I have confirmed nidefawls (link) update of the mod. I have tested it myself (no other mods installed) on Minecraft 1.7.10. It's amazing. It is a direct update of the mod to 1.7.10. However, additional testing is required.
I could release it as it is but I feel the need to make changes; changes long overdue. If it is possible I ask of everyone to wait a bit longer before I release the update. I need to plan out the biome distribution of mobs (11 new biomes added by Minecraft 1.7.10) by distributing the current mobs and adding new ones. However, due to my 'track record' if I do not release anything by the end of March, I will release the update nidefawl created.
One should note I have literally not played Minecraft for 11 months straight. I need to recollect my thoughts on... everything Minecraft related. I need to update Forge and relearn how to mod in Minecraft. I need to see what changes I need to make based on Minecraft alone. I do not have the time to thoroughly test it using other mods right now and will have to rely on the input of the community after I release an update.
However, the hardest hurdle has been passed thanks to efforts of CraftlandSoul and the work of nidefawls. This mod would have most likely ended being vaporware if it was not for their effort to update it.
Thanks! If you don't mind I will add a link to them in the front post.
I always wanted to make a pixel art of my work but... was a bit lazy to actually do it.
Quote from CraftlandSouljumpCH
Well F-ryyydayyyy oooh F-rydayy I got the grimoire of gaia blues.
There is not much that can be compared
please have your thouhgts shared
let your ideas be heard or we´ll loose
or we´ll loose
(I)
So Silentine please tell us
when will this baby be out?!?
we need to get in touch with her
she makes us scream and shout
Screaming truly like little girls
in caves with darkness and doom
hei man give us a hint just tell us it ll be there soon
Our intentions are surely good
we need to hack and slay
this is what you gave us
the grimoire of gaia way
(2)
Our servers are empty
the singleplayer sucks
no competition in this voxelgam
no pretty thing that rocks
Really i need my caves just filled
with beauties with lovley locks
to recieve the beating I am looking for
makes nighttime worth a lot more
2x CH
(3)
Hopefully you see that too
and we can get back to see those charms
it would be really supercool
to open the grimoire and get back to arms
I don´t know if this will helpy somehow
but tell me if you like some song
it´s not a big thing to record this tho
and helps somehow the way along
2xCH
(4)
When diggin down into the mine
the thrill was always there
a dark unlit cave it is ooh Silentine
on difficulty hardcore a true nightmare
Your creations truly freaked us out
they attacked like out of nowhere
3xCH
Outro
If you wanna get some more lyrics
hei be welcomed
not a hard thing to do for GOG2
goes by nature like a brandnew shoe
Copyright Soulmusician the time I posted it
Can I get a better song from anyone else?
(Apologies no native speaker, corrections are welcome)
Yay! I wasn't sure if that was your steam, that's why I created that group with the info, only way I found to contact you! XD
I hate it when people have the same usernames I do. Luckily I managed to grab it from a few major sites (except for Tumblr, sigh). But as much as possible I run with that.
I have confirmed nidefawls (link) update of the mod. I have tested it myself (no other mods installed) on Minecraft 1.7.10. It's amazing. It is a direct update of the mod to 1.7.10. However, additional testing is required.
I could release it as it is but I feel the need to make changes; changes long overdue. If it is possible I ask of everyone to wait a bit longer before I release the update. I need to plan out the biome distribution of mobs (11 new biomes added by Minecraft 1.7.10) by distributing the current mobs and adding new ones. However, due to my 'track record' if I do not release anything by the end of March, I will release the update nidefawl created.
One should note I have literally not played Minecraft for 11 months straight. I need to recollect my thoughts on... everything Minecraft related. I need to update Forge and relearn how to mod in Minecraft. I need to see what changes I need to make based on Minecraft alone. I do not have the time to thoroughly test it using other mods right now and will have to rely on the input of the community after I release an update.
However, the hardest hurdle has been passed thanks to efforts of CraftlandSoul and the work of nidefawls. This mod would have most likely ended being vaporware if it was not for their effort to update it.
we've all waited this long and im sure we're all very keen an patient enough to wait a little longer for such an awesome mod
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Would be great to have GOG available for Easter break - we have some big family games scheduled for then. Thanks again for this great mod Silentine!
What I meant by distributing mobs is that I want to spread them out - to add more to the current roster.
I tend to limit the mobs to 4 per biome category (2 during the day and 2 during the night) and I tend to make them follow a theme. With an increase in the number of biomes I have more slots to play with, depending on how I categorize each biome as there is no way I am going to make 4 mobs per biome.
I plan to add, remodel/retexture and remove current mobs and maybe recycle some abandoned ones. I want to make use of what additions 1.7.10 has to offer before I release the update and make changes to the items and crafting to compliment it. My backup plan (should anything go wrong with my plans) would be to release nidefawls version as it is :).
Id like to see probably double in the biome catagory or perhaps a way to config that ability, i myself like to use JAS but unf its not compatible with biomes'o'plenty which is unfortunate .. but iwht a config ability to determine spawn that could possibly alleviate and help a lot of others.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Sweet Bahamut, I can see the light at the end of a long tunnel. I liked this back in 164 (sphinx and vampire were my favorite) and I'm totally glad to see this. In the words of Rob Schneider, "You can do it!"
What I meant by distributing mobs is that I want to spread them out - to add more to the current roster.
I tend to limit the mobs to 4 per biome category (2 during the day and 2 during the night) and I tend to make them follow a theme. With an increase in the number of biomes I have more slots to play with, depending on how I categorize each biome as there is no way I am going to make 4 mobs per biome.
I plan to add, remodel/retexture and remove current mobs and maybe recycle some abandoned ones. I want to make use of what additions 1.7.10 has to offer before I release the update and make changes to the items and crafting to compliment it. My backup plan (should anything go wrong with my plans) would be to release nidefawls version as it is :).
I actually really liked what you did towards the end in 1....5.7? (Edit- I couldn't remember if it was 1.4.7 or 1.5.2) when you integrated the Forge biome dictionary and my safe base suddenly became a lot more fun. I assume that's what you're talking about now with having your mobs spread out. I might suggest you take a look at Lycanite's methods for integrating the Biome dictionary. It's very doable. JAS also has a good, easy way of listing all the different biome by type. I don't have every biome adding mod installed but this should give you an idea.
Well, since I see that you are thinking about adding some of the discarded mobs back again, and I've been an avid fan of the mod since its first iteration, I have a few suggestions.
Old Mobs
1. The Dwarven Duo
These were fun when you were mining, gave atmosphere and were harder than your usual Zombie/Skeleton
3. Old Vampire model
Could be Implemented as <Vampire Apprentice> or <Vampire Fledgling>
She was SUUUUUPER cute, what else can i say, plus regular vampires tend to be too scarce or sometimes too hard
5. The Priestess
Loved the particles and the model, and the combination of her blinding you and spawning skeletons was challenging and deadly.
I know she got replaced by Anubis but perhaps she can be upped a tier as one of the minibosses. (Valk, Vamp, etc.)
6. Dullahan/Spirit of Dullahan
Although we have a dullahan still, the challenge that represented having her summoning that BEAST, was really thrilling. Plus I missed the dark dullahan armor/gear. Just make her drop shards and implement that armor again
You could add a fairy mob that spawns in FOREST, DENSEFOREST, or MAGICAL biomes
Putting this as an example, they're from a dead 1.2.5 mod Called Fairy Factions
I don't know if it has been fixed, but I remember back in 1.6.4 the base damage config causing mobs to overkill you and no death message appeared and you losing your inventory.
"base damage" {
# If BaseDamage is set to true, all mobs will deal an additional 0.5 damage (ignores armor).
S:" "=
B:BaseDamage=false
}
It sounds like some of the original grimoire of gaia mobs come back? Damn the Stonegolem, just a superhit.
I liked that mob, except it never felt like it fit in to Minecraft :/. Plus it seems I lost all the code and resource files. I need to double-check again.
