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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!


    Update (01-01-2018):

    For those who do not know yet. The mod is currently being ported to 1.12 here:

    All info below if for the older 1.7.10 version.


    Update (24-10-2016):

    A new version for 1.10.2 is in the making! The entire mod is being rewritten using the new Minecraft code as reference. It should make the mod a lot more stable and customizable. Progress and test versions are posted on the WIP thread: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2188456-primitive-mobs-update-progress-suggestions-thread


    Hello Everyone!

    I'm Daveyx0, a minecraft modder that loves to add new mobs into the game, and I present to you: Primitive Mobs.

    Primitive Mobs is a mod that adds a variety of clever mobs, either fully original, inspired by other game franchises or brought back from outdated mods. It initially started as a project to revive KodaichiZero's amazing mods, but I soon found that I wanted to add some mobs of my own. I decided to go for mobs that feel simular to the original feeling of the game. Although the name is questionable, it is the reason why I went for Primitive Mobs and I like it. Now, this post will go over all the features that this mod offers. Please take your time to investigate, as I did my best to try and ensure that information is displayed in a clear way. Also take in mind that if you dislike a mob, you can disable it through the mod's configuration files. Open the spoilers to see the information. Thanks and enjoy!

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    Prepare for a long list ^^

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    Docile:
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    Details:
    --------------------------
    These are basically the same as all other Testificates. The only difference is that they spawn randomly in the world the way animals do. They will not despawn like any other testificate. However because they walk around randomly in your world, they don't have a place to hide from zombies. They trade random stuff as they choose random trade items from all testificate classes.

    Same health as any other testificate: 20.
    They don't drop anything.

    Spawn Time: Any time, Biomes: river, forest, plains, forestHills, extremeHills, desert , Location: Above ground.

    Extra:
    If another mod adds items to the Testificate trading item list, this fellow will also choose from those items.



    Details:
    --------------------------
    These don't act like normal Testificates apart from the fact that they are scared of zombies. You can't trade with them and they only appear underground. When you find one, it will follow you around while crying for help (crying particles). You can choose to leave it to die or bring him back to the surface (above y = 60) to make him happy. When on the surface, right-click it for your emerald reward (between 1 and 6 emeralds)! You can only help every Lost Miner once.

    Same health as any other testificate: 20.
    They don't drop anything.

    Spawn Time: Any time, Biomes: all biomes , Location: Underground (below y = 60)

    Extra:
    Zombies love to attack these guys, making the chance of the player finding a testificate zombie way higher.



    Details:
    --------------------------
    Well, these guys are quite weird aren't they? This is what happens when a villager spends his life ripping off players.... they turn into sheepman and go to hell. Lovely. So these guys are doomed to roam the Nether but they still love shiny things! The only shiny thing to be found in the Nether is.... gold nuggets (from zombie pigman). They combine them into gold ingots and trade with those. How they got the other stuff? Magic. Anyway this makes trading with them way more profitable than with villagers. These guys will follow you around when you hold a gold nugget. They run away from zombie pigmen though.They actually despawn like mobs so....give them a free gold block to make them not-despawn! Then lure them through a portal or make them a house and they will not despawn so you can always trade! Also they obviously make sheep noises and are immune to fire :3

    Same health as any other testificate: 20.
    They don't drop anything.

    Spawn Time: Any time, Biomes: Nether , Location: Everywhere

    Extra:
    It's a great Gold Sink!

    Bugs:
    - They can still change into testificate zombies when killed by a zombie.



    Details:
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    That looks heavy doesn't it? These guys are like Sheepman however they do not trade like normal. They love smithing and keep doing it even in the Nether. Because they travel around a lot they take their anvil with them. How did they get it? Again... magic!You can repair your tools for specific payment of gold nuggets. If you don't have enough gold nuggets he will emit "disapproval" particles and not repair. The specific costs are below. Just right-click him with the damaged tool, then he will repair it and automatically take the payment. Like the sheepman you can make them follow using a gold block and giving them one for free will make them not-despawn. However they are rarer than normal Sheepman.



    Same health as any other testificate: 20.
    They don't drop anything.

    Spawn Time: Any time, Biomes: Nether , Location: Everywhere, Extra: Rare

    Extra:
    It's a great Gold Sink!

    Bugs:
    - Don't rapid click him when repairing!! It can result into double cost for some reason!
    - They can still change into testificate zombies when killed by a zombie.


