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LegendGear is a mod inspired by The Legend of Zelda and other classic games, providing new weapons, consumables, and accessories, as well as adding a couple new plants to world generation. LegendGear is a Forge mod; once you've got Forge set up, just drop LegendGear in your mods folder and you're good to go.
READ THE FAQ BEFORE ASKING ABOUT MODPACKS.
Changelog - Last update April 12, 2013
1.5.2
download/direct
Fixed Titan Band not throwing carried entities
1.5.1:
download/direct
Fixed server crash
Fixed crash on bombing tnt
1.5.0:
download/direct
Updated for Minecraft 1.5.1, no new features
1.4.1:
download/direct
Fixed a handful of bugs
Enabled sword pedestal+skybeam block "distant repair" effect
Feature freeze until Minecraft 1.5
1.4.0:
download/direct
Requires the latest Forge for some features.
Improved reed pipes
added Milk Chocolate
improved various rendering and collision issues
added Headband of Valor and Whirlwind Boots
arrows can break jars
added Focus and Soul Tether enchantments
added Ender Medallion
1.3.2: download/direct
Added config options for falling stars
Addressed reported bug of stars falling in the Nether
Added Starstone, craftable from 9 Star Pieces and placeable as block
Skybeam Block now uses Starstone in crafting
Slime Sword is now craftable
Disabled loading of quiver-type items in crafting grid by default due to buggy interactions with other mods' crafting grids (they will still collect dropped items)
Added Reed Pipes
1.3.0: download/direct
Added falling stars at night
Added Stardust, Star Piece, Skybeam Block, and Starbeam Torch items
Added a LegendGear creative tab
Added Thaumcraft aspects to many LegendGear items
Fixed bug with healing causing you to drop Titan Band-lifted creatures
1.2.2: download/direct
Changed material of mystic shrubs to plants
Fixed some strange behavior if multiple pots suck up an item at the same time
Addressed compatibility issue with Titan Band
Added config options for additional hookshot-capable blocks
Improved sword pedestals; can now take sword by right-clicking hilt
Fixed a server crash related to clay pots and mob pathfinding
Added some not-fully-implemented blocks and items, due to rushing out a bugfix release; play with them in Creative at your own risk, if you like
1.2.1: download/direct
Creative mode players now do not accumulate hearts in inventory.
New config option: add item IDs for pedestal to recognize as swords
New config option: add item IDs for custom bows that will make quiver put arrows in your inventory (for the bows that do not call Forge's ArrowLooseEvent)
New config option: enable safeguard to prevent easy grinding of emerald shards
1.2.0: download/direct
Added caltrops, jars, sword pedestal, and hookshot.
Made XP shinier.
Looting enchantment now increases emerald shard drop quantity from mobs.
Bombs can now destroy cobblestone, TNT, and jars by default.
1.1.0: download/direct
Dispensers now dispense armed bombs.
Swords can now be augmented with medallions by crafting them together.
Mirror particles possibly behaving better now.
1.0.0: download/direct
Initial release.
download/direct
Fixed Titan Band not throwing carried entities
1.5.1:
download/direct
Fixed server crash
Fixed crash on bombing tnt
1.5.0:
download/direct
Updated for Minecraft 1.5.1, no new features
1.4.1:
download/direct
Fixed a handful of bugs
Enabled sword pedestal+skybeam block "distant repair" effect
Feature freeze until Minecraft 1.5
1.4.0:
download/direct
Requires the latest Forge for some features.
Improved reed pipes
added Milk Chocolate
improved various rendering and collision issues
added Headband of Valor and Whirlwind Boots
arrows can break jars
added Focus and Soul Tether enchantments
added Ender Medallion
1.3.2: download/direct
Added config options for falling stars
Addressed reported bug of stars falling in the Nether
Added Starstone, craftable from 9 Star Pieces and placeable as block
Skybeam Block now uses Starstone in crafting
Slime Sword is now craftable
Disabled loading of quiver-type items in crafting grid by default due to buggy interactions with other mods' crafting grids (they will still collect dropped items)
Added Reed Pipes
1.3.0: download/direct
Added falling stars at night
Added Stardust, Star Piece, Skybeam Block, and Starbeam Torch items
Added a LegendGear creative tab
Added Thaumcraft aspects to many LegendGear items
Fixed bug with healing causing you to drop Titan Band-lifted creatures
1.2.2: download/direct
Changed material of mystic shrubs to plants
Fixed some strange behavior if multiple pots suck up an item at the same time
Addressed compatibility issue with Titan Band
Added config options for additional hookshot-capable blocks
Improved sword pedestals; can now take sword by right-clicking hilt
Fixed a server crash related to clay pots and mob pathfinding
Added some not-fully-implemented blocks and items, due to rushing out a bugfix release; play with them in Creative at your own risk, if you like
1.2.1: download/direct
Creative mode players now do not accumulate hearts in inventory.