What I meant was a few scratched mobs which I could not fit in due to me limiting the the amount of mobs available per biome. Although looking back now I can see that I may be able to salvage past works.
I actually really liked what you did towards the end in 1....5.7? (Edit- I couldn't remember if it was 1.4.7 or 1.5.2) when you integrated the Forge biome dictionary and my safe base suddenly became a lot more fun. I assume that's what you're talking about now with having your mobs spread out. I might suggest you take a look at Lycanite's methods for integrating the Biome dictionary. It's very doable. JAS also has a good, easy way of listing all the different biome by type. I don't have every biome adding mod installed but this should give you an idea.
Thanks for posting the code. I will check into Lycanites work.
The way my biomes are set up are by using the biome dictionary tags. Such as Forest mobs will only spawn in FOREST tagged biomes and Taiga mobs will only spawn in CONIFEROUS and FOREST tagged biomes. It is not as specific as Lycanites.
I avoid using any biome adding mods as my computer lags incredibly so I have no idea about the biomes added by other mods (except for Twilight Forest).
Well, since I see that you are thinking about adding some of the discarded mobs back again, and I've been an avid fan of the mod since its first iteration, I have a few suggestions.
Old Mobs
1. The Dwarven Duo
These were fun when you were mining, gave atmosphere and were harder than your usual Zombie/Skeleton
3. Old Vampire model
Could be Implemented as or
She was SUUUUUPER cute, what else can i say, plus regular vampires tend to be too scarce or sometimes too hard
5. The Priestess
Loved the particles and the model, and the combination of her blinding you and spawning skeletons was challenging and deadly.
I know she got replaced by Anubis but perhaps she can be upped a tier as one of the minibosses. (Valk, Vamp, etc.)
6. Dullahan/Spirit of Dullahan
Although we have a dullahan still, the challenge that represented having her summoning that BEAST, was really thrilling. Plus I missed the dark dullahan armor/gear. Just make her drop shards and implement that armor again
You could add a fairy mob that spawns in FOREST, DENSEFOREST, or MAGICAL biomes
Putting this as an example, they're from a dead 1.2.5 mod Called Fairy Factions
I don't know if it has been fixed, but I remember back in 1.6.4 the base damage config causing mobs to overkill you and no death message appeared and you losing your inventory.
"base damage" {<br># If BaseDamage is set to true, all mobs will deal an additional 0.5 damage (ignores armor).<br>S:" "= <br>B:BaseDamage=false<br>}<br>
BLAST FROM THE PAST! I was not expecting to see those mobs again in-game.
1. The Dwarven Duo
Thing is I wanted to use a biome to fill with 4 types of dwarves. They would use massive wood-stone robots and vehicles. Sadly my plans never came to be and I simply abandoned and forgot about it.
2. The Tiger/Jaguar Girl
This. I plan to do this. I am still thinking on how to distribute the mobs though.
3. Old Vampire model
Man! If I saw this before I made the Dhampir (MGE) yesterday to accompany the Vampire I would have done it. I completely forgot about this mob.
4. Elven Archer
If I am to add this back again I will need to also make an Elven Mage and Elven Warrior. It is the same reason why I have not added orcs, goblins and as stated above, dwarves yet as I feel like major races need to made in a set of groups.
5. The Priestess
Sadly this is one I am not bringing back. Both it and the Anubis are too similar in terms of design and attacks. Besides, the Desert biome is already full.
6. Dullahan/Spirit of Dullahan
If I can make decent job of remodeling it. I don't know I feel uncomfortable with modelling mobs which are summon only. That is the reason why all summons are either from the base Minecraft or a reskin (Butler).
I miss that armor. I had to remove it as I felt it was no longer of use in the current modded Minecraft scene due to the amount of tools/weapons and armor other mods add. It would simply be lost.
1. Fairies
I miss Fairy Factions from 1.2.5. Sure, it lagged my computer but still. If I was going to add fairies they would look more close to Navi from the Legend of Zelda. Rather boring but I try to avoid scaling models.
2. Medusa/Gorgon
I actually did make a Gorgon-...model. It was meant to be added to the Swamp as a boss. As always, plan did not go through. Although it is nothing compared to that one posted.
That model may look great but back then I stated that it would be a nightmare to animate. Nay, it be impossible. I am not sure if it would be possible these days though.
Thanks for posting these screenshots. It sure does bring back memories of all the work I have done and I myself have not realized that until now. Like my first ores and tools... man.
I might put up a list of biomes that need mobs if I cannot think of any. So far I plan to actually fill-in my own quota first (2-2).
That code you posted; I'm not sure if I did resolve that issue. I will check into it.
Yup, I still play 1.2.5 it has a lot of goodies still not implemented in any other version. I also have a 1.4.7 and 1.5.2 setup, both with Grimoire of Gaia. Also, what happened to the garden gnomes, and the actual jungle gnomes?
You've come a long way and I've been able to observe your growth in both modelling the mobs and coding. You've come a long way and I'm pretty sure that you'll keep growing. while I was looking for you the other day, I did notice that you indeed love modding. Dont starve, minecraft, starbound and a couple others. My recommendation for you is to do it until you feel it's becoming overwhelming then step back for a bit and come back whenever you feel your head is clear enough. I do it myself. There are times when I get so overwhelmed and annoyed by all the stuff that goes on in here that I don't even feel like playing anymore so I just fire up another game and step away for a bit, but eventually I come back here.
Don't let people make you feel that making mods for them is your obligation, you do it because you enjoy it.
As for animating models, it became easier thanks to the animation api. Ars magica 2 is taking full advantage of it
Yup, I still play 1.2.5 it has a lot of goodies still not implemented in any other version. I also have a 1.4.7 and 1.5.2 setup, both with Grimoire of Gaia. Also, what happened to the garden gnomes, and the actual jungle gnomes?
You've come a long way and I've been able to observe your growth in both modelling the mobs and coding. You've come a long way and I'm pretty sure that you'll keep growing. while I was looking for you the other day, I did notice that you indeed love modding. Dont starve, minecraft, starbound and a couple others. My recommendation for you is to do it until you feel it's becoming overwhelming then step back for a bit and come back whenever you feel your head is clear enough. I do it myself. There are times when I get so overwhelmed and annoyed by all the stuff that goes on in here that I don't even feel like playing anymore so I just fire up another game and step away for a bit, but eventually I come back here.
Don't let people make you feel that making mods for them is your obligation, you do it because you enjoy it.
As for animating models, it became easier thanks to the animation api. Ars magica 2 is taking full advantage of it
Had to remove the garden gnomes due to my 2-2 biome rule. The other Jungle Gnome made me feel disappointed that I was incapable of properly capturing its design based on the MGE entry.
As long as its 2D, moddable and I enjoy it, I will most likely make a mod for it. I was planning to make an actual game this month based on monster girls. A small platformer. That quickly got shoved to the side after this bombshell landed in my inbox.
I avoid using any API solely because I have now idea how to use them :/.
Those are pretty much the first things I've ever done with Techne and where never ment to be inGame or something.
It was just for testing purposes and there is a lot wrong with them. You will need to edit it a lot or change stuff.
But if you're fine with that, use them all the way you want. Edit them, change them so they will be easier to animate
or whatever, I dont mind. Feel free to share/change/use. If the Maid skin thingie works, I would love to have it too. xD
----------
Also I'm pretty hyped about the grimoire of Gaia release.
Would start playing Minecraft again once it's released.
Just hope nothing too serious changes. Don't want to miss any of those mobs. xD
Thx for your good work Silentine.
Such a tease! The Liliraune model is amazing!-Though as I have stated previously, animating them would be hell.
Thanks for posting these. They made me rethink my current method of modeling and texturing. To be honest my models almost look exactly the same to each other because I use the same base all the time. This makes me want to think a bit outside the box now. Perhaps I should use more polygons like you did.
Same here. I hope this mod makes me want to play Minecraft again. So far I have planned to only remove 2 mobs.