    (This one is NEW!)

    Details:
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    Check out this neat little critter. At least.... if you can find one. These are chameleons and they change color depending on what block they stand on or in. Have fun experimenting with them!

    Health: 10
    Drops: Camouflage Dye (not 100%)

    Spawn Time: Any time, Biomes: plains, forests and jungles , Location: Above ground

    Extra:
    You can tame them with a watermelon (check out the Pets section).

    ---------------------------------
    Hostile:
    ---------------------------------



    Details:
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    The Haunted Tool is an enemy mob. They attack any player on sight.
    Haunted Tools come in different appearences. They can spawn as a pickaxe, an axe, a shovel or a sword. This is randomly decided. However they also come in different tiers which correspond to the Minecraft tool materials. They can spawn as a wooden, a stone, an iron, a gold or a diamond tool. Different factor depend on their tier.
    Here is a list:

    1 Strength = 0.5 heart damage without armor

    Wooden Tools: Strength: 1, Health: 10
    Stone Tools: Strength: 2, Health: 20
    Gold Tools Strength: 5, Health: 5
    Iron/Steel Tools: Strength: 3, Health: 30


    Diamond Tools: Strength: 4, Health: 50

    Here is a rarity table for the tools. There is a very rare variant called the Precious Pickaxe. Take a look at the items section to see what it does!
    Tier Rarity Table:
    Wood Tool - 35%
    Stone Tool - 30%
    Gold Tool - 20%
    Iron Tool - 10%
    Diamond Tool - 4,75%
    Precious Pickaxe - 0,25%

    When killed, they drop themselves of course 100%. This makes finding a diamond tool worth killing it.



    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Extra:
    These are actual floating items, meaning that these are texture pack compatible!



    Details:
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    Whenever you find a chest in a mineshaft, you are overjoyed! Untill now... now you can never be sure anymore... Mimics are chest-like enemies which spawn in caves. They will appear as normal chests. When the player right-clicks them, what will happen is a mystery. Is it an actual chest, a booby trap or an evil mimic chest? Find out!

    Health: 20
    Strength: 2
    Drops: 1 Chest 100%

    Here is a list of all possible outcomes when right-clicking a mimic when encountered:
    Turns into a:
    A chest with actual dungeon loot - 2%
    A chest with skeleton related loot and spawns a Skeleton Warrior - 5%
    A chest with tool-crafting related loot and spawns a Haunted Tool - 8%
    A chest that explodes! - 9%
    A chest with bad loot and spawns some bats - 10%
    A zombie with a chest on its head - 20%
    A mimic chest mob - 45%
    A mimic ender chest mob with increased strength and which drops an ender chest - 1%

    Spawn Time: Any time underground, Biomes: all biomes , Location: Underground (below y = 40)

    Extra:
    Their loot takes the item directly from the Mineshaft loot list. So if any other mod would add items to that, they would also appear in these chests!
    Also their in-game name is Mimic Chest so it doesn't interfere with other mods hopefully.
    You can disable the feature of it changing into a chest for adventure map use.



    Details:
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    This is probably the main attraction of this mod. They are cute, colorful and awesome! They act and look the same as any other slime though. Treasure Slimes have a specific item in them. When killed they will drop this item. Large slimes almost always have something different then a slimeball in them. A medium slime has a bigger chance of getting a slimeball, while a small slime will always contain a slimeball. There is a large variety of items that the slime can contain. The colour and emitted particles depend on that item.

    Health: Depends on size
    Strength: Depends on size
    Drops: The contained item

    Apart from the normal Slime spawn locations:
    Spawn Time: Any time underground, Biomes: all biomes , Location: Underground (below y = 40)

    Item Rarity table:
    Heart (Tameable) - 15%
    Slimeball - 6%
    Cookie - 6%
    Enderpearl - 6%
    Glowstone dust - 6%
    Gold ingot - 6%
    Gunpowder - 6%
    Iron ingot - 6%
    Redstone dust - 6%
    Blaze Powder - 6%
    Lapis Lazuli - 6%
    Snowball - 6%
    Magma Cream - 3%
    Cake - 3%
    Diamond - 3%
    Emerald - 2%
    Golden Apple - 2%
    Fire Charge - 2%
    Eye of Ender - 2%
    Music Disc (any) - 1%
    Saddle - 1%

    Extra:
    Tameable and colourable slime!
    If you spot a White slime with a heart in it that keeps following you without actually damaging you, make sure to right-click! It will pop on your head and then it is tamed!! See the pet section for more info!