New config option: add item IDs for pedestal to recognize as swords
New config option: add item IDs for custom bows that will make quiver put arrows in your inventory (for the bows that do not call Forge's ArrowLooseEvent)
New config option: enable safeguard to prevent easy grinding of emerald shards
1.2.0: download/direct
Added caltrops, jars, sword pedestal, and hookshot.
Made XP shinier.
Looting enchantment now increases emerald shard drop quantity from mobs.
Bombs can now destroy cobblestone, TNT, and jars by default.
1.1.0: download/direct
Dispensers now dispense armed bombs.
Swords can now be augmented with medallions by crafting them together.
Mirror particles possibly behaving better now.
1.0.0: download/direct
Initial release.
Videos
Frequently Asked Questions/Requested Features/Demanded Explanations (Read this!)
Boots/Headband/some other item isn't doing anything!
Install the latest version of Forge.
You should make [some other mod's thing] work with [your stuff]!
There's options in the config files to add item IDs for these things, as best as I can make them work. Beyond this, there's not much I can do - I am not going to go out of my way to specifically engineer compatibility with a mod that I do not myself use, when I could be making more of my own stuff.
What's with [X]? I don't remember that from any Zelda games...
This is not a Legend of Zelda mod. This is a mod inspired by many things, including Zelda, but it's not meant as a faithful implementation or recreation of anything in particular. It's a collection of things I felt like making, some of which are inspired by something from a game, some of which were just things I came up with.
Can I include your mod in my modpack, or post it on my website?
No, except under specific circumstances:
If you host a private server with fewer than 20 members, you may distribute my mod to your players only, as part of a modpack, through private communications such as email, Skype, or a password-protected file sharing system.
If you maintain a major modpack such as Feed The Beast, you may contact me and we can negotiate.
Otherwise, you may only share this mod by linking to this forum post - any other distribution, in whole or in part, is expressly forbidden. The code, images, and sounds in this mod are original work (or derived from Mojang's content for the purposes of functional and aesthetic compatibility, where applicable) and are protected by copyright.
---Install the latest version of Forge.
You should make [some other mod's thing] work with [your stuff]!
There's options in the config files to add item IDs for these things, as best as I can make them work. Beyond this, there's not much I can do - I am not going to go out of my way to specifically engineer compatibility with a mod that I do not myself use, when I could be making more of my own stuff.
What's with [X]? I don't remember that from any Zelda games...
This is not a Legend of Zelda mod. This is a mod inspired by many things, including Zelda, but it's not meant as a faithful implementation or recreation of anything in particular. It's a collection of things I felt like making, some of which are inspired by something from a game, some of which were just things I came up with.
Can I include your mod in my modpack, or post it on my website?
No, except under specific circumstances:
If you host a private server with fewer than 20 members, you may distribute my mod to your players only, as part of a modpack, through private communications such as email, Skype, or a password-protected file sharing system.
If you maintain a major modpack such as Feed The Beast, you may contact me and we can negotiate.
Otherwise, you may only share this mod by linking to this forum post - any other distribution, in whole or in part, is expressly forbidden. The code, images, and sounds in this mod are original work (or derived from Mojang's content for the purposes of functional and aesthetic compatibility, where applicable) and are protected by copyright.
Hearts and Shards
Slain enemies and the new Mystic Shrubs have a chance to drop hearts, which instantly heal you a small amount when collected, and emerald shards, which can be assembled into emeralds if you collect a lot of them - a total of 64 shards makes 1 emerald. To assemble emerald shards, hold a stack of at least 8 of them and right-click to make an emerald piece, and do the same with emerald pieces to make emeralds. If you need to make change, you can craft an emerald into 8 pieces, and a piece into 8 shards, using the crafting grid.
