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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
70
MC Version: 1.6.4
Last Update: 14-06-17
Requirements: Forge (1.6.4-9.11.1.917)
Download: Link Removed (Link Removed)
Mods Supported
Biomes O' Plenty, ExtraBiomesXL, Highlands
Default Block IDs Used
500, 501
Dungeon Mobs is intended to be a more dangerous analogue to Mo' Creatures. Instead of providing new animals that liven up the overworld and improve ambiance, this mod introduces a variety of new hostile mobs, all of which hate you.
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.
An overview of the mobs (with pictures and descriptions for each) follows.
Thoqqua
Hope you like fire. And lava. And things that turn stone into lava.
This is a thoqqua.
Thoqquas are unusual creatures, more elemental entity composed of raw earth and flame than normal living creature. Thoqquas are incredibly sensitive to invasion into what they perceive as their territory, and will seek out and remove such threats with flame.
In addition to their overly sensitive nature, thoqquas are dangerous even with their mere presence: thoqquas burrow through all but the densest of materials, transforming stone into magma with but a touch of the incredibly intense cone of flame that serves as their head. While this transmogrified lava will eventually revert back to its original form, while it transitions it becomes a form of stone known as "magma rock," which radiates intense heat and can release the lava trapped in its core if disturbed.
Blade Trap
It will catch you, and it will hurt.
This is a blade trap.
A relatively uncommon device found in the secret places of the world, the blade trap is aptly named: it is a trap, and it is bladed.
When an overly-curious individual should wander near it, the blade trap springs to life, flinging itself towards the intruder with incredible speed. Once it reaches a safe place - or perhaps just runs into a wall - it powers down, turning back into an inert block, lying in wait for more prey.
Do note that you cannot construct these devices of mayhem: they "naturally" "spawn" in the world, but only in locations that are clearly built by intelligent hands. You can place these objects if you are in creative mode (look under the combat tab, naturally), and these devices will ignore players in creative mode.
Manticore
He may not have majesty, but he certainly has spineties.
This is a manticore (do note that these manticores cannot fly).
Ill-tempered cousins of lions and other such large predatory cats, manticores possess innumerable spines, which serve as their primary means of attack. When angered - or even just hungry - they are able to launch a volley of spines at their prey.
Of course, unlike humanoids - or similarly-shaped undead - that seem only able to handle shooting one piece of ammunition at a time, the manticore is well aware of its biological advantage, and leverages it as best it can: its volley, while aimed, is not just aimed at its target, but at the area surrounding its target.
HunterHis name is Wilhelm. And those are his dogs.
Not all villagers are peaceful, and not all choose a sedentary lifestyle of milling about and trading with random adventurers. Some are called to another path, and the hunter is one such individual.
Iron golems protect villages, that is true, but they are big, slow, and easily out-witted, only defending the grounds of the village itself. The hunter is more active: an avenger, if you will, whose purpose in life is to hunt down those who have harmed his people and enact revenge.
If you have harmed members of a village, they may send a hunter after you. Encountered in the wilderness, or sometimes even in the cavernous depths, the hunter's prey is you, and they will not stop until you are dead.
Of course, villagers know that they tend to be somewhat outmatched by the adventuring type, and so hunters often train a pack of hounds to assist them in their trek. When the hunter spots you, or if you attack the hunter, his hounds will immediately assist him in bringing you down.
If you have not harmed any villagers in your life, then the hunter will simply pass you by - he is not interested in you, but in someone else. Of course, if you choose to pick a fight, the hunter is more than willing to oblige.
Note: The hunter does, from time to time, seem to cause a "leaking worlds" problem. I've narrowed it down sufficiently that it doesn't happen that often, but it can happen. This can potentially cause excessive lag, so be on the lookout.
Cockatrice
See that guy on the left? That's going to be you.
This is a cockatrice.
Born of a yolkless egg, cockatrices are vile creatures of rude temperament. They are particularly well-known for their ability to turn their prey into stone - an unfortunate effect for those who venture into their lairs. While their bite is mostly harmless, there is always a chance that one nip will turn you into inert stone, along with all your gear.
Of course, should you manage to return to the site of your untimely transformation, perhaps you will find your petrified self and be able to free your items from your past incarnation.
Lizalfos
Bet you can't find just one!
Lizalfos are lizardmen who wield swords and dwell in the depths. They will always appear in a twinned pair, never singly, and each pair acts roughly in tandem.
Lizalfos carry a shield-like device, with which they are quite adept and able to block incoming projectiles. The lizalfos is not a creature that can be engaged at range. Lizalfos are also quite agile, able to leap high distances, and - much like cats - always land well and on their feet, never taking damage from a fall.