    Remember KodaichiZero?
    He/She made one of the best mob mods out there, however Kodaichi has abandoned some of his/her mods when new Minecraft updates arrived. I decided to update some of his/her classics. Check below for credits.

    So here they are:


    Original Topic: http://www.minecraft...er-families-v5/
    Details:
    --------------------------
    Mother Spider:
    Mother Spiders spawn with 0-6 baby spiders. They are quite strong and will do anything to protect their children. A Mother Spider will attack players on sight or when one of her babies is being attacked. One baby spider will always be on her back.

    Health: 20
    Strength: 4
    Drops: The normal spider drops or rarely a Spider Egg

    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Baby Spider:

    Baby spiders only spawn with a Mother Spider. They will follow their mother around everywhere. They don't attack players unless provoked. When their mother is being attacked, they will attack the attacker to protect her. When attacking they emit smoke particles out of anger. When the Mother Spider dies, they cry (crying particles) and will wander around aimlessly. However they will still attack when provoked.

    Health: 10
    Strength: 2
    Drops: the normal spider drops

    Extra:
    Baby Spiders can be tamed!!
    Mother Spiders rarely drop Spider Eggs.
    Spider Eggs can be used to spawn a Baby Spider! This baby spider will then see you as its mother! See the pets section for more information!



    Original Topic: http://www.minecraft...ers-beta-11-02/
    Details:
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    These little buggers form a new threat to every Minecrafter. Not only do they explode like normal creepers, they do it in a more devious way. They approach the player and JUMP UP into the sky. When they land they explode! The jump makes it possible to evade however in a cave... there might not be enough space to jump so instant explosion! Miners beware...

    Health: 15
    Increased Speed!
    Drops: TNT (not 100%)

    Don't worry they are rarer than normal creepers.

    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Extra:
    Like other creepers, these take the no-griefing setting of a server into consideration.



    Original Topic: http://www.minecraft...ers-beta-11-02/
    Details:
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    You thought rocket creepers were dangerous? Think again. These guys are sure to ruin your day. While they look so innocent, they are sure to give you an unpleasent welcome present in the form of Primed TNT! When attacking, they throw TNT when the player is further away. However when the player approaches, they run away instead of throwing. So it is best to just barge in and attack up close! Watch out though, they leave a trail of fire to protect themselves when running. When below 5 health they go berserk and start throwing TNT even when you are close! On top of this all, they are immune to fire and explosions O_o Good luck!

    Health: 25
    Drops: Flint & Steel (not 100%)

    Don't worry they are way rarer than normal creepers.

    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Extra:
    Like other creepers, these take the no-griefing setting of a server into consideration.
    Festive Creepers will not throw additional TNT when you get inside a house.



    Original Topic: http://www.minecraft...rain-slimes-v6/

    Details:
    --------------------------
    These little suckers jump around beaches. They are like little parasites as they will grab onto the player's head when approached! Then they start sucking your brainzz like zombies!! Punch them to remove them from your head! Larger slimes are more dangerous.

    Health: Depends on size
    Strength: Depends on size
    Drops: Pink slime balls

    Spawn Time: Any time of the day, Biomes: beach, ocean, river, Location: Above ground on Sand or Gravel blocks

    Extra:
    They have a brain-sucking animation when on a player's head.

    Here continue the mobs originally created by me:


    Details:
    --------------------------
    When approached they actually act like normal creepers. That is... when they are alone.These guys act like supporters for other mobs. When there is another hostile mob close, they will follow it and add the following potion buffs to that mob: Strength 1, Fire Resistance 1 and Speed 1. When that mob is destroyed they will choose another mob when one is close, so make sure to get rid of them. When supporting a creeper while a player approaches, it will add another buff to the creeper.... IT WILL SUMMON A LIGHTING BOLT TO CHARGE IT! On top of that, it slows down nearby player by giving them a slowness potion effect. Without a mob to support, it will act like a normal creeper. So be on your guard.

    Health: 30
    Drops: Fire Charge (not 100%)

    Don't worry they are rarer than normal creepers.

    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Extra:
    Like other creepers, these take the no-griefing setting of a server into consideration.



