• 1

    posted a message on Netherlicious. The mod bringing more Nether Biomes to 1.7.10

    A new update.


    Now with Strider Mobs. They are a bit different from 1.16 and won't walk on lava on their own, but you can ride them arround on lava just fine.

    They also dropp Strider Flank (meat)

    Posted in: Minecraft Mods
  • 1

    posted a message on Netherlicious. The mod bringing more Nether Biomes to 1.7.10

    So next Update will be soon.


    Will bring farming to the nether so you can start living there.


    Also a Soul Lantern and Foxfire Lantern.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    The structures are absolutely required, and while I do not have design objections to them being placed in the "main" space for a full-height nether, there is no guarantee that there is anywhere near enough spawnable locations, nor a remotely good way to find them.


    The Caves in the Full height Nether are way bigger and more open than in the regular Nether, so there should be lot's of space for the structures in the upper layers. Of course not the same as a flat bedrock layer and there will be walls of netherrack and openings to the lower part of the nether, but otherwise lots of free space

    Posted in: Minecraft Mods
  • 1

    posted a message on Netherlicious. The mod bringing more Nether Biomes to 1.7.10

    This mod exists to make the Nether experience way better than before.




    Contains 8 Biomes at the moment




    Biomes are backported from the Nether Update but are different, Compability with BiomesOPlenty


    More new Biomes and features will be added in the future, this is not just a backporting mod






    Netherite will not be backported, use this mod instead. it adds compability with other mods too:


    curseforge.NetheritePlus+




    Get your Soul Campfire here:


    curseforge.Campfire-Backport



    Very important Note about the Respawn Anchor



    - The Anchor only works in the Nether


    - Don't break the Anchor without setting a new Spawnpoint in the Nether first or you could get stuck if you die. If that happens you can disable respawning in the Nether


    You will only respawn if you die in the Nether.


    The Spawnpoint does not get Overridden if you set a new Spawnpoint in the Overworld.


    You do not need to charge the Anchor



    Mobs



    The Strider:


    The Strider is different from the 1.16 Version. It is tamed like a horse, follows you if you hold fungi, it does not walk on Lava on it's own, but you can ride it on Lava just fine.


    You can breed tamed Striders with Fungi. You can equip them with horse armor, but they won't show a texture for it.




    Dropps: 0-5 String and 1-3 Strider Flank(Meat)






    Biome specific Ceiling







    Netherlicious Biomes


    The Foxfire Swamp:




    The Crystalline Crag:



    Backported Nether Biomes:


    The Warped Forest:




    The Crimson Forest:




    The Basalt Deltas:




    And the Soulsand Valley:





    Natura Compability Biomes


    The Tainted Shroom Cave:


    The Burning Desert:



    Bigger Nether



    You can enable that option and you will get a Nether that is double the Height of the Normal Nether.






    Lanterns






    Lanterns can be configured to burn out, does not affect Glowstone and Redstone.


    Chains can be powered by Redstone







    Blackstone and Basalt generators.



    You can create a Blackstone or Basalt generator with Spectral Dew




    Farming




    The Crops:



    All Crops can be found in the Nether. You have the Option to disable the spawns and to get Seeds from breaking Nether Grasses like Sprouts.





    Some Features



    Sound:


    - Entirely new Blocks like Nylium or the Plants will always have the new 1.16 Sounds


    - You can enable new Sounds for some of the old Minecraft Nether Blocks and some Blocks of this mod like Nether Gold Ore.


    Textures:


    - You can enable new Textures for Blocks like Netherrack, will apply to some modded Blocks like Nylium


    Worldgen:


    - Gravel in the Nether is replaced with a Dark Gravel Variant. It works exactly like normal Gravel. Can be disabled


    - Magmatic Blackstone instead of Magma Blocks for Compability reasons. Generation can be disabled, will not affect Biome specific generation or if it's part of structures.


    - Nether Gold Ore, dropps nuggets. Can be disabled




    Achievements:


    - Some Achievements are linked to Vanilla Achievements. You can only earn them if you earned those first.



    Some Block Mechanics



    Bonemeal:


    - You can use Bonemeal on Nylium to spawn some Biome specific Plants on it.


    - You can use Bonemeal on Netherrack next to Nylium to spread Nylium on the Netherrack.


    - Bonemeal on a Fungus will spawn a huge version when there is enough space and the Fungus is on the right Nylium Block




    Climbable Blocks:


    - The Warped and Twisting Vines are Climbable while holding the jump key. Sneaking will pause you climbing up or down.


    - Chains got changed to be climbable like ladders.




    Soulfire:


    - Soulfire hurts more than normal fire


    - Fire on Soul Soil will change to Soul Fire after some time.




    Foxfire:


    - Foxfire only hurts if you are immune to Fire


    - Entities that are Fire resistant will burn in this fire




    Log stripping


    Right clicking a Fungi Log with an axe will remove the Bark texture.




    If you want to get all news for this mod, and want to see wip and mod progress visit the Mods Twitter:
    https://twitter.com/netherlicious



    Q: Can I use this mod in my Modpack?

    A: Yeah go for it, Modpacks are great.


    Q: Can you Port this Mod to Version.....?

    A: Nope not going to happen.


    Q: Why do the files get so much bigger?

    A: Sounds and music take lots of space.


    Q: Why don't my resource pack override Nether Textures?

    A: I change the direction of the resource path if the option for textures is on, so either disable them with the config or make a new resource pack using the netherlicious path.


    That's the only way I can change the texture with code.

