
Like mob spawners above, the spawn speed, spawn count, and spawn range are configurable.
Sometimes, the silverfish in nests tend to be a bit more aggressive than normal. These silverfish are quite a bit stronger and will continuously call for other silverfish to attack you, even if you don't attack them! Nests have a 20% chance to be aggressive by default.
As everyone knows, silverfish gather all sorts of things and bring them into their nest. Usually, you can find at least something useful inside the nest.
Watch out for nearby silverfish veins if you choose to take on a nest!
Silverfish nests can be found in caves anywhere below sea level (layer 62).
Towers Towers are two (or more, if generated over a lake) blocks tall, and shoot arrows in random directions. Technically, they're just arrow spawners on blocks.
Since towers are completely incapable of aiming, they rely on sheer volume to do the talking. Each tower will fire an arrow every 0.2 to 0.4 seconds. If one of those arrows actually hits you, you'll take seven damage (3.5 hearts). Without armor, a tower will kill you in three hits! The arrow damage is configurable, however - mostly to allow you to boost the damage, but you can also scale the damage all the way down to 2, if you're a weenie.
There are several tower types, each with a fire arrow version. Usually, the block under the arrow spawner will be cobblestone, with a chance to be mossy cobblestone (75%, same as a dungeon floor). However, sometimes there may be a rogue mob spawner, another arrow spawner, or even a chest under the arrow spawner! The chest generally contains common loot such as arrows or arrow materials.
Towers can be found in caves anywhere below sea level (layer 62).
Chests Chests will generate randomly in caves, filled with all sorts of loot. Generally, the deeper a chest is, the more and better loot it can contain (the "best" loot is between layers 20 and 28, just above lava level).
Don't worry - chests won't just hand over their goodies! If you thought chests should try to kill you too, you probably won't be disappointed, but I'll leave it at that. Good luck!
Chests can be found in caves anywhere below sea level (layer 62).
Traps:
Traps, otherwise known as spawners in the floor, are little things to punish you for not paying attention to where you're going.
In general, they're pretty easy to spot. Some can be disarmed, some can be snuck past, and others should just downright be avoided.
All traps have a fairly high chance to be "hidden" under a stone pressure plate or light gray carpet. While these cover blocks don't physically do anything, they help the spawner blend in with the floor a bit better. That said, they won't all have a cover block on top, so you can't rely solely on looking for them.
Watch your step!
Landmines Technically, landmines are just mob spawners. However, they have a little surprise waiting for you if you get close! Instead of normal mobs, landmines spawn live TNT!
These traps inevitably destroy themselves, but can easily kill or badly injure unwary travelers in the process. If you are careful and notice them, however, you may be able to destroy them without setting them off.
Landmines can be found in caves anywhere below sea level (layer 62).
Mob Spawner Traps These traps pop a mob out of them as soon as you get close! A mob spawner trap can be any of the same types that a normal mob spawner can be, and can even have a chest beneath it.
Oh, did you think it spawns normal mobs? I'm sorry, what I meant to say was that it spawns mobs just like other spawners, but with TNT on their heads and a swiftness II buff. You have 6.4 seconds before it blows, good luck!
Just like landmines, you can destroy them without setting them off - but only if you're very careful.
The chest generally contains curious devices and redstone circuits.
Mob spawner traps can be found in caves anywhere below sea level (layer 62).
Potion Traps Potion traps are a lot like landmines, except they shoot splash potions instead of TNT.
There are three very evil flavors: harm, poison, and a particularly nasty one called daze. Harm and poison are pretty simple, they are just splash potions of harm and poison, respectively. Daze is a little different - instead of damaging you, it'll cover you with all sorts of nasty effects, reducing your ability to do... anything.
Note that, while these potions may be harmful to you, they often do not affect monsters - sometimes even benefit them!
If you're tricky, you can get past one of these unscathed, of course.
Potion traps can be found in caves anywhere below sea level (layer 62).
Fire Traps Nope. Get away.
Fire traps can be found in caves anywhere below sea level (layer 62).
Veins:
Just like vanilla's dirt, gravel, and ore generation, this mod adds material veins.
However, you'll find that Deadly World veins aren't so pleasant as most those in vanilla.