    Details:
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    They look slightly different from normal skeletons and are always prepared for sunlight. You will always find these guys wearing a leather helmet. If you look closely they have a sword on their back, with a reason. When further away they shoot arrows using their bow like any other skeleton. However when the player gets close to strike, they quickly switch to their sword! Also notice that they will back up when you get closer. When the player gets further away again, they grab their bow again! Smart little fellows.

    Health: 20
    Drops: Bones, arrows and equipment (not 100%)

    Spawn Time: Nighttime above ground, any time underground, Biomes: all biomes , Location: Above ground and underground.

    Extra:
    They can get enchanted equipment.



    Details:
    --------------------------
    These mysterious floating books are long forgotten pieces of work. They now roam the worlds without any purpose. When encountered they don't attack the player instantly. Only when provoked they attack. They are pretty easy to defeat and on defeat they drop a randomly enchanted book! All enchanted books are within the limits of the original miecraft enchantments.

    Health:20
    Drops: Enchanted Book

    High level enchantments are more rare however all enchantment types have equal chances of getting dropped.

    Level rarity table:
    Level 1 - 40%
    Level 2 - 30%
    Level 3 - 15%
    Level 4 - 10%
    Level 5 - 5%

    Spawn Time: Any time underground, Biomes: all biomes , Location: Underground below y = 30

    Extra:
    They can get enchanted equipment.
    NBT edit should enable you to specify the drop.


    (Redesigned)


    Details:
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    These evil villagers have learned the dark art of summoning and are not hesitant to use it against a player. They will spawn skull minions to fight for him and while doing so he will try to get as far away from the player as possible. He prefers his minions fighting for him. The skull minions come in a variety of colors and will have a variety of attacks: a red minions sets you on fire, a green minion poisons youa and a blue minions snags your weapon and drops it! So watch out for these fellows.

    Health:20
    Drops: Skull Minions Orbs and very rarely a Mystery Egg

    They are about as rare as witches

    Spawn Time: Any time, Biomes: All Biomes , Location: Above ground


    (This one is NEW!)

    Details:
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    The Blaze's brought their new friends! These mobs are no joke. They charge in as soon as they see you. They move with small rush attacks making them zig-zag a bit. Also, this makes them harder to hit with a bow, so watch out! Don't let them tackle you or you catch fire.... Good luck!

    Health: 20
    Increased Strength!
    Drops: Blaze powder (0-3)

    Spawn Time: Any time, Biomes: Nether , Location: Everywhere


    (This one is NEW!)

    Details:
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    These mobs are exclusive to swamp biomes, they pretend to be a lily pad but then when something gets close.. CHOMP! They can't see what's on top of their lily pad so you can still jump on them, just don't fall into the water or they will get you. They won't attack their own kind, but especially squids are not safe.

    Health: 12
    Drops: Lilypad and Balls of tar

    Spawn Time: Any time, Biomes: Swamps , Location: In the water

    Extra:
    Using shears on the lily pad still works >:D

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    List of items that change Treasure Slime Pet particles:
    Using the items on the slime will NOT consume it!
    Blaze Powder - Flame Particles
    Enderpearl - Portal/Enderman Particles
    Snowball - Snowball Particles
    Bucket of Water - Water Splash Particles
    Bucket of Lava - Lava Drip Particles
    Note Block - Music Note Particles
    Cake - Heart Particles
    Gunpowder - Smoke Particles
    Mycelium Block - Mushroom Biome Particles
    Glowstone Dust - Spark Particles
    Redstone - Redstone Particles
    Book - Enchantment Table Particles
    TNT Block - Explosion Particles
    Sugar Cane - Slime Particles

    This part is a bit technical. But it should explain the configuration files. It is ESSENTIAL that you read this if you want to change the configuration.

    The config files are located in the .minecraft/config/primitivemobs folder after launching the game with the mod at least once!

    General Config:
    This contains three booleans (true or false) that can be changed to allow certain features to be enabled/disabled.
    Only put true or false or it will reset
    -Enable/disable blue skull minion weapon stealing ability vs mobs (to prevent overpowered use of it)
    -Enable/disable villager sounds for the villager mobs (to prevent annoyance)
    -Enable/disable Lily Lurker taking the lily pad block texture for its own lily pad. If disabled it will use the waterlily.png in my entity folder instead (for custom texture support)

    Spawn Config:
    Here you can change the frequencies of mobs. Put 0 as a spawn frequency to disable spawning of that mob.