Mystic Shrubs
These fascinating teal plants grow in clusters scattered across the landscape. They can be chopped down to get a chance of hearts, shards, and arrows, and will slowly regrow on their own. During a thunderstorm, they become energized, dropping more valuable things, and with a chance of very special prizes - but they will discharge with a lightning strike if you or a mob steps on them, so be careful! Mystic shrubs cannot be transplanted with shears, but the very rare Mystic Seed will allow you to grow a new cluster of them.
Bombs and Bomb Flowers
Bombs are a new throwable item, with a maximum stack size of 16. Bombs explode 4 seconds after being thrown, dealing a moderate amount of explosive damage and very high knockback in an area of effect, without damaging blocks. Bombs cannot be crafted, but can be gotten from energized mystic shrubs, or from a creeper that dies to an explosion. They can also be harvested from Bomb Flowers, which grow near lava, if you have a Bomb Bag. Bomb Flowers can be transplanted by shears if fully grown, and will grow on smooth stone or netherrack next to a pool of lava (similar to sugarcane’s growth requirements).
Quiver and Bomb Bag
These handy new tools will enable you to more readily carry arrows and bombs, as well as seeing your supply of them at a glance. The quiver can hold up to 200 arrows, and the bomb bag can hold up to 50 bombs. Both can be emptied and filled by use of the crafting grid - craft a quiver on its own to take arrows out of it, or craft it with arrows to fill it; the same applies for the bomb bag and bombs. (For convenience, the quiver can also be filled by right-clicking with it in your hand.) Right clicking with the bomb bag will throw a bomb, and left-clicking on an armed bomb with it will disarm the bomb, enabling harvesting of bomb flowers.
Magic Mirror
This valuable item is handy for returning to the surface after exploring a mineshaft or cave - when used, after a moderate charge time it will teleport you to the most recent place that you were under open sky while having the mirror in your inventory.
Magic Boomerang
This versatile throwing weapon can deal damage to multiple enemies, break tall grass and similar blocks, and retrieve dropped items for you. It will magically home in on you on its return path, though if you somehow manage to avoid it for several seconds it will drop onto the ground ready to be picked up. It deals a bit less damage than a diamond sword, and has 750 durability - each block broken or mob hit consumes one use.
Phoenix Feather
A valuable but pricey consumable item - if you would get killed with a phoenix feather in your inventory, it will automatically use itself to revive you at half health, giving you a few seconds of invulnerability in the process. The phoenix feather has a maximum stack size of 1.
Medallions Updated!
Medallions are magical items that store up a particular type of energy. In this version, there are four types - Fire, Wind, Earth, and Ender. When a medallion is first crafted, it’s uncharged, requiring you to take 50 total points (25 hearts) of damage of a particular type with it in your inventory in order to charge it. The fire medallion requires fire or lava damage, the wind medallion requires damage from arrows, and the earth medallion requires falling damage. The Ender Medallion is charged by staring at endermen. When fully charged, a medallion can be thrown, shattering it for a powerful area-of-effect attack, or it can be crafted into various items.
Each of these three medallions can be crafted into a protective amulet, which can counter 50 points of damage while actively used (holding right-click) before breaking. The Pyro Amulet converts fire damage into healing, the Geo Amulet converts falling damage into a powerful shockwave, and the Aero Amulet reflects incoming arrows back at the shooter.
The Earth Medallion can also be crafted into a Titan Band, which lets you pick up, carry, and throw other living creatures. Any damage to you or the creature you’re carrying will cause you to drop it.
Augmented Swords Updated!
Combine a sword with a charged medallion in the crafting grid to augment the sword with an additional offensive ability. Charge the sword by holding block, and unleash the attack by releasing block and swinging the sword when it's fully charged. Using the special attack consumes a percentage of the sword's durability, based on the material's enchantability rating; a gold sword will last for 100 activations, while an iron sword will last for 56 and a diamond sword will only last for 40. Choose your weapon wisely!
Augment: Earth Medallion
Creates a shockwave in the ground around you.
Augment: Fire Medallion
Launches a fireball directly ahead, igniting what it hits.
Augment: Wind Medallion
Launches a whirlwind ahead of you that carries creatures and objects with it.