This looks like such a great mod. When its updated to 1.7.10 I'll finally be able to add it to my server. Until then, I'll be waiting patiently. Thanks for all the hard work.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I have confirmed nidefawls (link) update of the mod. I have tested it myself (no other mods installed) on Minecraft 1.7.10. It's amazing. It is a direct update of the mod to 1.7.10. However, additional testing is required.
I could release it as it is but I feel the need to make changes; changes long overdue. If it is possible I ask of everyone to wait a bit longer before I release the update. I need to plan out the biome distribution of mobs (11 new biomes added by Minecraft 1.7.10) by distributing the current mobs and adding new ones. However, due to my 'track record' if I do not release anything by the end of March, I will release the update nidefawl created.
One should note I have literally not played Minecraft for 11 months straight. I need to recollect my thoughts on... everything Minecraft related. I need to update Forge and relearn how to mod in Minecraft. I need to see what changes I need to make based on Minecraft alone. I do not have the time to thoroughly test it using other mods right now and will have to rely on the input of the community after I release an update.
However, the hardest hurdle has been passed thanks to efforts of CraftlandSoul and the work of nidefawls. This mod would have most likely ended being vaporware if it was not for their effort to update it.
Thanks! If you don't mind I will add a link to them in the front post.
I always wanted to make a pixel art of my work but... was a bit lazy to actually do it.
Thanks, this just made my day :D.
I hate it when people have the same usernames I do. Luckily I managed to grab it from a few major sites (except for Tumblr, sigh). But as much as possible I run with that.
Who am I kidding? I guess I should really call it a patchwork/makeshift schedule. The moment any game comes into interest it becomes nothing D:.
we've all waited this long and im sure we're all very keen an patient enough to wait a little longer for such an awesome mod
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
and one more thing CHEERS it really good to have you back take you time
What I meant by distributing mobs is that I want to spread them out - to add more to the current roster.
I tend to limit the mobs to 4 per biome category (2 during the day and 2 during the night) and I tend to make them follow a theme. With an increase in the number of biomes I have more slots to play with, depending on how I categorize each biome as there is no way I am going to make 4 mobs per biome.
I plan to add, remodel/retexture and remove current mobs and maybe recycle some abandoned ones. I want to make use of what additions 1.7.10 has to offer before I release the update and make changes to the items and crafting to compliment it. My backup plan (should anything go wrong with my plans) would be to release nidefawls version as it is :).
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I actually really liked what you did towards the end in 1....5.7? (Edit- I couldn't remember if it was 1.4.7 or 1.5.2) when you integrated the Forge biome dictionary and my safe base suddenly became a lot more fun. I assume that's what you're talking about now with having your mobs spread out. I might suggest you take a look at Lycanite's methods for integrating the Biome dictionary. It's very doable. JAS also has a good, easy way of listing all the different biome by type. I don't have every biome adding mod installed but this should give you an idea.
"FILE_VERSION": "1.0",
"Biome Mappings": {
"appeng.spatial.BiomeGenStorage.Storage Cell": "Storage Cell",
"biomesoplenty.common.biome.nether.BiomeGenBoneyard.Boneyard": "Boneyard",
"biomesoplenty.common.biome.nether.BiomeGenCorruptedSands.Corrupted Sands": "Corrupted Sands",
"biomesoplenty.common.biome.nether.BiomeGenPhantasmagoricInferno.Phantasmagoric Inferno": "Phantasmagoric Inferno",
"biomesoplenty.common.biome.nether.BiomeGenUndergarden.Undergarden": "Undergarden",
"biomesoplenty.common.biome.nether.BiomeGenVisceralHeap.Visceral Heap": "Visceral Heap",
"biomesoplenty.common.biome.overridden.BiomeGenBOPBirchForest.Birch Forest": "biomesoplenty.Birch Forest",
"biomesoplenty.common.biome.overridden.BiomeGenBOPBirchForest.Birch Forest Hills": "biomesoplenty.Birch Forest Hills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPDesert.Desert": "biomesoplenty.Desert",
"biomesoplenty.common.biome.overridden.BiomeGenBOPDesert.DesertHills": "biomesoplenty.DesertHills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPExtremeHills.Extreme Hills": "biomesoplenty.Extreme Hills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPExtremeHills.Extreme Hills Edge": "biomesoplenty.Extreme Hills Edge",
"biomesoplenty.common.biome.overridden.BiomeGenBOPForest.Forest": "biomesoplenty.Forest",
"biomesoplenty.common.biome.overridden.BiomeGenBOPForest.ForestHills": "biomesoplenty.ForestHills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPHell.Hell": "biomesoplenty.Hell",
"biomesoplenty.common.biome.overridden.BiomeGenBOPIcePlains.Ice Plains": "biomesoplenty.Ice Plains",
"biomesoplenty.common.biome.overridden.BiomeGenBOPJungle.Jungle": "biomesoplenty.Jungle",
"biomesoplenty.common.biome.overridden.BiomeGenBOPJungle.JungleEdge": "biomesoplenty.JungleEdge",
"biomesoplenty.common.biome.overridden.BiomeGenBOPJungle.JungleHills": "biomesoplenty.JungleHills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPMesa.Mesa": "biomesoplenty.Mesa",
"biomesoplenty.common.biome.overridden.BiomeGenBOPMesa.Mesa Plateau": "biomesoplenty.Mesa Plateau",
"biomesoplenty.common.biome.overridden.BiomeGenBOPMesa.Mesa Plateau F": "biomesoplenty.Mesa Plateau F",
"biomesoplenty.common.biome.overridden.BiomeGenBOPMushroomIsland.MushroomIsland": "biomesoplenty.MushroomIsland",
"biomesoplenty.common.biome.overridden.BiomeGenBOPMushroomIsland.MushroomIslandShore": "biomesoplenty.MushroomIslandShore",