    There is a boolean (true or false) in the spawn_rates config that changes the way the spawn frequencies are read by the mod.

    If the Frequency Modifier Boolean is set to true:
    It will take the mob frequencies and read them as percentages. So it will then take that as a percentage of the average mob frequency of each biome the mob will spawn in. For example: I want my Rocket Creeper to spawn 5 times as rare as the average frequency of mobs spawning. This average is 100% spawn frequency. So to make it 5 times as rare it needs to be 20% of the average spawn frequency. So I put in 20 for the Rocket Creeper. If I want it to be 3 times as common, I put in 300. Etc. Why this is usefull: It takes other mod mobs into concideration and will never overpopulate your world this way. Unpopulated areas will most likely end up not spawning my mobs, for which I still need to find a solution.

    If the Frequency Modifier Boolean is set to false:
    All frequencies are read like any other mod. Do note that the default is "true" so you need to change all frequencies to a way lower number to prevent overpopulation.

    Important Note for users of for example JAS:
    My mod adds spawns AFTER every other mod, so if you want to control it using an external API I advise you to put all mob frequencies to 0 in my config and spawn them using that API. Putting the frequency to 0 will prevent all spawning. No biome specific settings yet.

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    Updating from a previous version? I recommend you delete the config file from the previous version to prevent spawning issues. When having problems always make a new world to confirm these.

    @Everyone who wants to use this in a modpack: Go ahead! Just make sure to give appropriate credit and provide a link to this topic!! Remember I have copyright over these creations!

    This mod requires Minecraft Forge. Get it here: http://files.minecraftforge.net/

    Note: Although A LOT of bug fixing already went into this, be aware that bugs can always occur. Especially in combination with other mods.
    Also, the 1.7.2 has not been tested as much as the 1.7.10 version (I had to downgrade in order to get a 1.7.2 version).

    v1.0c for 1.7.2 requires Forge 10.12.2.1121+
    Link: http://www.mediafire.com/download/x2ih4lxdvit1la4/primitivemobs-1.0c-1.7.2.jar
    Older v1.0b:
    Link: http://www.mediafire.com/download/e7bb7ms57bnnh9g/primitivemobs-1.0b-1.7.2.jar

    v1.0c for 1.7.10 requires Forge 10.13.0.1180+
    Link: http://www.mediafire.com/download/8d2be4a8xd0dz43/primitivemobs-1.0c-1.7.10.jar
    Mirror Link: https://www.dropbox.com/s/6t4vp3wn4xr83xn/primitivemobs-1.0c-1.7.10.jar?dl=0
    (dropbox does have a max capacity of downloads so first try mediafire)
    Older v1.0b:
    Link: http://www.mediafire.com/download/5cr3tr7zq8o28ek/primitivemobs-1.0b-1.7.10.jar

    Installation: Put the downloaded jar into the .minecraft/mods folder. Done.

    HAVE FUN! Be sure to leave a +1 and perhaps a comment.

    Old versions:

    Use the appropriate recommended forge builds for the older version. My apologies but Minecraft 1.6.4 was skipped due to time constraints.

    Preferred MC 1.5.2 version Download: Link
    Alternate MC 1.5.2 version Download: Link
    Mirror MC 1.5.2 version Download: Link
    MC 1.4.7 version Download: Link

    The following requires you to install the Familiars mod which is found here.
    Currently features 3 familiars. More to come!

    PrimitiveMobs FamPack 1.4.7 Download: Link
    PrimitiveMobs FamPack 1.5.1 Download: Link
    (not updated to 1.5.2 yet)
    (Also uses mods folder installation)

    Texture Pack Support:

    mistermadogg has made some Sphax textures for the mod (would appreciate of someone could continue it) (WIP): Link

    Changelog:

    v1.0c
    - Decreased Lily Lurker spawn rate to prevent massive amounts of lag
    v1.0b
    - Lily Lurker no longer attacks water mobs
    - Slime pet no longer despawns in peaceful mode
    - Chameleon now is even more mod compatible
    - 1.7.2 only: Fixed achievement page crash
    v1.0a
    - Fixed a crash when throwing a ball of tar while on a server
    - Possible fix for brain slime "corpse" glitch (I can't test on 1.7.2 server for some reason)
    v1.0
    - Initial Updated Release

    Showcase Videos:
    Any video will be much appreciated!!