Augment: Ender Medallion
Teleports you to a targeted living creature. You can block within the next 2.5 seconds to return to your starting position.
Augment: Earth Medallion
Creates a shockwave in the ground around you.
Augment: Fire Medallion
Launches a fireball directly ahead, igniting what it hits.
Augment: Wind Medallion
Launches a whirlwind ahead of you that carries creatures and objects with it.
Augment: Ender Medallion
Teleports you to a targeted living creature. You can block within the next 2.5 seconds to return to your starting position.
Sugar Cubes and Rock Candy
Sugar cubes are not recommended for use as a construction material, as rain has a tendency to melt them. Rock candy (with real rock flavoring) will give you a 15-second sugar rush, boosting your movement speed, as well as providing an additional effect depending on the flavor.
Milk Chocolate New!
This tasty treat will cure status effects like a bucket of milk will, but is somewhat more portable. And delicious.
Jars
Good old smashable jars! They will slurp up the first item drop they come in contact with, and drop it again when smashed. You get lots per crafting, because I don't want to deprive anyone of the joy of smashing pottery.
Caltrops
Nasty pointy things! They can be placed on any level surface, and when stepped on they are destroyed, inflicting 1 heart of damage and severely hindering movement for 5 seconds. Watch out, because they blend in rather well with stone surfaces, easily injuring the unwary.
Sword Pedestal Updated!
A proper place to store the most legendary of swords! Or any random sword, whatever floats your boat. Right-click an empty pedestal with a sword to place it proudly on display; right-click the pedestal with an empty hand to draw the sword.
When it contains a sword, the pedestal strongly powers the block below it with a redstone signal. Great for traps, noteblock fanfares, etc.
New: If a sword pedestal is powering a Skybeam Block two blocks below it, it will very slowly repair a sword placed in it, as long as no players are nearby. This works even when the chunk is not loaded.
Hookshot
BOING! This is the Hook Shot! It extends and contracts and... BOING! It can grapple many things!
(Any wooden block, to be specific.)
Star Pieces, Starstone, and Stardust
When exploring at night, a star might fall from the sky! If you get to it before it evaporates, you'll be rewarded with a Star Piece and a handful of XP. If you arrive too late, you might still find a single Stardust where it landed. These new materials can make a variety of new items. Nine star pieces can be crafted into a Starstone, which can be placed into the world as an alarmingly shiny block, crafted into a Skybeam Block, or saved for additional future uses...
Magic Powder
This mysterious powder, made from a Stardust and either kind of mushroom, can have a variety of strange effects on creatures and blocks. Experiment!
Skybeam Block
This block, when powered, will send a scintillating beam of colorful light into the sky. Goes great with sword pedestals!
Starbeam Torch
These mysterious devices enable you to travel by riding on beams of light! Align a series of them spaced no more than six blocks apart, then board by jumping onto a torch while holding the sneak key. Torches won't connect around sharp corners (and prefer to connect in as straight a line as possible), so plan your curves carefully. Build and maintain speed by holding the sneak key on downhill slopes and releasing it on uphill ones. If you jump, or run out of speed, you'll dismount the beam.
Chained Blocks, Locks, and Keys
These items, accessible in creative mode, are intended for adventure map makers. When a player right-clicks a locked block with the appropriate key, the key will be used up and all connected chained or locked blocks will vanish.
Enchantments New!
Focus: Can be applied to swords. Makes augment abilities charge faster - 1.5x for Focus I, and 2x for Focus II.
Soul Tether: Can be applied to swords, or to any enchantable item by using a book and anvil. When you die, any items enchanted with Soul Tether will return to you when you respawn.
Soul Tether: Can be applied to swords, or to any enchantable item by using a book and anvil. When you die, any items enchanted with Soul Tether will return to you when you respawn.
Headband of Valor and Whirlwind Boots New!
Some new items for those who favor speed and finesse over heavy armor. When wearing a Headband of Valor, your melee attacks will deal significantly more damage, but only when you have no armor bonus. The Whirlwind Boots greatly boost your sprint speed - and with a level start, you can even run across the surface of liquids!
If they're not working, you need the latest Forge. Check the FAQ.
Reed Pipes Newish!
A musical instrument, played by right-clicking. The note is determined by the vertical angle you're looking at. Sneaking enables five additional notes, giving you access to a full minor scale.