"biomesoplenty.common.biome.overridden.BiomeGenBOPOcean.Ocean": "Ocean",
"biomesoplenty.common.biome.overridden.BiomeGenBOPPlains.Plains": "biomesoplenty.Plains",
"biomesoplenty.common.biome.overridden.BiomeGenBOPRiver.River": "River",
"biomesoplenty.common.biome.overridden.BiomeGenBOPRoofedForest.Roofed Forest": "Roofed Forest",
"biomesoplenty.common.biome.overridden.BiomeGenBOPSavanna.Savanna": "Savanna",
"biomesoplenty.common.biome.overridden.BiomeGenBOPSavanna.Savanna Plateau": "Savanna Plateau",
"biomesoplenty.common.biome.overridden.BiomeGenBOPSwamp.Swampland": "Swampland",
"biomesoplenty.common.biome.overridden.BiomeGenBOPTaiga.Cold Taiga": "biomesoplenty.Cold Taiga",
"biomesoplenty.common.biome.overridden.BiomeGenBOPTaiga.Cold Taiga Hills": "biomesoplenty.Cold Taiga Hills",
"biomesoplenty.common.biome.overridden.BiomeGenBOPTaiga.Taiga": "Taiga",
"biomesoplenty.common.biome.overridden.BiomeGenBOPTaiga.TaigaHills": "TaigaHills",
"biomesoplenty.common.biome.overworld.BiomeGenAlps.Alps": "Alps",
"biomesoplenty.common.biome.overworld.BiomeGenArctic.Arctic": "Arctic",
"biomesoplenty.common.biome.overworld.BiomeGenBambooForest.Bamboo Forest": "Bamboo Forest",
"biomesoplenty.common.biome.overworld.BiomeGenBayou.Bayou": "Bayou",
"biomesoplenty.common.biome.overworld.BiomeGenBog.Bog": "Bog",
"biomesoplenty.common.biome.overworld.BiomeGenBorealForest.Boreal Forest": "Boreal Forest",
"biomesoplenty.common.biome.overworld.BiomeGenBrushland.Brushland": "Brushland",
"biomesoplenty.common.biome.overworld.BiomeGenCanyon.Canyon": "Canyon",
"biomesoplenty.common.biome.overworld.BiomeGenChaparral.Chaparral": "Chaparral",
"biomesoplenty.common.biome.overworld.BiomeGenCherryBlossomGrove.Cherry Blossom Grove": "Cherry Blossom Grove",
"biomesoplenty.common.biome.overworld.BiomeGenConiferousForest.Coniferous Forest": "Coniferous Forest",
"biomesoplenty.common.biome.overworld.BiomeGenConiferousForestSnow.Snowy Coniferous Forest": "Snowy Coniferous Forest",
"biomesoplenty.common.biome.overworld.BiomeGenCrag.Crag": "Crag",
"biomesoplenty.common.biome.overworld.BiomeGenDeadForest.Dead Forest": "Dead Forest",
"biomesoplenty.common.biome.overworld.BiomeGenDeadSwamp.Dead Swamp": "Dead Swamp",
"biomesoplenty.common.biome.overworld.BiomeGenDeciduousForest.Deciduous Forest": "Deciduous Forest",
"biomesoplenty.common.biome.overworld.BiomeGenFen.Fen": "Fen",
"biomesoplenty.common.biome.overworld.BiomeGenFlowerField.Flower Field": "Flower Field",
"biomesoplenty.common.biome.overworld.BiomeGenFrostForest.Frost Forest": "Frost Forest",
"biomesoplenty.common.biome.overworld.BiomeGenFungiForest.Fungi Forest": "Fungi Forest",
"biomesoplenty.common.biome.overworld.BiomeGenGarden.Garden": "Garden",
"biomesoplenty.common.biome.overworld.BiomeGenGrassland.Grassland": "Grassland",
"biomesoplenty.common.biome.overworld.BiomeGenGrove.Grove": "Grove",
"biomesoplenty.common.biome.overworld.BiomeGenHeathland.Heathland": "Heathland",
"biomesoplenty.common.biome.overworld.BiomeGenHighland.Highland": "Highland",
"biomesoplenty.common.biome.overworld.BiomeGenJadeCliffs.Jade Cliffs": "Jade Cliffs",
"biomesoplenty.common.biome.overworld.BiomeGenLavenderFields.Lavender Fields": "Lavender Fields",
"biomesoplenty.common.biome.overworld.BiomeGenLushDesert.Lush Desert": "Lush Desert",
"biomesoplenty.common.biome.overworld.BiomeGenLushSwamp.Lush Swamp": "Lush Swamp",
"biomesoplenty.common.biome.overworld.BiomeGenMapleWoods.Maple Woods": "Maple Woods",
"biomesoplenty.common.biome.overworld.BiomeGenMarsh.Marsh": "Marsh",
"biomesoplenty.common.biome.overworld.BiomeGenMeadow.Meadow": "Meadow",
"biomesoplenty.common.biome.overworld.BiomeGenMoor.Moor": "Moor",
"biomesoplenty.common.biome.overworld.BiomeGenMountain.Mountain": "Mountain",
"biomesoplenty.common.biome.overworld.BiomeGenMysticGrove.Mystic Grove": "Mystic Grove",
"biomesoplenty.common.biome.overworld.BiomeGenOminousWoods.Ominous Woods": "Ominous Woods",
"biomesoplenty.common.biome.overworld.BiomeGenOriginValley.Origin Valley": "Origin Valley",
"biomesoplenty.common.biome.overworld.BiomeGenOutback.Outback": "Outback",
"biomesoplenty.common.biome.overworld.BiomeGenPrairie.Prairie": "Prairie",
"biomesoplenty.common.biome.overworld.BiomeGenRainforest.Rainforest": "Rainforest",
"biomesoplenty.common.biome.overworld.BiomeGenRedwoodForest.Redwood Forest": "Redwood Forest",
"biomesoplenty.common.biome.overworld.BiomeGenSacredSprings.Sacred Springs": "Sacred Springs",
"biomesoplenty.common.biome.overworld.BiomeGenSeasonalForest.Seasonal Forest": "Seasonal Forest",
"biomesoplenty.common.biome.overworld.BiomeGenShield.Shield": "Shield",
"biomesoplenty.common.biome.overworld.BiomeGenShrubland.Shrubland": "Shrubland",
"biomesoplenty.common.biome.overworld.BiomeGenSludgepit.Sludgepit": "Sludgepit",
"biomesoplenty.common.biome.overworld.BiomeGenSteppe.Steppe": "Steppe",
"biomesoplenty.common.biome.overworld.BiomeGenTemperateRainforest.Temperate Rainforest": "Temperate Rainforest",
"biomesoplenty.common.biome.overworld.BiomeGenThicket.Thicket": "Thicket",
"biomesoplenty.common.biome.overworld.BiomeGenTropicalRainforest.Tropical Rainforest": "Tropical Rainforest",
"biomesoplenty.common.biome.overworld.BiomeGenTundra.Tundra": "Tundra",
"biomesoplenty.common.biome.overworld.BiomeGenWasteland.Wasteland": "Wasteland",
"biomesoplenty.common.biome.overworld.BiomeGenWetland.Wetland": "Wetland",
"biomesoplenty.common.biome.overworld.BiomeGenWoodland.Woodland": "Woodland",
"biomesoplenty.common.biome.overworld.ocean.BiomeGenCoralReef.Coral Reef": "Coral Reef",
"biomesoplenty.common.biome.overworld.ocean.BiomeGenKelpForest.Kelp Forest": "Kelp Forest",
"biomesoplenty.common.biome.overworld.sub.BiomeGenAlpsForest.Alps Forest": "Alps Forest",
"biomesoplenty.common.biome.overworld.sub.BiomeGenCanyonRavine.Canyon Ravine": "Canyon Ravine",
"biomesoplenty.common.biome.overworld.sub.BiomeGenGlacier.Glacier": "Glacier",
"biomesoplenty.common.biome.overworld.sub.BiomeGenMangrove.Mangrove": "Mangrove",
"biomesoplenty.common.biome.overworld.sub.BiomeGenMeadowForest.Meadow Forest": "Meadow Forest",
"biomesoplenty.common.biome.overworld.sub.BiomeGenOasis.Oasis": "Oasis",