    Nice showcase video by TheDiamondMinecart

    A really nice video by TheAtlanticCraft on v1.0:

    A video by GameChap on v1.0 pre-release


    Other Amazing Showcases of older versions!
    @ showcase makers: I appreciate all the work gone into your showcases! I try to like every showcase/review and give feedback!

    bygizzy14gazza
    Two amazing showcases by ThnxCya showing most features of v1.3:
    by ThnxCya
    v1.2
    v1.3
    Gamechap and Bertie on the Haunted Tools:
    by adamzonetopmarks
    Featured v1.2 Videos:
    by SkyDoesMinecraft
    by MinecraftUniverse
    by HuskyMUDKIPZ
    by Vox Populi

    Credits:

    Most coding and art is done by me, Daveyx0.
    Exceptions:
    - Backpack from Travelling Merchant and Normal Sheepman are modelled and textured by Gibea.
    - Idea for Mimic came from TDWP_FTW.
    - The original versions of the Spider Family, Festive Creeper, Brain Slime and Rocket Creeper are by KodaichiZero.
    - The Blazing Juggernaut model is made by TehPhailed
    Permission:

    Quote from KodaichiZero »

    Yes, you have full permission to update any of my old mods. I don't have time for it anymore, but it's great to see them living on anyway. Thanks a lot for your hard work, bro.



    - Traveling Merchant professions
    - Creepers + Skeleton Warrior heads
    - Sheepman Smith interface
    - Special pink slime ball blocks
    - Better overall modular code
    - New Mobs hints:
    -- A special new mimic mob
    -- A weird friend with eight arms
    -- A hungry fellow
    -- A stealing fellow
    -- A flying biting critter
    -- A flying bug with colorful wings
    -- More...
    + my next mob: Grove Sprite revival:








    Lava Monster mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mob
    Biomes O' Plenty: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286162-biomes-o-plenty-over-75-new-biomes-plants-and-more
    Fast Craft: http://forum.industrial-craft.net/index.php?page=Thread&postID=165893#post165893
    Damage Indicators: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286538-hit-splat-damage-indicators-v3-1-2-rpg-ui-and

    Legal Stuff:
    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp

    ) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS

    FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

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

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY

    attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify

    the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require

    advance written permission of the OWNER and may be subject to certain terms.
    [represent]

    Posted in: Minecraft Mods
  • 2

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!

    Just recently started working on this again. Currently trying out some stuff. Might stabilize 1.10 release and move all new features over to 1.12.1 release, which is going pretty smoothly so far.

    Posted in: WIP Mods
  • 2

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from EightBlade»

    Hey Davey, this still planned?


    I actually got contacted by multiple people that wanted to take over but no-one followed up on it sadly.... even tho I gave permission. It proves this mod just takes a lot of time to develop properly. I personally have very little time as I do have a full-time job now and Atmosmobs as it was will probably not return. But I have been working on Primitive Mobs from time to time and some mobs of this mod will see a return in that mod. I already have a base for new bird AI lying around. I just cannot tell you when it will be done due to my busy routine. It's very unpredicatable, like I made 5 mobs in one week and then did not touch Minecraft for a month due to my schedule.

    I do appreciate that people still want this to be a thing tho. Thanks Eightblade ;)
    Posted in: WIP Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!

    Hey everyone, I recently got a new job and am still getting into my new routine, will continue work on the alpha soon. "Please understand"

    Posted in: WIP Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from BobMowzie»

    Popped PM into my dev workspace

    O_O That poor little GroveSprite. Cool that you are working with PM in your workspace :P let me know if any issues pop up. Source code will be posted later as well, but by the looks of it you won't be needing any help there ;) Amazing stuff
    Posted in: WIP Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    This looks amazing. Those models are top notch! This seems like one of those must-haves when it comes out. Good luck with the development, guys! ;)

    Posted in: Minecraft Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from BobMowzie»

    Awesome! So excited to use Primitive Mobs again!

    Heya Mowzie, good to see that you are still active! :D
    Posted in: WIP Mods
  • 42

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!

    Stable version of the mod for 1.7.10 is available at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287666-primitive-mobs-v1-0-updated-09-28-14-its-back

    This thread is now used for test builds for future versions and suggestions.
    Please, leave suggestions for the mod, they will be listed below for future reference.

    Update (30-10-2016):

    An alpha version for 1.10.2 has been released! Lots of WIP stuff but there are some features that I need tested early on, so I do not create more issues in the long run. 10 mobs are included so far.