Secrets!
-If you are carrying a chicken with the Titan Band, you can use it to glide gently downward.
-If you have a quiver and a bomb bag, both non-empty, you can crouch while shooting to fire a bomb arrow! They don't go as far, but they explode on impact!
-If you have a quiver and a bomb bag, both non-empty, you can crouch while shooting to fire a bomb arrow! They don't go as far, but they explode on impact!
Known issues
-Shift-clicking on a quiver or bomb bag in the output slot while filling it from the crafting grid can, under some circumstances, cause loss of ammo. (There shouldn't be a reason to shift-click it, since it's unstackable.)
-Boomerangs don't remove themselves from your inventory properly in creative mode, leading to excessive quantities of boomerangs.
-Boomerangs don't remove themselves from your inventory properly in creative mode, leading to excessive quantities of boomerangs.
License and Distribution
Redistribution/rehosting of this mod is not permitted, except under two circumstances:
- Hosts of small private servers may share the unaltered mod file with players through private channels (e.g., email, Skype).
- Maintainers of modpacks may not incorporate LegendGear into their modpack except under the terms listed in the FAQ; if they meet these criteria or otherwise have specific permission from me, the maintainer may distribute LegendGear as part of the modpack as long as permission to do so has not been subsequently revoked.
- Hosts of small private servers may share the unaltered mod file with players through private channels (e.g., email, Skype).
- Maintainers of modpacks may not incorporate LegendGear into their modpack except under the terms listed in the FAQ; if they meet these criteria or otherwise have specific permission from me, the maintainer may distribute LegendGear as part of the modpack as long as permission to do so has not been subsequently revoked.
Special Thanks
Donors:
$20 - KakerMix
$20 - Ryudo
$20 - KakerMix
$20 - Ryudo
3
Hello once more, fine people of the Minecraft forums. It's been a minute.
As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...
There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.
Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:
Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.
I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.
Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.
I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.
It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?
With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.
Do with it what you will.
3
Hello once more, fine people of the Minecraft forums. It's been a minute.
As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...
There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.
Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:
Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.
I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.
Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.
I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.
It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?
With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.
Do with it what you will.
2
The goal of Blind Mapmaker is to procedurally generate dungeons throughout the world, and modify how vanilla Minecraft progression works.
I will update this post periodically as I make progress.
Phase I - Floorplan Generation
The goals of Phase I are quite simple: generate a floorplan and translate it into Minecraft.
Blind Mapmaker uses a set of algorithms based on ideas taken from various individuals whose writings on PGC I've been studying over the years. I was uncertain I would be able to take the raw ideas and turn them into code, hence Phase I's mildly underwhelming goals. However, this phase is crucial, as it lays the foundation for everything that will come after it; it has to work perfectly if anything else is to be done.
The following video gives an introduction to the mod and an overview of the results of my efforts for Phase I. If you want to skip the background stuff, skip ahead to roughly the 5 minute mark for the demonstration.
Phase II - Doors, Zoning, and Lock-and-Key
Phase II is a bit more complex.
Having completed Phase I, the goal is to drill doors between rooms and divide the entire floorplan into zones, accompanied by some implementation of "lock-and-key" and - behind the scenes - a means to track the puzzle tree. This will allow Blind Mapmaker to create dungeon flow and control tension through the experience of traversing one of its dungeons.
Phase II is now complete.
Phase III - Dungeon Entrances, Dimensions, and Progression
Phase III moves away from the dungeon itself and focuses more on the Minecraft-specific aspects of the mod. Dungeon entrances need to be generated throughout the world in a sensible manner, and will be tied to villages: the goal is for each village to have between two and six dungeons associated with it, which will be tied together through key items acquired at each dungeon's end. These key items will be required to unlock another dungeon in the Nether, at the end of which will be a chest containing either an Eye of Ender or highly-enchanted gear.
A new villager type will be introduced, whose sole purpose is to allow players to trade for key items that they may have lost that are associated with that village.
Strongholds will also be modified, removing the Ender portal frame and replacing it with an entrance to a dungeon, at the end of which will be an Ender portal frame whose blocks are always empty. Thus the player will have to complete at least twelve Nether dungeons to be able to reach the End.