    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hello! I am just building my mod list, and I am stuck with two mods. I've managed to bring all IDs into alignment and such, but these two mods have mutually exclusive features. One is Chromaticraft, and the other is a relatively new mod called "Netherlicious", which backports the Nether Update in its entirety. As such, it would normally work - but Netherlicious has a feature you can activate that replaces the world generator for the Nether with one that is 256 blocks high instead of only 128 blocks. This will obviously interfere with the structures Chromaticraft places up there. I guess my question is - is it possible to disable the structures from Chromaticraft, and are they absolutely necessary for progression?


    I can of course leave the nether squished, but I would really like to play with a tall nether, it is a lot grander and creepier when there are layers to the nether instead of just a big cave. Void Monster will probably also cause a problem, seeing as how it spawns above the nether ceiling.


    Maybe with a patch, the structures on top of the nether could be transferred to a new dimension instead, accessed through a portal in the tall nether ceiling?


    As the Author of the "Netherlicious" Mod I fully support the suggestion.


    I added the option for a double height nether and it is really cool, but since Chromaticraft structures need the bedrock ceiling those wouldn't spawn anymore. Maybe if an option could be added so the structures would spawn starting at the 128 y level instead, so you could have structures in the upper half of the nether.

    Posted in: Minecraft Mods
  • 1

    posted a message on [SOLVED?] Registering mob spawns in a custom structure?

    Sorry to write in this thread with offtopic again, but @MadHatAk am I right with my assumption that you are searching for a mod that adds doors for BoP?


    If yes I found one a few years ago. https://minecraft.curseforge.com/projects/doors-o-plenty


    Please don't view this post as an advertisement for that mod.

    Posted in: Modification Development
  • 0

    posted a message on [SOLVED?] Registering mob spawns in a custom structure?

    Oh yeah you're the author of village names :D I know this mod and I love it. Didn't look at your banner, was to exited for guardians :D

    Posted in: Modification Development
  • 0

    posted a message on [SOLVED?] Registering mob spawns in a custom structure?

    Wait... you managed to backport the Guardianmob? I know it's offtopic, but did you release the mod? I was searching for a very long time for a mod that did this.

    Posted in: Modification Development
  • 0

    posted a message on Need Help give modded Entity an Event (Solved)

    Hmm yeah maybe it could help someone.


    Here is how you use the modded entity:


    entityNameString = event.entityLiving.getClass().toString();

    if (entityNameString.equals(Reference.ModMobClass)


    And here is how you would find it in my Reference Class:


    public static final String ModMobClass = "class Here is the Classpath for the mob";


    Exampleclass:

    public static final String BoPGlobClass = "class biomesoplenty.common.entities.EntityGlob";

    Posted in: Modification Development
  • 0

    posted a message on Need Help give modded Entity an Event (Solved)

    Hi I'm really frustrated right now, I want to give an entity from another mod the egglaying behavior from chickens.

    I have the Egglaying code and it works with normal minecraft mobs, I just can't find out how to get the modded entity.


    It's propably way easier than I think it is and I'm just to stupid to get it right.


    At the moment I have this code (obviously not working):


    public class Eggdropp {
    public int timeUntilNextEgg;
    private World worldObj;
    private Entity Entity;
    public static Random random;

    @SubscribeEvent
    public void onLivingUpdate(LivingEvent.LivingUpdateEvent event) {

    String mobName = EntityList.getEntityString(Entity);
    boolean Bird = ("BiomesOPlenty.Bird".equals(mobName));

    if (event.entityLiving.equals(Bird) && !event.entity.worldObj.isRemote && --this.timeUntilNextEgg <= 0) {
    event.entityLiving.playSound("mob.chicken.plop", 1.0f, (float)this.timeUntilNextEgg);
    event.entityLiving.dropItem(Items.egg, 1);
    this.timeUntilNextEgg = 10;
    }



    }
    }


    I would be really happy if someone could help me or tell me what I should do to get it right.

    Posted in: Modification Development
  • 0

    posted a message on ATOP an Armor and Tool addon for Biomes O' Plenty

    Hi, today I want to introduce my mod to all of you, it's something like an addon to my favorite biome mod: Biomes O' Plenty.

    This simple mod adds armor and tools for the gems of the Biomes O' Plenty mod.

    (ATOP = Armor and Tools O' Plenty)


    The Armor and Tools are not op. They have the strenght of diamond and
    a little bit higher enchantability but fewer uses than diamond (diamond
    1561 uses, my tools 900 uses)


    Also if you play with other mods that add ores, you will see that the mining level is one level higher than diamond.


    I also add scythe variations and they work exactly like the Biomes O' Plenty scythe tool, they destroy leaves and they cut tall grass and replace it with BoP's short grass


    Biomes O' Plenty is required to load this mod and all recipes will
    only work with the Biomes O' Plenty gems, so you can't craft ruby tools with ruby from another mod, because it's balanced arround the rarity of BoP's gems and them only be able to be found in specific biomes. But the sticks in the tool recipe use the Oredictionary so it's something :D


    For the best experience I would recommend that you set the gems to generate in the Biomes O' Plenty config




    This is my very first mod and I used it to learn java. It's for a
    privat modpack so it will likely stay at version 1.7.10 but maybe I'll
    change my mind in the future

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Are you using v21? I tested and this works fine.



    I'm using v21a and 21c dosn't work too.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Ok I didn't think of testing just with DragonAPI. But after testing it looks like thats the culprit.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I noticed a bug with condensed ores in combination with minetweaker. With Condensed ores installed Minetweaker doesn't load furnace recipes.

    I use the latest version of both mods.

    Other scripts work fine.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] More Fun Quicksand Mod - Adds 30 types of Quicksand!

    I noticed that the tarbeasts from the betweenlands don't spawn in your tar if your tar spawns in the dimension.

    Posted in: Minecraft Mods
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