    Forge 1.10.2-12.18.1.2095 or higher required.

    Java 8 or higher required.


    Download link: Primitive Mobs v1.1 alpha

    The mod will be available on Curseforge once finished.


    Current content:


    (Want to know the details on some of the mobs? Check the link at the top)


    - Added configuration file which can be edited through the mods list in the main menu. It allows you to add new haunted tool, treasure slime and filch lizard loot. Examples are given in the menu. If you want to know the name of a specific item in Minecraft. Simply enable debug in the settings, tame a white treasure slime with a slimeball and right-click on it with that item, it will then show the modname, itemname and meta data. Weight = how common an item is. More options soon (like spawn settings).


    - Chameleon is updated and works more reliably thanks to the BlockStates. Should not crash your game anymore no matter what block, but testing will probably prove me wrong ;P. Already confirmed to work with Forge Multipart and Chisel blocks. Please test on any block you can think of :D Tameable with melon, follows and sits. Spawns on plains. Drops camouflage dye using a loottable.


    - Treasure Slime has been rewritten and now changes color depending on the item inside. It allows me and players to easily add items to its treasure pool using the configuration file. This means that Treasure Slimes can spawn with items from other mods if set in the config. The item inside is also rendered in 3d now.


    - If a treasure slime is white and empty it can be tamed with a slimeball. The tamed Treasure Slime no longer changes color depending on how much dyes you feed it. You can instead simply put an item inside of it by right-clicking and it will change to the color of that item. It does not follow or sit yet.


    - NEW MOB Grove Sprite (at least if you did not play the alpha for v1.1 for 1.7.10). It is still very WIP but it already chooses its colors and held sapling depending on the tree it spawns near to (including trees from mods). It also follows a player who is holding the same sapling or bonemeal. No other features yet, although they are WAY more stable now (they were causing lag before). Spawns in forests. Has custom sounds.


    - Bewitched Tome updated, it is pretty much the same as before. Killing it will yield you a random enchanted book. Spawns underground.


    - Haunted Tools are updated. Similar to the Treasure Slime, you will be able to add new kinds of tools from other mods into the pool it chooses from. Its health is now based on the tool's durability,the damage output is based on the tool's attack damage and movement speed is based on the tool's attack speed. This means that diamond tools are actually very dangerous, so I made all Haunted Tools passive agressive (meaning they only attack back when you attack them). In order to keep things "fair", there is a maximum health, speed and damage cap. Let me know what you think. Spawns like mobs.


    - Festive Creeper updated, they now throw smaller tnt blocks which do less damage and take the mobGriefing setting into account. Powered festive creepers throw stronger tnt. Spawns like mobs.


    - Support Creeper updated, they now only go for a mob that is not supported yet. Spawns like mobs.


    - Rocket Creeper updated, they work exactly the same as before, but do not tumble around when not attacking anymore. Spawns like mobs.


    - Brain Slime updated, can now stack on top of entities. Also damages helmets when an entity they attack wears one. Hopefully it all works correctly. It only attacks players and untameable animals, but you can shove it onto any creature that is not undead (like with a Minecart). Let me know if it causes issues. Spawns on beaches.


    - Camouflage armor is updated and now shows stats in the tooltip. Crafted with camouflage dye and leather armor pieces. Put the armor piece in the crafting inventory again to toggle the camouflage ability. More features soon.


    - NEW MOB Filch Lizard added! Steals shiny items from the player, which items can be edited in the config menu. Also has a chance to spawn with one of those items. Smacking it will make it drop its item and panic. After some time it will try to steal again. Will also grab the item from the ground if present. More features will be added. Spawns in deserts.


    - The mobs now correctly use the DataWatcher and NBT system to sync variables to the client and save them when quiting.


    - All entity renders now use the Layer system.


    - Disclaimer: no loot for most mobs yet. Everything is subject to change. Back up your saves before testing!! Crashes might happen, if so, please send me the error log (PM or in a spoiler in a post below).


    Plans for full release:


    - Update all old content (including v1.1 stuff, although I might remove Sheepers Creepers mobs as they dont fit the mod well)

    - Make more universal TamedEntity methods

    - Smoothen animations

    - Brain Slime Block

    - Atmospheric mobs (hint)

    - Give the player specific benefits when wearing the Camouflage armor.

    - Correctly implement WorldGen.

    - Add configuration options for pretty much everything.