Due to their ability to work in pairs, a lizalfos that is badly wounded will flee combat rather than risk death, allowing its twin to take over the fighting while it licks its wounds and recovers. While fleeing, a lizalfos becomes exceptionally fast, and will flee even faster if wounded yet further. Once its wounds have healed, or if its twin sees fit to flee, it will rejoin the fray.
Upon defeat, a lizalfos will sometimes drop its sword, which is usually of significant quality.
Rakshasa
Now you see him, but in a few moments, you'll either not see him, or see five of him.
This is a rakshasa.
Rakshasas are an unusual breed of creature, which deals deep within the darkness of the world. Though unrelated, they get along relatively well with illithids, and you may stumble across them plotting together.
Rakshasas are powerful spellcasters, capable of many tricks, including invisibility and the ability to make illusory copies of themselves. They are masters of using arcane energy to harm their foes, and prefer to fight at a distance.
Being spellcasters, rakshasas occasionally carry tomes of power with them. While not useful by themselves, they can be used to imbue powerful magics into weapons, armor, or tools.
Hell Hound
He's cute, I suppose... until he breathes fire.
This is a hell hound.
In essence, a hell hound is the demonic relative to the common wolf. Unlike natural wolves, however, hell hounds are malevolent, and are not interested in being your friend - only in spreading fire, an interest they pursue readily by breathing forth bursts of flame. Even their bite itself is enough to set creatures on fire.
Hell hounds can be found in the overworld, albeit rarely. They are significantly more common in the fiery pits of the Nether from whence they spawn, where their natural affinity for the inferno puts them right at home.
Illithid
He's a cultured creature, with a taste for delicacies. He only wants to eat your brain...
This is an illithid, also known as a mind flayer.
Their physical attacks are not very strong, but as they attack you, they latch their tentacles onto your head, and when all four are attached, they extract your brain, killing you instantly. In the meantime, their mental powers keep you constantly slowed, allowing them to catch up to you with no problem.
And if you think that bringing your little dogs and cats to the party will help you, you would be rather wrong. As illithids are only interested in eating human brains, they have another use for such simple-minded creatures: turning them on their masters. Illithids will take a few moments before dealing with you to dominate the minds of your animal companions, turning the tide against you. Of course, their control over them is based upon their mind, so if you kill the illithid, your not-so-faithful friends will return to your side.
Important: Due to the way tamed animals save their data, any animals that are dominated will stay that way if you close the game - or it crashes - while around an illithid. This is being worked on, but I can't say how long it will take. Engage illithids with pets along at your own risk!
Destrachan
An overgrown sonar-using lizard. Probably trouble.
This is a destrachan.
Do not be fooled their somewhat unorthodox appearance or garish colors: the destrachan is a fearsome predator of the depths. Their mastery of their sonar capabilities is such that they can produce the frequencies required to shatter glass, crumble stone, and dissolve metal with little to no difficulty.
When hunting, they can modulate their vocal frequency so as to disrupt the very air itself, resulting in a shockwave of explosions as the water in the air is instantaneously boiled by way of resonant frequency. When pressed, destrachans resort to their claws rather than their sonic attacks, and while not as deadly as their harmonics, they can still rend flesh with relative ease.
As a side effect of having such destructive powers, destrachans themselves are highly resistant to kinetic force: explosions will do little to faze them.
Cave Fisher
A cross between a spider and a lobster, and aptly named...
This is a cave fisher.
The cave fisher dwells in the darkness, and unlike their cousins - spiders - they don't tread onto the surface. While they share the ability to climb, cave fishers also sport a number of abilities beyond those of the common spider.
Cave fishers will hurl webs at their targets, ensnaring them and making them easier prey for the fisher to catch. They also have the ability to grab their targets from a distance and reel them in to within striking distance - hence the clever name, "cave fisher."
Troll
Big, mean, and green. Also: hungry.
This is a troll.
Trolls are fairly normal when it comes to their combat tactics - they mostly just smack you until you stop moving. What distinguishes trolls is their extreme hatred of sunlight, rapid regenerative abilities, and hunger.
Trolls will spawn in caves even in the highest mountains, but only if they are incredibly dark - far darker than even normal monsters can spawn in. Trolls will flee sunlight to the best of their ability, and will be slowed while in sunlight... and also gradually turn to stone. While they are mostly harmless in daylight, they are incredibly dangerous in darkness, where their regeneration will make even the most dangerous of weapons nigh-useless against them. Only one thing is known to overcome their regeneration: fire.
Beholder
Sure, it's got teeth. But the eyes are the thing to watch out for.
This is a beholder.
Capable of flight, these beasts stalk the deep parts of the world. While most other creatures are dangerous only if you get within reach of their claws, the beholder is a ranged monster, shooting bolts of magical power.