All of these veins have configurable size, placement count, and height restrictions, so you can tailor them to your personal preferences.
Sand Veins Ever hit a gravel vein and thought, "Gee, I really love gravity!" No? Well, good, then you'll hate this feature! Sand veins are pretty much what they claim to be - sand in the ground. These are made quite a bit larger and rarer than vanilla gravel, and limited in height so they don't make big yellow blobs on your mountainsides (by default).
Unlike gravel, however, sand veins are generated after ore generation and don't replace anything but stone. That means precious ore could be enveloped entirely inside of a blob of sand! You may want to dig it out to make sure you don't miss anything important. Plus, it's a good source of sand without having to wreck a sandy biome.
A (sometimes) nice side effect of sand generation is sand in caves! Sand breaks the boring gray stone, gray gravel, brown dirt combo to the best of its ability. Also, since it generates in such large veins, it can drastically change the terrain of a cave by generating somewhere it will fall; it may block off a cave or reveal new caves!
By default, sand veins can be found anywhere below sea level (layer 62), and are rarer than diamond. That said, sand veins are the largest in the game (about seven times larger than diamond veins) and tend to make their presence known.
Water Veins Water veins, or pockets, are just like any ore vein, except you won't see them on the walls of caves. Water veins will always be entirely hidden, just waiting for you to mine one of the retaining blocks to unleash a flood and break all your torches!
As a side effect of water veins generating in cave ceilings, caves occasionally have dripping water from their ceilings! In my opinion, it adds a very nice touch and makes the cave feel a bit more... cavey.
By default, water veins can be found anywhere below sea level (layer 62), and are about twice as common as gold.
Lava Veins The lava vein is very much like its cousin, the water vein. It won't be seen in the walls or floors of caves and is the same size and appears with roughly the same density (by default). However, mining into a lava pocket poses a threat to more than just your torches!
Lava, as everyone knows, is not safe to touch. Better bring a water bucket in case you come across one of these!
As a side effect of lava veins generating in cave ceilings, caves will occasionally have a little lava drip effect in them. Neat! Not as cool as the water drip, though.
By default, lava veins can be found anywhere below gold level (layer 32), and are twice as common as gold.
Silverfish Veins Something seems a little fishy about these.
Silverfish veins are simply veins of silverfish blocks, which look exactly like stone. Think of it as "experience ore", only unlike actual experience ore, you can't tell where it is, and it comes to life to try and kill you!
By default, silverfish veins can be found anywhere below coal level (layer 128), and are half as common as coal veins, but about 50% larger (halfway between coal and dirt in size).
Entities:
You may be thinking, "Entities? What are they doing in a world gen mod? Don't you mean entity spawners?"
Nope, these entities are just another part of the world gen. They are only spawned as the world is being created and will never despawn. In a sense, they are no different than a block of dirt or a chest in a dungeon - when these entities die, you will need to explore new land in order to find more.
Currently, there is only one entity added by Deadly World, and it is fairly rare. There is a very good reason for this: these entities count toward the entity cap! Be careful not to make these too common, or normal mobs won't spawn or will spawn at a reduced rate.
With the default settings, there should be no noticable decrease in mob spawn rates, but you could push them a little before it becomes noticable. Spawn control mods may let you raise the entity cap so that you can increase the rates of these features, just be careful; as soon as you remove the spawn control mod, your spawn rates will plummet (depending on how common you made these).
Bosses Bosses are basically just epic mobs. Bosses have randomly generated names and are much stronger than normal mobs, having four times as much health by default and natural health regeneration.
In addition, they have a higher chance to be equipped with weapons and armor and will always have one, unique piece of equipment named after themselves (as shown above). Bosses always drop their unique equipment, which is usually very well-enchanted with effects that can only be gotten through an anvil (sometimes resulting in combinations only available in creative mode).
There are quite a few options for customizing your bosses in the config file.
Bosses can be found in caves anywhere below layer 42.
Dungeons:
Deadly World overrides vanilla dungeon generation. While it doesn't make any major changes to dungeons, it does try to make them a little less friendly.
In addition, the mod allows you to configure how many dungeon placement attempts are made per chunk.
Any cobblestone in a dungeon has a chance (default: 20%) to be infested with silverfish. This chance is, like nearly everything else, configurable.