"biomesoplenty.common.biome.overworld.sub.BiomeGenOrchard.Orchard": "Orchard",
"biomesoplenty.common.biome.overworld.sub.BiomeGenQuagmire.Quagmire": "Quagmire",
"biomesoplenty.common.biome.overworld.sub.BiomeGenScrubland.Scrubland": "Scrubland",
"biomesoplenty.common.biome.overworld.sub.BiomeGenSilkglades.Silkglades": "Silkglades",
"biomesoplenty.common.biome.overworld.sub.BiomeGenSpruceWoods.Spruce Woods": "Spruce Woods",
"biomesoplenty.common.biome.overworld.sub.BiomeGenTropics.Tropics": "Tropics",
"biomesoplenty.common.biome.overworld.sub.BiomeGenVolcano.Volcano": "Volcano",
"biomesoplenty.common.biome.overworld.tech.BiomeGenDryRiver.Dry River": "Dry River",
"biomesoplenty.common.biome.overworld.tech.BiomeGenLushRiver.Lush River": "Lush River",
"buildcraft.energy.worldgen.BiomeGenOilDesert.Desert Oil Field": "Desert Oil Field",
"buildcraft.energy.worldgen.BiomeGenOilOcean.Ocean Oil Field": "Ocean Oil Field",
"drzhark.mocreatures.dimension.BiomeGenWyvernLair.WyvernBiome": "WyvernBiome",
"enviromine.world.biomes.BiomeGenCaves.Caves": "Caves",
"highlands.biome.BiomeGenAlps.Highlands_Alps": "Highlands_Alps",
"highlands.biome.BiomeGenAutumnForest.Highlands_Autumn Forest": "Highlands_Autumn Forest",
"highlands.biome.BiomeGenBadlands.Highlands_Badlands": "Highlands_Badlands",
"highlands.biome.BiomeGenBaldHill.Highlands_Bald Hill": "Highlands_Bald Hill",
"highlands.biome.BiomeGenBirchHills.Highlands_Birch Hills": "Highlands_Birch Hills",
"highlands.biome.BiomeGenBog.Highlands_Bog": "Highlands_Bog",
"highlands.biome.BiomeGenCliffs.Highlands_Cliffs": "Highlands_Cliffs",
"highlands.biome.BiomeGenDesertIsland.Highlands_Desert Island": "Highlands_Desert Island",
"highlands.biome.BiomeGenDesertMountains.Highlands_Desert Mountains": "Highlands_Desert Mountains",
"highlands.biome.BiomeGenDunes.Highlands_Dunes": "Highlands_Dunes",
"highlands.biome.BiomeGenEstuary.Highlands_Estuary": "Highlands_Estuary",
"highlands.biome.BiomeGenFlyingMountains.Highlands_Flying Mountains": "Highlands_Flying Mountains",
"highlands.biome.BiomeGenGlacier.Highlands_Glacier": "Highlands_Glacier",
"highlands.biome.BiomeGenHighlands.Highlands_Highlands": "Highlands_Highlands",
"highlands.biome.BiomeGenLake.Highlands_Lake": "Highlands_Lake",
"highlands.biome.BiomeGenLowlands.Highlands_Lowlands": "Highlands_Lowlands",
"highlands.biome.BiomeGenMeadow.Highlands_Meadow": "Highlands_Meadow",
"highlands.biome.BiomeGenMesa.Highlands_Mesa": "Highlands_Mesa",
"highlands.biome.BiomeGenOasis.Highlands_Oasis": "Highlands_Oasis",
"highlands.biome.BiomeGenOutback.Highlands_Canyon": "Highlands_Canyon",
"highlands.biome.BiomeGenOutback.Highlands_Outback": "Highlands_Outback",
"highlands.biome.BiomeGenPinelands.Highlands_Pinelands": "Highlands_Pinelands",
"highlands.biome.BiomeGenRainforest.Highlands_Rainforest": "Highlands_Rainforest",
"highlands.biome.BiomeGenRedwoodForest.Highlands_Redwood Forest": "Highlands_Redwood Forest",
"highlands.biome.BiomeGenRockIsland.Highlands_Rock Island": "Highlands_Rock Island",
"highlands.biome.BiomeGenRockMountains.Highlands_Rock Mountains": "Highlands_Rock Mountains",
"highlands.biome.BiomeGenSahel.Highlands_Sahel": "Highlands_Sahel",
"highlands.biome.BiomeGenSavannah.Highlands_Savannah": "Highlands_Savannah",
"highlands.biome.BiomeGenShrubland.Highlands_Shrubland": "Highlands_Shrubland",
"highlands.biome.BiomeGenSnowMountains.Highlands_Snow Mountains": "Highlands_Snow Mountains",
"highlands.biome.BiomeGenSteppe.Highlands_Steppe": "Highlands_Steppe",
"highlands.biome.BiomeGenTallPineForest.Highlands_Tall Pine Forest": "Highlands_Tall Pine Forest",
"highlands.biome.BiomeGenTropicalIslands.Highlands_Tropical Islands": "Highlands_Tropical Islands",
"highlands.biome.BiomeGenTropics.Highlands_Tropics": "Highlands_Tropics",
"highlands.biome.BiomeGenTundra.Highlands_Tundra": "Highlands_Tundra",
"highlands.biome.BiomeGenVolcanoIsland.Highlands_Volcano Island": "Highlands_Volcano Island",
"highlands.biome.BiomeGenWoodlands.Highlands_Forest Island": "Highlands_Forest Island",
"highlands.biome.BiomeGenWoodlands.Highlands_Woodlands": "Highlands_Woodlands",
"highlands.biome.BiomeGenWoodsMountains.Highlands_Woodland Mountains": "Highlands_Woodland Mountains",
"net.minecraft.world.biome.BiomeGenBeach.Beach": "Beach",
"net.minecraft.world.biome.BiomeGenBeach.Cold Beach": "Cold Beach",
"net.minecraft.world.biome.BiomeGenDesert.Desert": "Desert",
"net.minecraft.world.biome.BiomeGenDesert.DesertHills": "DesertHills",
"net.minecraft.world.biome.BiomeGenEnd.Sky": "Sky",
"net.minecraft.world.biome.BiomeGenForest$1.Roofed Forest M": "Roofed Forest M",
"net.minecraft.world.biome.BiomeGenForest$2.Birch Forest Hills M": "Birch Forest Hills M",
"net.minecraft.world.biome.BiomeGenForest$2.Birch Forest M": "Birch Forest M",
"net.minecraft.world.biome.BiomeGenForest.Birch Forest": "Birch Forest",
"net.minecraft.world.biome.BiomeGenForest.Birch Forest Hills": "Birch Forest Hills",
"net.minecraft.world.biome.BiomeGenForest.Flower Forest": "Flower Forest",
"net.minecraft.world.biome.BiomeGenForest.Forest": "Forest",
"net.minecraft.world.biome.BiomeGenForest.ForestHills": "ForestHills",
"net.minecraft.world.biome.BiomeGenForest.Highlands_Valley": "Highlands_Valley",
"net.minecraft.world.biome.BiomeGenHell.Hell": "Hell",
"net.minecraft.world.biome.BiomeGenHills.Extreme Hills": "Extreme Hills",
"net.minecraft.world.biome.BiomeGenHills.Extreme Hills Edge": "Extreme Hills Edge",
"net.minecraft.world.biome.BiomeGenHills.Extreme Hills M": "Extreme Hills M",
"net.minecraft.world.biome.BiomeGenHills.Extreme Hills+": "Extreme Hills+",
"net.minecraft.world.biome.BiomeGenHills.Extreme Hills+ M": "Extreme Hills+ M",
"net.minecraft.world.biome.BiomeGenJungle.Highlands_Jungle Island": "Highlands_Jungle Island",
"net.minecraft.world.biome.BiomeGenJungle.Jungle": "Jungle",
"net.minecraft.world.biome.BiomeGenJungle.JungleEdge": "JungleEdge",
"net.minecraft.world.biome.BiomeGenJungle.JungleHills": "JungleHills",
"net.minecraft.world.biome.BiomeGenMesa.Mesa": "Mesa",
"net.minecraft.world.biome.BiomeGenMesa.Mesa (Bryce)": "Mesa (Bryce)",