If an eye ray should strike you, you will be subject to all manner of horrible effects. Each ray is different, applying different effects - some will simply damage you outright, some will poison you, others will slow you. Regardless of the primary qualities of the ray, it will always remove enchantments from some of your items.
Even if an eye ray should miss you, it can still prove dangerous - if an eye ray strikes ground, it will explode.
Hook Horror
Those claws aren't just for show.
This is a hook horror.
Despite the ridiculousness of only having claws for hands, the hook horror is a dangerous foe. It is quite adept with its hooks, capable of quickly eviscerating flesh and rending armor, and - against creatures that wield items - capable of ripping things right out of your hands. Enchanted armor may be better able to hold itself together against this creature's onslaught.
It will also occasionally - and without warning - whip itself into a frenzy, barraging its target with a flurry of claws.
Umber Hulk
"But GW," you say, "that's a picture of a model in Techne! That's not a screenshot!"
"Well," says I, "you'll see why I did that, soon enough."
This is an umber hulk.
Three words exemplify the umber hulk: big, nasty, and scary. Rarely spawning in the depths of the world, this is not a foe to be underestimated.
Fortunately they are rather slow. But that is their only weakness: they are incredibly tough and ridiculously resilient, immune to fire, and hit like a sledgehammer. Only the best-geared of adventurers should attempt to do battle with these beasts - to engage them otherwise is folly.
Shrieker
Looks harmless enough, ya? And sure, it's harmless...
This is a shrieker.
By itself, the shrieker is completely and utterly harmless. You can walk right up to one, and it won't even attack you! They don't move, and while they might shake a bit, they're not intelligent in the least.
However, shriekers aren't named ironically. When exposed to light, or when attacked or otherwise jostled by a creature, the shrieker emits an ear-piercingly loud trill, which attracts the attention of nearby creatures - making them appear suddenly by the shrieker, without warning.
One way to think about a shrieker is that it is basically a living mob spawner... that can spawn any hostile mob (native to the overworld), and can summon a fairly large group at a time.
Ghoul
Like a zombie. But worse.
This is a ghoul.
In essence, the ghoul is another undead thing, similar in nature to zombies. Compared to zombies, however, ghouls are tougher, faster, and more dangerous: when you are struck by a ghoul, you are almost entirely paralyzed for a few moments. That might not be so bad if there is just the one ghoul, but if there are more... well, that will probably not end so well.
However, unlike zombies, you won't find ghouls on the surface. While they burn up in sunlight just like all other undead, they are only found underground (no higher than 60 blocks above bedrock).
The ghoul texture is based on the Painterly Pack's zombie skin.
Rust Monster
He just wants to be your friend. Especially if you have iron...
This is a rust monster.
Rust monsters are denizens of the underground that feed on metals, both ferrous and precious, though they prefer ferrous metals. You won't see them outside (usually), and they will only appear near veins of their preferred meals, even if they're not exposed. In this way, having these creatures around might actually be somewhat helpful, as they can lead you to iron and gold veins you might've otherwise missed. Also, like most other hostile mobs, rust monsters do not spawn in well-lit areas.
These creatures are not particularly interested in you, unless you happen to be wearing, wielding, or just carrying metal somewhere on your person, at which point they will attack you viciously (or if you attack them first). Not only do they attack you, but they will also do severe damage to iron or gold items on your person - and if you hit them with an iron or gold weapon or tool, it will damage that item incredibly more than it would normally.
If you get caught in a situation with a rust monster and would prefer to retreat than engage in combat, you can drop items it likes to eat to draw its attention away from your metallic hide. Dropping an iron ingot might not be fun, but if it saves you oodles of durability on your iron armor and weapons, it might be a worthwhile sacrifice. Of course, once you attack the rust monster yourself, it suddenly is more interested in making you dead than eating whatever you happen to drop... and, of course, once you're dead, you drop everything in your inventory. So the rust monster will gleefully consume every last bit of metal you had on you before you manage to get back to where you died.
Installation
Previous Versions
Known Compatible Mods
Atmosmobs
Project Zulu
Mo Creatures
Goblins
Twilight Forest
Skyrim
CustomNPC's
Witches & More
Weeping Angels
BiomesOPlenty
ExtrabiomesXL
Coral Reef
Ruins
Walled City Generator
Better Worlds
PAMS mods
Gems+
Metallurgy Core + all modules
Instant Blocks
Fancy Fences
Matmos
Chicken Bones Core
ID Resolver
Rei's Minimap
Steampunk Airships
Balkon's Weapon mod
Crossbow Mod 2
Ancient Warfare catapult mod
Ropes+
CraftGuid
NEI
Enchanting Plus
Minions
Custom Mob Spawner
Torojima's Chococraft
Videos
Portuguese
Russian (?)