Dungeons now have configurable mob spawners, just like the "rogue" spawners added by the mod. Dungeon spawners have one extra option, however; they may also have silverfish spawners. Dungeon spawners have their own weights and armor chance in the config file.
Sometimes, instead of a spawner dungeon, you may find a tower dungeon. Towers may not be very active at hunting you down and killing you, but they also can't be disabled by torches. Just like towers found in caves, dungeon towers can generate in several different flavors (they even use the same config chances). That means a tower dungeon could still have a mob spawner or even a little extra loot!
Even scarier, your normal spawner dungeon could be upgraded to have a brutal or swarm spawner. In that case, you'll have the satisfaction of knowing that the dungeon not only has its usual chests, but a brutal or swarm spawner chest. If you can get to them, that is!
Semi-Removed Features:
When I decide to drop a working feature, it will only be semi-removed. That is, the feature will no longer be developed and its default rate will be set to 0, so it won't even be loaded into the game or affect you at all unless you manually enable it.
Usually, I will attempt to rework the feature into something that works better in the game. However, if you don't like the change for whatever reason, you're always free to disable the new feature in favor of the old (or keep both!).
Eventually, semi-removed features could become entirely removed, if updating them becomes a hassle. Of course, feature removal won't have any effect on pre-existing structures.
This mod currently has 1 semi-removed world feature.
* Spawner veins
Spawner Veins
(replaced by: Spawner Traps) These are just like your normal cave spawners, only they generate in solid rock. Spawner veins have a wider spawn range, but a shorter activation distance, so they will spawn mobs in nearby open spaces.
Spawner veins do not have the option to be trick spawners, but still may generate armor and/or a chest.
The same types of spawners are available as for cave spawners, but vein spawners have separately configurable spawner type weights.
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 jar into the 'mods' folder.
* Run Minecraft.
* Dig responsibly!
Previous Versions:
1.0.2
BETA Versions:
1.5.2
0.2
0.1.1
1.5.1
0.1.1
1.5
0.1
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.
Info and Previous Versions:
Info:
Just plug it in, run Minecraft once to generate the properties files, edit whatever you want, and restart Minecraft. Bam! Customized chest content!
Be aware that some items may change when generated! Enchanted books will have a random enchantment applied and modded items will change into whatever they are modded to change into. There will be no variance in these items within a single chest (e.g., all enchanted books in a single chest will have the same enchantments) unless that chest has been filled multiple times by a mod.
Your Custom Chest Loot properties are located in .minecraft/config/CustomChestLoot. Once you've run the game once, the folder will be generated with a text file in it for each chest type. Open it up with any text editor to change its loot table and quanitity.
The syntax for the list of items (content) is very important and not described in the config itsef. Each item is determined like so: itemId is the item's id.
itemDamage is the item's damage value (optional - if you do not put this in, the item damage will be 0).
stackSize is the size of the stack - this can either be a number or a number range (e.g. 2-3).
weight is how commonly the item will be chosen, relative to the other items in the same category.
Each item should then be separated by a comma (,). All items must be on the same line, starting with "contents=".
You are also able to add drops on multiple lines. Be sure you include "content=" in front of each line! This is highly recommended to keep drops you've added separate from the defaults.
You may use any number of spaces between different parts and symbols, if you want. Don't put spaces in the middle of a number or word.
You may also change the number of item stacks to generate for a chest type. Simply put "count=" and a number or number range (e.g. 2-3).
For example, your default file for dungeon chests (dungeonChest.txt) might look like:
If you ever want to start over, or the game is updated (or you install a mod) to where the default chest gen is different, all you must do to update or restore your defaults is delete the properties files you want, and the mod will generate fresh ones that are up to date with the latest information.
If you've separated the things you added and made backups before you deleted the old files, it's easy to re-add your changes to the updated defaults. However, there's no easy way to re-remove items. You may want to take note of the items you removed somewhere.
Installation:
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Edit your config and enjoy!
Previous Versions:
1.1
1.5.2
1.0
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! The properties file is generated in your .minecraft/config directory.
Info and Previous Versions:
A player's dropped head will of course be called "'s Head" and use that player's skin.