"net.minecraft.world.biome.BiomeGenMesa.Mesa Plateau": "Mesa Plateau",
"net.minecraft.world.biome.BiomeGenMesa.Mesa Plateau F": "Mesa Plateau F",
"net.minecraft.world.biome.BiomeGenMesa.Mesa Plateau F M": "Mesa Plateau F M",
"net.minecraft.world.biome.BiomeGenMesa.Mesa Plateau M": "Mesa Plateau M",
"net.minecraft.world.biome.BiomeGenMushroomIsland.MushroomIsland": "MushroomIsland",
"net.minecraft.world.biome.BiomeGenMushroomIsland.MushroomIslandShore": "MushroomIslandShore",
"net.minecraft.world.biome.BiomeGenMutated.Cold Taiga M": "Cold Taiga M",
"net.minecraft.world.biome.BiomeGenMutated.Desert M": "Desert M",
"net.minecraft.world.biome.BiomeGenMutated.Jungle M": "Jungle M",
"net.minecraft.world.biome.BiomeGenMutated.JungleEdge M": "JungleEdge M",
"net.minecraft.world.biome.BiomeGenMutated.Swampland M": "Swampland M",
"net.minecraft.world.biome.BiomeGenMutated.Taiga M": "Taiga M",
"net.minecraft.world.biome.BiomeGenOcean.Deep Ocean": "Deep Ocean",
"net.minecraft.world.biome.BiomeGenOcean.FrozenOcean": "FrozenOcean",
"net.minecraft.world.biome.BiomeGenOcean.Highlands_Windy Island": "Highlands_Windy Island",
"net.minecraft.world.biome.BiomeGenPlains.Plains": "Plains",
"net.minecraft.world.biome.BiomeGenPlains.Sunflower Plains": "Sunflower Plains",
"net.minecraft.world.biome.BiomeGenRiver.FrozenRiver": "FrozenRiver",
"net.minecraft.world.biome.BiomeGenSavanna$Mutated.Savanna M": "Savanna M",
"net.minecraft.world.biome.BiomeGenSavanna$Mutated.Savanna Plateau M": "Savanna Plateau M",
"net.minecraft.world.biome.BiomeGenSnow.Ice Mountains": "Ice Mountains",
"net.minecraft.world.biome.BiomeGenSnow.Ice Plains": "Ice Plains",
"net.minecraft.world.biome.BiomeGenSnow.Ice Plains Spikes": "Ice Plains Spikes",
"net.minecraft.world.biome.BiomeGenStoneBeach.Stone Beach": "Stone Beach",
"net.minecraft.world.biome.BiomeGenTaiga.Cold Taiga": "Cold Taiga",
"net.minecraft.world.biome.BiomeGenTaiga.Cold Taiga Hills": "Cold Taiga Hills",
"net.minecraft.world.biome.BiomeGenTaiga.Highlands_Snow Island": "Highlands_Snow Island",
"net.minecraft.world.biome.BiomeGenTaiga.Mega Spruce Taiga": "Mega Spruce Taiga",
"net.minecraft.world.biome.BiomeGenTaiga.Mega Taiga": "Mega Taiga",
"net.minecraft.world.biome.BiomeGenTaiga.Mega Taiga Hills": "Mega Taiga Hills",
"thaumcraft.common.lib.world.biomes.BiomeGenEerie.Eerie": "Eerie",
"thaumcraft.common.lib.world.biomes.BiomeGenEldritch.Eldritch": "thaumcraft.Eldritch",
"thaumcraft.common.lib.world.biomes.BiomeGenEldritchLands.Eldritch": "Eldritch",
"thaumcraft.common.lib.world.biomes.BiomeGenMagicalForest.Magical Forest": "Magical Forest",
"thaumcraft.common.lib.world.biomes.BiomeGenTaint.Tainted Land": "Tainted Land",
"twilightforest.biomes.TFBiomeClearing.Twilight Clearing": "Twilight Clearing",
"twilightforest.biomes.TFBiomeDarkForest.Dark Forest": "Dark Forest",
"twilightforest.biomes.TFBiomeDarkForestCenter.Dark Forest Center": "Dark Forest Center",
"twilightforest.biomes.TFBiomeDeepMushrooms.Deep Mushroom Forest": "Deep Mushroom Forest",
"twilightforest.biomes.TFBiomeEnchantedForest.Enchanted Forest": "Enchanted Forest",
"twilightforest.biomes.TFBiomeFireSwamp.Fire Swamp": "Fire Swamp",
"twilightforest.biomes.TFBiomeFireflyForest.Firefly Forest": "Firefly Forest",
"twilightforest.biomes.TFBiomeGlacier.Twilight Glacier": "Twilight Glacier",
"twilightforest.biomes.TFBiomeHighlands.Highlands": "Highlands",
"twilightforest.biomes.TFBiomeHighlands.Twilight Highlands": "Twilight Highlands",
"twilightforest.biomes.TFBiomeHighlandsCenter.Highlands Center": "Highlands Center",
"twilightforest.biomes.TFBiomeLightedForest.Lighted Forest": "Lighted Forest",
"twilightforest.biomes.TFBiomeMushrooms.Mushroom Forest": "Mushroom Forest",
"twilightforest.biomes.TFBiomeOakSavanna.Oak Savanna": "Oak Savanna",
"twilightforest.biomes.TFBiomeSnow.Snowy Forest": "Snowy Forest",
"twilightforest.biomes.TFBiomeStream.Twilight Stream": "Twilight Stream",
"twilightforest.biomes.TFBiomeSwamp.Twilight Swamp": "Twilight Swamp",
"twilightforest.biomes.TFBiomeThornlands.Thornlands": "Thornlands",
"twilightforest.biomes.TFBiomeTwilightForest.Twilight Forest": "Twilight Forest",
"twilightforest.biomes.TFBiomeTwilightForestVariant.Dense Twilight Forest": "Dense Twilight Forest",
"twilightforest.biomes.TFBiomeTwilightLake.Twilight Lake": "Twilight Lake"
},
"Attribute Groups": {
"": {
"BEACH": {
"contents": [
"Beach",
"MushroomIslandShore",
"Stone Beach",
"Cold Beach",
"Tropics"
]
},
"COLD": {
"contents": [
"Taiga",
"TaigaHills",
"FrozenOcean",
"FrozenRiver",
"Ice Plains",
"Ice Mountains",
"Sky",
"Cold Beach",
"Cold Taiga",
"Cold Taiga Hills",
"Mega Taiga",
"Mega Taiga Hills",
"Alps",
"Alps Forest",
"Arctic",
"Snowy Coniferous Forest",
"Frost Forest",
"Glacier",
"Maple Woods",
"Lush River",
"Tundra",
"Ice Plains Spikes",
"Cold Taiga M"
]
},
"CONIFEROUS": {
"contents": [
"Taiga",
"TaigaHills",
"Cold Taiga",
"Cold Taiga Hills",
"Mega Taiga",
"Mega Taiga Hills",
"Boreal Forest",
"Coniferous Forest",
"Snowy Coniferous Forest",
"Redwood Forest",
"Shield",
"Spruce Woods",
"Temperate Rainforest"
]
},
"DEAD": {
"contents": [
"Arctic",
"Bog",
"Crag",
"Dead Forest",
"Dead Swamp",
"Fen",
"Glacier",
"Ominous Woods",
"Quagmire",
"Silkglades",
"Sludgepit",
"Steppe",
"Thicket",
"Tundra",
"Wasteland"
]
},
"DENSE": {
"contents": [
"Jungle",
"JungleHills",
"Roofed Forest",
"Bamboo Forest",
"Boreal Forest",
"Coniferous Forest",
"Snowy Coniferous Forest",
"Deciduous Forest",
"Grove",
"Jade Cliffs",
"Rainforest",
"Redwood Forest",
"Sacred Springs",
"Seasonal Forest",
"Spruce Woods",
"Thicket",
"Tropical Rainforest",
"Wetland",
"Woodland",
"Mega Spruce Taiga"
]
},
"DESERT": {
"contents": []
},
"DRY": {
"contents": [
"Desert",
"DesertHills",
"Sky",
"Hell",
"Brushland",
"Canyon",
"Canyon Ravine",
"Crag",
"Deciduous Forest",
"Heathland",
"Lush Desert",
"Mountain",
"Oasis",
"Outback",
"Prairie",
"Scrubland",
"Shrubland",
"Steppe",
"Thicket",
"Tundra",
"Volcano",
"Woodland",
"Desert M",
"Savanna M",
"Savanna Plateau M",
"Mesa (Bryce)",
"Mesa Plateau F M",
"Mesa Plateau M"
]
},
"END": {
"contents": [
"Sky",
"Dry River"
]
},