    - Much more!


    Preview Image:


    Stay up to date with progress on the mod by following me on twitter: https://twitter.com/Daveyx0


    What about the 1.7.10 version? Will you keep that updated with the new content?


    - Sadly, no. I decided to fully invest my time into updating to 1.10.2. Having to downgrade back to 1.7.10 would simply be too much work and ineffecient. I do apologize if you were looking forward for a more stable release. :(


    Older test version for 1.7.10 v1.1(unstable, disable all that crashes your world in the config, it will not be fixed for now):




    Download v1.1WIP for 1.7.10: http://www.mediafire.com/download/484kx2lukgxebrx/primitivemobs-1.1WIP.jar
    Forge: 10.13.2.1291 or higher


    Includes:
    = GroveSprite =
    o Fixed sapling crash
    o Cinder Sprite drops Cinder Sapling which grows a Cinder Tree. The tree burns, so watch out! Its leaves light up and can be worth a lot of emeralds to some Traveling Merchants, but you have to be quick to collect them. Cinder Logs = Cinder Planks = Cinder Stairs etc.
    o Healing a Dead Sprite will give you either a Golden Apple or the new Precious Axe

    = Filch Lizard =
    o Limited spawn

    = Dodo =
    o Still a work in progress
    o Has its own egg and meat
    o Requires pumpkin seeds to mate
    o Spawns on Mycelium

    = Sheepers Creepers mobs - Blaze Cow - Sheeper - Ender Chicken =
    o Got permission to update them, so I did.
    o They work mostly the same as in their original mod
    o Blaze Cow gives lava instead of milk. Blaze rods instead of raw beef. Requires nether wart to mate. Spawns on netherrack in the Overworld! Drops cooked beef as well.
    o Sheeper gives gunpowder instead of wool. Blows up when panicing. Requires tnt to mate. Spawns on mossy cobblestone in the Overworld (above Y = 50).
    o Ender Chicken lays enderpearls instead of eggs. Teleports while in the light, when hit or when in the water. Requires melon seeds to mate. Spawns on end stone in the Overworld (also during the night as it will probably teleport before you can see it during the day). Does NOT drop eye of ender as in the original mod, but does drop flint.[

    = Traveling Merchant =
    o More varied trades depending on the biome it spawns in
    o Fixed a few items that showed incorrectly on its backpack

    = Cave Gen =
    o Gem Cave and Spider Cave gen were tweaked

    So much has been changed which means that I probably forgot a bunch of stuff. Information on the new mobs will be available as soon as I set up a wiki. Anyway, Enjoy playing!


    Older version:


    Current test build for v1.1test for 1.7.10 requires Forge 10.13.0.1180+:
    Download Link:http://www.mediafire.com/download/e430fp4z8rr3vu4/primitivemobs-1.1test_a.jar



    Images:



    Mob Update Requests:

    - Sheepers Creepers
    - Moo' Cows Mod
    - Bellthorn
    - Two More Insects
    - Succubus
    - Stalker

    Suggestions:
    - Firehazurd's Suggestions
    o Harpy
    o Glutton
    o Magman
    o Golem
    - Enderslimes
    - Gryphon
    - New Ghast/Baby Ghast
    - Skeleton King
    - Cereberus

    - Fisherman villager

    - Troll

    - Possessed Enchantment

    Posted in: WIP Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from SatansCamero»



    i have some experience building structures for mods... perhaps you could accept my help? i can send you a superflat world save or a .schematic file...

    Oh thanks, I meant the world gen code around structures actually :P but when I need a good building I at least know who to PM now. Structures will have to wait till I updated all the mobs.
    Posted in: WIP Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from darkraptor6»

    Mmmh i have testing this for 5 minutes and i didn't see any bugs or problem , just a question do you think add the troll ? ;D



    Yay! Thanks for testing! A troll will indeed be added. Not Firehazurds version though, instead my own one.

    Quote from Vexterowski»


    I know and ok. Here is my idea. New structure "docks" and here would Fisherman Villagers which would fishing.:)



    Not a bad idea, but I'm not that good with structures :P I would love to add new villager houses though.

    Quote from The_cataclysm»

    I think I found a bug, if a slime has a tool in it, it will clip through the slime since it renders bigger.


    Ah yes of course, at least it does not cause any major problems, but it does look strange. I think I know how to fix that ;) Thanks for testing!

    Posted in: WIP Mods
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