1
An example of overworld dungeon entrance generation, which will probably be part of Phase III. The code currently generates these structures randomly, as a test of embedding them into terrain; I need to do a lot more work to get them to generate in a sensible manner.
Phase II is almost entirely complete at this point. I still have some design decisions to make, but zoning works more-or-less perfectly (in smaller dungeons, fewer zones are generated than I would like, but that's just a matter of math), door placement is good (including stair generation for doors that lead up or down a floor), and room intensity calculations have panned out pretty well (which will be used in determining presence of mob spawners and keys for doors).
I'll probably be posting the Phase II overview video sometime soon.
3
What's this?
Soon you will know.
Assuming I can get the darn model to function correctly, at any rate.
1
They still should be doing so.
When thoqquas were first implemented, I made some procedural errors in the code, such that when a thoqqua despawned or died, the blocks that were supposed to revert back into stone would not do so. That has been corrected; it is possible that I have over-corrected. I'll look into it at some point.
I think that preventing them from spawning in other dimensions would probably work out for the best; I imagine that other mods that add new dimensions - and accompanying mobs - have a notion of the level of balance they're going for, and introducing DM mobs into them probably throws that off.
That said, doing so in combination with a config option to add additional valid dimensions for them to spawn in would probably be a very doable thing.
Attempting to do this biome-by-biome would probably be... incredibly annoying, both for me and end-users. So I think per dimension is probably the best solution.
1
In theory, all of the mobs should be able to spawn in every biome, including those added through mods.
This feature was added relatively recently, I'd have to check the changelog as I don't recall precisely when I added it.
11
Dungeon Mobs introduces a variety of new hostile mobs, all of which hate you. There are no gimmicks: no tameable entities, no weird items, no dimensions. Everything in this mod has exactly one goal in life: to end yours.
However, it's not just enough that they hate you. Each of the mobs in this mod presents a different challenge, requiring you to think tactically about how to surmount the difficulty they pose. While the old stand-by of "hit it with your sword" may work for some, that may not always be the best - or even viable - solution. Due to the lack of a wiki or other repository of knowledge (which I have absolutely no intent of making, so don't ask), you may be forced to learn how to cope with these denizens of the deep on your own.
This mod is intended to make the game more interesting by way of making it more difficult. It adds nothing to make the experience of fighting these creatures any easier, and to do so would defeat the purpose of this mod. There are plenty of mods out there that give you access to new tools and weaponry, and if you feel that vanilla arms are not up to the challenge, I invite you to investigate the works of others: there certainly is a lot of quality content out there.
An overview of the mobs (with pictures and descriptions for each) can be found on the old thread. I am making this new one due to issues with editing the old one, and - given that apparently a lot of folks were downloading an older version of this mod, thinking it was the latest version - I decided that the prudent decision would be to make a new thread.
MC Version: 1.7.10
Requirements: Forge 1.7.10-10.13.2.1291
Changelog
v4.1.3
v4.1.2
v4.1.1
1
Figuring out how to make a config file is next on the docket. Don't expect anything fancy, but I can include an option for turning the update messages off.
2
Dungeon Mobs v4.1.0 is live.
Introducing the vescavor, the first new mob in... well, awhile.
What does he do? Well, he makes a lot of noise. Seriously, if you thought the shrieker was bad, this thing gives it a run for its money. Other than making noise, it's relatively harmless, though it is a quick little bug-thing.
Of course, what fun would that be? While you're being subjected to the horrible noises it likes to make...
That's right, kids. New status effects. Because your life was way too easy, anyway.
While you are confused, your keybinds get all kinds of messed up. Thought you were going to jump? Nope, now you're crouching! Thought you were strafing left? Well now you're strafing right!
Due to how modding potions works, there may be conflicts with other mods that add more potions. I've tried to ensure as much compatibility with those mods as possible, but... if things go wrong, let me know and I'll see if there's anything I can do on my end of things.
In other news: the entity ID conflicts with other mods has been resolved. Dungeon Mobs now runs solely on mod-based entity IDs, so those conflicts should trouble you no more.
Beholders can also cause this new status effect.
I also tweaked blade traps: now they only deal damage to you, so you won't have the issue of strongholds being full of traps and killing anything else that would have the misfortune of spawning there.
Download Dungeon Mobs v4.1.0: Link Removed (Link Removed).