Drop rate is configurable and there is an option to allow head drops on any death or only when a player is killed by another player (technically, if a player was damaged by a player within three seconds of death).
Defaults to only drop if the player is killed by another player, with a 10% chance.
This only needs to be installed server-side, but I believe connecting clients must have Minecraft Forge installed.
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.
* Collect heads!
Previous Versions:
1.0
1.5.1
1.0
1.5
1.0
1.4.6/1.4.7
1.0
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.
Info and Previous Versions:
The whole aim of this mod is to allow you to modify your mobs with whatever is available to you.
Install the mod and run Minecraft once to generate properties files, edit whatever you want, and restart Minecraft or use the /mpreload command from in game. Suddenly, all mobs you've edited will drop what you want them to drop and new mobs will have whatever stats you've given them!
As this is just a beta release, not all features are currently functioning. You are not able to alter drops based on looting levels and "Riding" NBT tags are not yet implemented.
Apart from the above and a few obscure bugs, everything else in this mod should be fully operational.
For info on how to use this mod, check out its page on the Toast Wiki!
Installation:
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Mod your mobs!
Previous Versions:
0.2
1.5.2:
0.0
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! The properties file is generated in your .minecraft folder.
Info and Downloads:
Pictures:
By the way, the screenshot above the title is from Minecraft 1.5.
This mod adds a passive equipment drop rate to all monsters. Currently, only swords have upgrades, so all equipment drops are swords right now.
By default, each mob has a 5% chance to drop equipment. When equipment will be dropped, the equipment is randomly chosen from the loot table (shown below).
If the drop is a sword, armor, or tool, a material is chosen. If the drop is armor, an armor part is chosen. If the drop is a tool, a tool type is chosen.
After the item is chosen, it is assigned a random rarity value and is then upgraded - gold equipment gets a +1 bonus to its rarity value (no effect if the value is already "epic").
Then, after the rarity value is chosen, a random upgrade slot gets an upgrade of that rarity, and a partly random amount of rarity is distributed to the other upgrade slots. Each upgrade is then chosen based on the weight of the individual upgrades and the rarity of the upgrade slots.
(Description cut until re-released.)
Downloads:
Loot Mod: 0.1 for MC 1.2.5
Classes modified: aan, acq, lx.
Important: this is a beta release, all mechanics are subject to change - including the way your upgrades are stored! Subsequent updates may affect the upgrades on your weapons. 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, I wouldn't release something I thought would actually damage any files.)
Installation:
* Delete the META-INF folder in your minecraft.jar.
* Install ModLoader, Minecraft Forge, and Player API.
* Drag the contents of the zip folder into your minecraft.jar the same way you installed ModLoader.
* Run Minecraft.
* ???
* Profit!
For older versions of Minecraft, see the Previous Versions section below.
Changelog:
- Initial beta release!
Upcoming Features:
Previous Versions:
Terms of Use:
2nd post
Thank you!
Thanks!
Fourth.
Thank you, I'm glad you like them!
it doenst work on servers! Can you help me please?
No need to post twice - what doesn't work?
The health bar doesn't work with some mobs. In particular, I don't think it works on special mobs right now.
Is that some kind of patcher/launcher?
Yes, all mods on this page must be installed on the server and don't need to be installed client-side.
The only exception is the Loot Mod, which will only follow that pattern only once it is updated.
No problem!
It's in the (very slow) process of being updated. I'm having to rewrite the mod from scratch.
eg: 'Player was shot to death by [Health Bar]'
Same also with villager's trade menu. It shows a health bar instead of the word Villager.
Just wondering if there was a way to fix this. :]
Thanks for the mod btw.
Unfortunately, I don't think there's a way to fix this, since the health bars are really just custom names. Of course, I'll always look for a way!
oh yeah they look like mine that i custom made ._.
Cool! Though, mine are quite different - they shoot a single arrow directly from the spawner in one of 16 directions.
Anyway, when I looked at the list of vanilla entities, the obvious things to kill you with were mobs, TNT, arrows, and fireballs. The fireballs didn't work out so well.
Thank you for your wonderful mods
Snowball damage isn't based on a variable. Unless you mean a modded snowball?
Thank you! I'm glad you like them.