FAQ
Changelog
Credits
_303 - for being a generally helpful fellow.
ZeuX and r4wk - for writing Techne.
Zorn_Taov - for assistance in cleaning up my entity registration code.
r4wk - for assistance in finding the elusive bug that was plaguing SMP.
Wreckage - for being incredibly helpful in reporting SMP-related bugs.
Crudedragos - for being helpful in figuring out the "leaking worlds" problem.
DraxisWuf - for assistance in resolving the "exploding cockatrice" issue.
MohawkyMagoo - for being a generally helpful fellow.
1
I've got most of the mobs done at this point; five more to go. I had to spend an inordinate amount of time on the cave fisher to make its behavior functional; at present, the illithid seems to be having some problems (spawning a bunch of copies of helmets, for whatever reason), so I'll need to look into that.
I'd also like to try my hand at - once again - dealing with the lizalfos lag problem, so that may delay things a bit, as well.
Overall though, things are going well enough. Should definitely be able to post the update before the end of the week.
Oh! - and if anybody is sufficiently fluent in a language and would like to assist in providing translations of names of things, that would be fantastic. My French isn't up to par for the task, and my knowledge of other actually-useful languages is paltry in comparison even to that.
2
I'll look into it.
For now I am focusing primarily on updating the code and fixing minor bugs as I come across them. Adding new content and dealing with interfacing properly with other mods will come later, and may not be included in the initial 4.0 release.
As an update: I'm about halfway done right now, provided the remaining mobs give me about the same level of difficulty as the ones I've already done. I have a busy weekend, though, so while I can say for certain that an update is inbound, it will probably not be posted until early next week.
1
Stay tuned.
4
First off, taking multiple 300-level CS courses simultaneously may not have been the best of plans. I'll be doing that again next semester (my last one, finally), so chances are good that I will not be committing a significant amount of time to this mod. That isn't to say that there will be absolutely no updates, but that you should definitely curb your expectations (not that they can get much lower than they have been as of late, I imagine).
That said, however, I recently got into talks with some folks involved with one of the larger-scale Minecraft projects (I will refrain from saying which, until such time as things are solidified). If that goes well, I'll be diving into Minecraft coding (and probably for some variant of 1.7) over the winter interim. Should that come to pass, since I'll be dealing with 1.7 anyway, Dungeon Mobs will probably see an update.
1
I'd noted they weren't quite behaving properly, but hadn't run into any serious crashes.
Just started up A&P this week, so it may be a bit before I have the time necessary to look into this.
1
Nor have I, but that doesn't mean that there aren't bugs lurking in the code. I'm sure something will crop up: something almost always has, in the past.
I'd rather not go into detail until I have something presentable: once I'm at the point where screenshots are possible, I may post them here and gauge the response.
Until then, though, I'm not going to talk about it much, just to avoid getting peoples' hopes up for what may very well become vaporware.
1
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
1
And in strange aeons, even death may die.
This semester has been hectic for me, but I still live.
My schedule isn't exactly clearing up anytime soon, either: finals, term papers, and large projects loom in the next few weeks. Add to that the fact that I need to be moving soon... my plate has been rather full.
This project, however, has not fallen out of my field of view. I'll admit that I'm not at all up-to-date on conversions to 1.7, but once this semester ends and things settle down, I may have time for it.
There are several errors and bugs in the latest version, which have been pointed out in the pages since my last update. I'm aware of most of them, but haven't had the time to start working on figuring out fixes.
I have very strong opinions regarding the nature of dragons. I also have very strong opinions regarding my ability to do them any degree of justice: primarily that I won't be able to, at least not right now.
That said, they may - potentially, one day - be a thing that I try to accomplish.
As far as adding new mobs and such, in future updates, I have a number of ideas. I've got a small handful of things I would definitely like to implement, but I think - at this point - fixing all the problems with existing mobs comes first. Specifically, I would like the lizalfos to stop leaking horribly, and I've had a few ideas on how to make that the case (not to mention that the twin's behavior has always bugged me... I don't think they're working properly).
I have even considered going back and addressing the perceived balance issues with a mob or two, but whether or not I implement changes to balance is another question entirely.
I have also add a few ideas for other mods that I would like to try my hand at. Specifically: I would like to implement an "underdark" mod, which would be suitably terrifying. I would also like to try my hand at implementing procedurally-generated bosses, built from a number of predetermined pieces that could be combined in a theoretically-infinite number of ways, both in terms of mechanics and appearance.
2
Hmm... as mentioned upthread, I did very little testing on the mod for the update to MC 1.6.4, and I did no SMP testing. I'll look into this problem, see if I can get a fix; however, it will probably be a few days, have a number of final projects and such due this week.
It doesn't, and I don't really consider that a problem. There are significantly more pressing things to do - like add content.