"FOREST": {
"contents": [
"Forest",
"Taiga",
"TaigaHills",
"ForestHills",
"JungleEdge",
"Birch Forest",
"Birch Forest Hills",
"Roofed Forest",
"Cold Taiga",
"Cold Taiga Hills",
"Mega Taiga",
"Mega Taiga Hills",
"Extreme Hills+",
"Alps Forest",
"Bamboo Forest",
"Bog",
"Boreal Forest",
"Cherry Blossom Grove",
"Coniferous Forest",
"Snowy Coniferous Forest",
"Dead Forest",
"Deciduous Forest",
"Fen",
"Frost Forest",
"Fungi Forest",
"Grove",
"Jade Cliffs",
"Mangrove",
"Maple Woods",
"Meadow",
"Meadow Forest",
"Mountain",
"Mystic Grove",
"Kelp Forest",
"Ominous Woods",
"Orchard",
"Rainforest",
"Redwood Forest",
"Sacred Springs",
"Seasonal Forest",
"Shield",
"Silkglades",
"Sludgepit",
"Dry River",
"Spruce Woods",
"Temperate Rainforest",
"Thicket",
"Wetland",
"Woodland",
"Flower Forest",
"Mega Spruce Taiga",
"Mesa Plateau F M"
]
},
"FROZEN": {
"contents": []
},
"HILLS": {
"contents": [
"Extreme Hills",
"TaigaHills",
"DesertHills",
"JungleHills",
"ForestHills",
"Birch Forest Hills",
"Cold Taiga Hills",
"Mega Taiga Hills",
"Canyon",
"Canyon Ravine",
"Coniferous Forest",
"Snowy Coniferous Forest",
"Glacier",
"Grassland",
"Highland",
"Moor",
"Rainforest",
"Temperate Rainforest",
"Extreme Hills M",
"Flower Forest",
"Taiga M",
"Ice Plains Spikes",
"Jungle M",
"JungleEdge M",
"Birch Forest M",
"Birch Forest Hills M",
"Roofed Forest M",
"Cold Taiga M",
"Extreme Hills+ M",
"Savanna M",
"Savanna Plateau M"
]
},
"HOT": {
"contents": [
"Desert",
"DesertHills",
"Jungle",
"JungleHills",
"Hell",
"JungleEdge",
"Savanna",
"Savanna Plateau",
"Brushland",
"Canyon",
"Canyon Ravine",
"Lush Desert",
"Oasis",
"Outback",
"Scrubland",
"Steppe",
"Tropical Rainforest",
"Volcano",
"Desert M",
"Jungle M",
"JungleEdge M",
"Savanna M",
"Savanna Plateau M",
"Mesa (Bryce)",
"Mesa Plateau F M",
"Mesa Plateau M"
]
},
"JUNGLE": {
"contents": [
"Jungle",
"JungleHills",
"JungleEdge",
"Bamboo Forest",
"Oasis",
"Rainforest",
"Tropical Rainforest",
"Tropics",
"Undergarden"
]
},
"LUSH": {
"contents": [
"Bamboo Forest",
"Bayou",
"Boreal Forest",
"Cherry Blossom Grove",
"Flower Field",
"Fungi Forest",
"Garden",
"Grassland",
"Grove",
"Lavender Fields",
"Lush Desert",
"Lush Swamp",
"Mangrove",
"Marsh",
"Meadow",
"Meadow Forest",
"Mystic Grove",
"Oasis",
"Orchard",
"Rainforest",
"Sacred Springs",
"Seasonal Forest",
"Dry River",
"Spruce Woods",
"Temperate Rainforest",
"Tropical Rainforest",
"Tropics",
"Wetland"
]
},
"MAGICAL": {
"contents": [
"Cherry Blossom Grove",
"Fungi Forest",
"Garden",
"Mystic Grove",
"Ominous Woods",
"Sacred Springs"
]
},
"MESA": {
"contents": [
"Mesa",
"Mesa Plateau F",
"Mesa Plateau"
]
},
"MOUNTAIN": {
"contents": [
"Extreme Hills",
"Ice Mountains",
"Extreme Hills Edge",
"Extreme Hills+",
"Alps",
"Alps Forest",
"Canyon",
"Crag",
"Highland",
"Jade Cliffs",
"Mountain",
"Sacred Springs",
"Volcano"
]
},
"MUSHROOM": {
"contents": [
"MushroomIsland",
"MushroomIslandShore",
"Fungi Forest"
]
},
"NETHER": {
"contents": [
"Hell",
"Boneyard",
"Corrupted Sands",
"Phantasmagoric Inferno",
"Lush River",
"Undergarden",
"Visceral Heap"
]
},
"OCEAN": {
"contents": [
"Ocean",
"FrozenOcean",
"Deep Ocean",
"Bayou",
"Lush Swamp",
"Mangrove",
"Marsh",
"Coral Reef",
"Kelp Forest",
"Shield",
"Tropics",
"Ocean Oil Field"
]
},
"PLAINS": {
"contents": [
"Plains",
"Savanna",
"Savanna Plateau",
"Brushland",
"Chaparral",
"Flower Field",
"Garden",
"Grassland",
"Grove",
"Heathland",
"Lavender Fields",
"Meadow",
"Meadow Forest",
"Orchard",
"Outback",
"Prairie",
"Scrubland",
"Shrubland",
"Steppe",
"Thicket",
"Origin Valley",
"Sunflower Plains",
"Desert M",
"Mesa (Bryce)",
"Mesa Plateau M"
]
},
"RIVER": {
"contents": [
"River",
"FrozenRiver",
"Bayou",
"Lush Swamp",
"Mangrove",
"Marsh",
"Coral Reef",
"Kelp Forest",
"Shield",
"Tropics",
"Ocean Oil Field"
]
},
"SANDY": {
"contents": [
"Desert",
"DesertHills",
"Mesa",
"Mesa Plateau F",
"Mesa Plateau",
"Canyon",
"Canyon Ravine",
"Corrupted Sands",
"Lush Desert",
"Oasis",
"Outback",
"Steppe",
"Desert Oil Field",
"Desert M",
"Mesa (Bryce)",
"Mesa Plateau F M",
"Mesa Plateau M"
]
},
"SAVANNA": {
"contents": [
"Savanna",
"Savanna Plateau",
"Brushland",
"Heathland",
"Lush Desert",
"Outback",
"Scrubland",
"Steppe",
"Savanna M",
"Savanna Plateau M"
]
},
"SNOWY": {
"contents": [
"FrozenOcean",
"FrozenRiver",
"Ice Plains",
"Ice Mountains",
"Cold Beach",
"Cold Taiga",
"Cold Taiga Hills",
"Alps",
"Alps Forest",
"Arctic",
"Snowy Coniferous Forest",
"Frost Forest",
"Glacier",
"Lush River",
"Ice Plains Spikes",
"Cold Taiga M"
]
},
"SPARSE": {
"contents": [
"Extreme Hills+",
"Savanna",
"Savanna Plateau",
"Mesa Plateau F",
"Canyon",
"Chaparral",
"Dead Forest",
"Dead Swamp",
"Frost Forest",
"Grassland",
"Highland",
"Lavender Fields",
"Marsh",
"Moor",
"Orchard",
"Prairie",
"Scrubland",
"Shrubland",
"Steppe",
"Tundra",
"Wasteland",
"Savanna M",
"Savanna Plateau M"
]
},
"SPOOKY": {
"contents": [
"Roofed Forest",
"Boneyard",
"Corrupted Sands",
"Crag",
"Dead Forest",
"Dead Swamp",
"Ominous Woods",
"Phantasmagoric Inferno",
"Quagmire",
"Silkglades",
"Sludgepit",
"Dry River",
"Undergarden",
"Visceral Heap",
"Wasteland"
]
},
"SWAMP": {
"contents": [
"Swampland",
"Bayou",
"Bog",
"Dead Swamp",
"Fen",
"Fungi Forest",
"Grassland",
"Lush Swamp",
"Marsh",
"Moor",
"Ominous Woods",
"Quagmire",
"Silkglades",
"Sludgepit",
"Wetland",
"Swampland M"
]
},
"WASTELAND": {
"contents": [
"Ice Plains",
"Arctic",
"Boneyard",
"Crag",
"Quagmire",
"Sludgepit",
"Tundra",
"Volcano",
"Wasteland"
]
},
"WATER": {
"contents": []
},
"WET": {
"contents": [
"Swampland",
"Jungle",
"JungleHills",
"JungleEdge",
"Bayou",
"Bog",
"Fen",
"Fungi Forest",
"Lush Swamp",
"Mangrove",
"Marsh",
"Moor",
"Mystic Grove",
"Quagmire",
"Rainforest",
"Sacred Springs",
"Shield",
"Sludgepit",
"Temperate Rainforest",
"Tropical Rainforest",
"Tropics",
"Wetland",
"Swampland M",
"Jungle M"
]
}
}
},
Old Mobs
These were fun when you were mining, gave atmosphere and were harder than your usual Zombie/Skeleton
[img]http://i.imgur.com/Jyb42M9.png[/img]
[img]http://i.imgur.com/dMfKKBG.png[/img]
2. The Tiger/Jaguar Girl
They made your jungle trips even more dangerous, just a jungle werecat.
