• 0

    posted a message on Any mods that control mob spawn lists in 1.11.2?

    Question is in the title, is there any mod that does this?


    I won't update unless such mod exists since I have to have such utility. I like my mobs spread around so you gotta go to marshes for chickens or colder regions for your sheep or go out to plains to find cattle and so on. More spiders in deserts, more undead in cold places, more creepers in temperate regions. Slimes in the swamp, no natural witches except in spooky biomes, endermen bias towards dry biomes and so on as the squids cannot spawn anywhere but oceans. Don't even get me started on my modded mob spawn preferences, we will be here forever since I like BoP and any mob adding mob that doesn't have a totally out of place graphical style or adds in someone's fetish.


    As mods have a bad habit of adding out of place mobs and it drives me insane to see a mob in a inappropriate biome. It actually causes physical pain to see it.


    So is there a 1.11 mod that allows you to manage mob spawns yet? JAS hasn't had its port but JAS might not be the only such mod in that niche, any others?

    Posted in: Mods Discussion
  • 1

    posted a message on Minecraft 1.12 Update Opinion Thread
    Quote from Chameleonred5»


    It's not a disappointment if you expect nothing. I suggest you adjust your expectations accordingly. It's hard to be let down when you don't expect anything to be great. It even allows you to be frequently pleasantly surprised.


    I probably just don't like this update as much since I like the more exploring and adventuring aspect of the game. So I am bound to biased towards updates that focus on those aspects of the game as the color update is way more a block type expanding update than a adventuring update. I like the parrots though since are not just ambient mobs like the bats and actually do something.

    Not to mention it's a hard act to follow after the woodland mansion which was (to me anyways) one of the first really exciting things to be added to minecraft in a while even if it's just a big hunk of wood filled with angry villagers welding hatchets. Also zombie filled villages.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Minecraft 1.12 Update Opinion Thread

    Some nifty content I guess.


    Parrots!


    Yay.

    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on Minecraft 1.12 :Is Mojang just gonna Hide Behind The New Updates And Features
    Quote from HbMinecraft»

    And I'm still waiting for the plugin API they promised, not this watered-down, diet coke resource pack crap.


    An official API that adds new features, content and systems via modding from the community?

    AAHAHAHAHAHAHAHAHAHA No. Enjoy your texture pack.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from IPCNA»

    Please don't tell me this great mod is dead.


    Eh, it's been around since 2011 so I don't think so. He didn't update to 1.7 for some time and I suspect he may when he has free time to update to 1.12 or something.

    Not like mods beyond 1.7 are worth using yet.
    Posted in: Minecraft Mods
  • 0

    posted a message on EvilCraft (Open Source) - v0.10.12

    Does this mod add a cyclops? I noticed the cyclops core thingy suggests that you have a cyclops mod.


    I think a cyclops dungeon would be cool.


    Cyclops.

    Posted in: WIP Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    By any chance will you make a mode where these cities spawn as large structures akin to villages instead of as a world spanning feature?

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)

    Does anyone by any chance have earlier versions of the 1.7.10 version of this mod?

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from HexwellC»

    I don't think I can pretty much symphatize Azanor. He could make Thaumcraft open-source so community could maintain it. Instead, he decided to leave us and take his creation into grave.


    Sorry, but family and work is a really bad excuse for opposing liberty.



    His mod his rules, it's his choice to make things open source or not. It's not like Mojang demands moders make their code open source.

    Needless to say convincing him to make thaumcraft open source with that sort of rhetoric is probably not a good idea.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Robijnvogel»

    They don't. It's just a port. No new features.




    I know, but I am curious if the tropics may get different parrots than the jungles or if some variation like that is planned.


    I am one to like variation for variation's sake though. I actually was a bit disappointed when Jungle spiders were ripped out instead of just rebalanced or something for instance (I know they attempted a rebalance before abandoning the mob altogether, but hey, I still liked the idea of some dangerous spider variant in the jungles that ruins you day occasionally still it's their mod so they can do whatever they want with it and if I really wanted them I probably could just make them in MCcreator or something)


    At least there's more mo critters alternatives these days.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    Wow, didn't expect there to be dungeons implemented.


    I spent a couple hours trying to make a dragon lair instance via recurrent complex and came across why you may not have done something like that already- Dragons don't seem to play well in enclosed spaces even if they have a high ceiling and a lot of room to fly around in.


    I hope that the balisisks are re-implemented into 1.7.10 before porting upwards. I liked those guys.

    Posted in: WIP Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    I know the modders here, who did good work, probably won't give a dang about what i'm about to say but I think he would have been better off staying with 1.7.10 or keeping a port back there even if it is a ancient, 3 year old version since that was where all the mods are at still.


    Quote from Robijnvogel»

    There's a 1.12 alpha version already, however it is buggy as melons.


    I wonder how they integrate parrots.

    Probably just using the spawn tags already there, but I could be wrong.

    Posted in: Minecraft Mods
  • 1

    posted a message on Why was discussion on politics and economics banned in off-topic?

    I'm curious since that just seems odd. I think there even used to be a forum for that, but now there is none.


    Is it because of the 2016 elections?

    Posted in: Forum Discussion & Info
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    So how do you feel about having to update for 1.10 before 2017?

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    Basilisks, Drakes and Skeleton Knights I miss :(


    New dragon is cool though.

    Posted in: WIP Mods
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