[img]http://i.imgur.com/XlIPnyw.png[/img]
3. Old Vampire model
Could be Implemented as <Vampire Apprentice> or <Vampire Fledgling>
She was SUUUUUPER cute, what else can i say, plus regular vampires tend to be too scarce or sometimes too hard
[img]http://i.imgur.com/6R66SLX.png[/img]
4. The Elven Archer
I know she got replaced by the Dryad, but I think we need more ranged mobs
[img]http://i.imgur.com/tde0ZHJ.png[img]
5. The Priestess
Loved the particles and the model, and the combination of her blinding you and spawning skeletons was challenging and deadly.
I know she got replaced by Anubis but perhaps she can be upped a tier as one of the minibosses. (Valk, Vamp, etc.)
[img]http://i.imgur.com/eS4ALb5.png[/img]
6. Dullahan/Spirit of Dullahan
Although we have a dullahan still, the challenge that represented having her summoning that BEAST, was really thrilling. Plus I missed the dark dullahan armor/gear. Just make her drop shards and implement that armor again
[img]http://i.imgur.com/Gdlx591.png[/img]
7. The Vanilla Repertoire
Cute minecraft equivalents!!!
[img]http://i.imgur.com/OrVZEdZ.png[/img]
[img]http://i.imgur.com/CG7nfUV.png[/img]
[img]http://i.imgur.com/1xQnSn0.png[/img]
[img]http://i.imgur.com/oAimGWr.png[/img]
New Mobs
You could add a fairy mob that spawns in FOREST, DENSEFOREST, or MAGICAL biomes
Putting this as an example, they're from a dead 1.2.5 mod Called Fairy Factions
[img]http://i.imgur.com/yea8BMe.png[/img]
[img]http://i.imgur.com/olKTpau.png[/img]
2. Medusa/Gorgon
Back in 2013, a forum user suggested a medusa and provided a picture of a model he did, i think it looked great
Post for reference
[img]http://abload.de/img/medusatest5rsyg.png[/img]
Fixes
I don't know if it has been fixed, but I remember back in 1.6.4 the base damage config causing mobs to overkill you and no death message appeared and you losing your inventory.
Just click them I guess lol
Gosh i hate this forum software, The old one was better.
I always thought that Gorgon model was fantastic. Wouldn't mind getting one as an ally to keep around, if only to look at her.
Don't you just LOVE Curse? :^)
Do you still need to have them as guards, etc?
If you haven't found a solution, I suggest CustomNPCs In 1.7, you can give the npcs the model of any mob you have installed.
Sadly, it looks like that Medusa model wasn't actually posted. I kind of wanted to make a maid skin using the model.
I'M SO EXCITED
I miiiight draw you fan art :U
Digital Artist | GX Fanatic
I liked that mob, except it never felt like it fit in to Minecraft :/. Plus it seems I lost all the code and resource files. I need to double-check again.
What I meant was a few scratched mobs which I could not fit in due to me limiting the the amount of mobs available per biome. Although looking back now I can see that I may be able to salvage past works.
Thanks for posting the code. I will check into Lycanites work.
The way my biomes are set up are by using the biome dictionary tags. Such as Forest mobs will only spawn in FOREST tagged biomes and Taiga mobs will only spawn in CONIFEROUS and FOREST tagged biomes. It is not as specific as Lycanites.
I avoid using any biome adding mods as my computer lags incredibly so I have no idea about the biomes added by other mods (except for Twilight Forest).
BLAST FROM THE PAST! I was not expecting to see those mobs again in-game.
1. The Dwarven Duo
Thing is I wanted to use a biome to fill with 4 types of dwarves. They would use massive wood-stone robots and vehicles. Sadly my plans never came to be and I simply abandoned and forgot about it.
2. The Tiger/Jaguar Girl
This. I plan to do this. I am still thinking on how to distribute the mobs though.
3. Old Vampire model
Man! If I saw this before I made the Dhampir (MGE) yesterday to accompany the Vampire I would have done it. I completely forgot about this mob.
4. Elven Archer
If I am to add this back again I will need to also make an Elven Mage and Elven Warrior. It is the same reason why I have not added orcs, goblins and as stated above, dwarves yet as I feel like major races need to made in a set of groups.
5. The Priestess
Sadly this is one I am not bringing back. Both it and the Anubis are too similar in terms of design and attacks. Besides, the Desert biome is already full.
6. Dullahan/Spirit of Dullahan
If I can make decent job of remodeling it. I don't know I feel uncomfortable with modelling mobs which are summon only. That is the reason why all summons are either from the base Minecraft or a reskin (Butler).
I miss that armor. I had to remove it as I felt it was no longer of use in the current modded Minecraft scene due to the amount of tools/weapons and armor other mods add. It would simply be lost.
1. Fairies
I miss Fairy Factions from 1.2.5. Sure, it lagged my computer but still. If I was going to add fairies they would look more close to Navi from the Legend of Zelda. Rather boring but I try to avoid scaling models.
2. Medusa/Gorgon
I actually did make a Gorgon-...model. It was meant to be added to the Swamp as a boss. As always, plan did not go through. Although it is nothing compared to that one posted.
That model may look great but back then I stated that it would be a nightmare to animate. Nay, it be impossible. I am not sure if it would be possible these days though.
Thanks for posting these screenshots. It sure does bring back memories of all the work I have done and I myself have not realized that until now. Like my first ores and tools... man.
I might put up a list of biomes that need mobs if I cannot think of any. So far I plan to actually fill-in my own quota first (2-2).
That code you posted; I'm not sure if I did resolve that issue. I will check into it.
You've come a long way and I've been able to observe your growth in both modelling the mobs and coding. You've come a long way and I'm pretty sure that you'll keep growing. while I was looking for you the other day, I did notice that you indeed love modding. Dont starve, minecraft, starbound and a couple others. My recommendation for you is to do it until you feel it's becoming overwhelming then step back for a bit and come back whenever you feel your head is clear enough. I do it myself. There are times when I get so overwhelmed and annoyed by all the stuff that goes on in here that I don't even feel like playing anymore so I just fire up another game and step away for a bit, but eventually I come back here.
Don't let people make you feel that making mods for them is your obligation, you do it because you enjoy it.
As for animating models, it became easier thanks to the animation api. Ars magica 2 is taking full advantage of it
Those models are...
Hmmm, we do need forest bosses...
Also, Found my first post in this thread. Dated August 4, 2012
Had to remove the garden gnomes due to my 2-2 biome rule. The other Jungle Gnome made me feel disappointed that I was incapable of properly capturing its design based on the MGE entry.
As long as its 2D, moddable and I enjoy it, I will most likely make a mod for it. I was planning to make an actual game this month based on monster girls. A small platformer. That quickly got shoved to the side after this bombshell landed in my inbox.
I avoid using any API solely because I have now idea how to use them :/.
Such a tease! The Liliraune model is amazing!-Though as I have stated previously, animating them would be hell.
Thanks for posting these. They made me rethink my current method of modeling and texturing. To be honest my models almost look exactly the same to each other because I use the same base all the time. This makes me want to think a bit outside the box now. Perhaps I should use more polygons like you did.
Same here. I hope this mod makes me want to play Minecraft again. So far I have planned to only remove 2 mobs.
Which 2 mobs are those? As im hoping it isnt the Naga's ... they were brilliant in swampy biomes .. hell i loved all the mob's tbh lol
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.