Quartz Brick.
Quartz Fence.
And more variations of other building blocks we have, for example, I want obsidian brick, half slabs, etc. We have a large variety of variations of wood, cobblestone, grey stone brick, it'd be nice to see variations to other blocks we have.
- WoeUntoYou
- Registered Member
-
Member for 11 years, 11 months, and 6 days
Last active Tue, Dec, 23 2014 20:10:01
- 16 Followers
- 1,055 Total Posts
- 328 Thanks
-
4
TheButler1337 posted a message on What do you want Mojang to add in 1.5.1?Posted in: Recent Updates and Snapshots -
298
Comrade_Dispenser posted a message on Let's Talk About StrongholdsWhen a server first starts it seems to be a lot of players’ goals to be the first to find the stronghold and fight the enderdragon. That, in some players’ minds, is the sole purpose of finding a stronghold in the first place. But really, other than the ender portal and the accomplishment of finding a rare structure, what reason do players have to go to or seek out a stronghold? The loot isn’t too good, when you think that you have the chance of getting better loot from the dungeons, desert and jungle temples, abandoned mine shafts and even villager blacksmith chests, and all of these can appear more than three times in a world, making the Stronghold appear very limited The strongholds have the potential to be a good base, but often times aren eaten away by caverns and torn apart by ravines, even to the point of the end portal being rendered useless by the damages.Posted in: Suggestions
Strongholds are supposed to be strong, I could see a ravine ripping through the ground or a cave eating through stone during its formation, but surely these strongholds weren’t build so long ago that full fledged caves have been able to eat through their bricks, along with the abandoned mineshafts tearing through a stronghold. If these shafts were made by the owners of the stronghold, I doubt they’d mine straight through their home, and any actual miner should suspect there’s no ore to be find by tearing straight through the inside of a subterranean fortress. Maybe less, or no caves even could generate around the areas of Strongholds, along with mines and ravines, improving the integrity of the building, and they could act as a clue to allow an observant player to guess there’s possibly a stronghold nearby, without the use of an ender eye.
The player should have more reasons to seek out a stronghold, they should be large, impressive complexes, I mean, take a look at the Nether Fortresses, they're magnificent, and provide the resources of blaze rods and netherwart, along with a place for Wither skeletons to spawn. The stronghold could use a larger variety of rooms, perhaps a dining hall, with tables and benches, a high grand ceiling and chests of food items. A blacksmith’s forge, with a lava pool, multiple furnaces, chests filled with smithing related goodies, maybe even a (slightly damaged?) anvil. There could be a wizard’s study, like a small library with chests containing books and paper, with a rare chance of enchanted books, and an even rarer chance of finding and enchanted item or bottle of enchanting, perhaps they could have an enchanting table, unless people think those should stay player made only. There could be barracks and/or dormitories that the past residents could reside in, a place with beds and chest serving as footlockers.
There could even be an armory, a grand hall, with weapons and armor hanging on the walls in item frames, chest filled with weapons related loot, arrows and such, this could even be a place for the armor stand/mannequins I’ve heard of people asking for to be implemented. Suits of armor could be along the walls serving as eternal sentries to watch over their home, well, until an enterprising player comes and removes the armor from its ancient stand. The armor and weapons could even be found with enchantments on them, with items bearing particularly high level enchantments having a randomly generated name to give the feel of “This is an artifact of a lost civilization” unless people don’t think that fits with the theme or balance of minecraft.
There are three end portals but that doesn’t mean there has to be only three strongholds, perhaps they could be found more often (though still extremely rarely) just without a portal in them, and the ones lacking portals would probably be smaller than the ones with. And who remembers the image we were first shown of a stronghold?
Strongholds that generated with an entrance above ground, I’d like to see a return of this, or at least this happen more often if it still does (like a mushroom biome, I’ve never actually seen a stronghold that generated above ground) this would allow the player to randomly stumble upon a stronghold, rather than need to make a bunch of ender eyes and go actively hunting for one, give a little bit more reason and reward to random exploration of the world. This would, preferably, come with the added benefit of Strongholds not spawning at the bottom of the ocean, sure its mystery and cool though as to how they got there, but really, what purpose would a submerged stronghold serve when you can build a much more effective one on land?
Just some ideas I’ve had, first major suggestion I’ve made for this game, tell me what you think and go ahead and suggest your own ideas.
Examples I've made for what the new rooms could look like, I'm not that good of an architect so if you want to make your own rendition go ahead!
Blacksmith:
Dining Hall:
A throne room:
Room Ideas by BodOwen!
I also did my take on the armory:
as you can see the armory has spawners, it has a 75% chance to be a zombie and 25% chance to be a skeleton spawner.
I also have an idea for a potions room, these will just be a bunch of bookshelves with "tables" and cauldrons, along with a chest with a few potion ingredients.
sometimes destroyed rooms will spawn in the stronghold, these "collapsed rooms" will be filled with stone or dirt , it also has a chest or two in it, but you have to dig it out.
"Collapsed Room" Screenshots.
The stone and dirt is not seen in here, this is what it would look like if it was "cleared out"
Others coming eventually.
A great concept by Badprenup for how a new generation system could work
Quote from Badprenup
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures. Pictures in the spoiler directly below this.
Quote from Badprenup
Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
A great idea by Jakakun!
Quote from Jukakun
I would really want to see a room called Mineshaft Entrance, it's just a room with two Doors (Iron or Wood, i prefer Wood though) that lead to a Mineshaft, the ones we usually see, that would be good for two reasons:
1: It makes sense, i mean, the civilization needs ores don't they?
2: The possibility of the inverse happening, you're exploring a Mineshaft and then you find that Stronghold Room, since both are connected! Oh the glory, that's a cool way to find a Stronghold!
Some more ideas by Dommenick.
Quote from dommenick
As promised, I started working on my version of the Stronghold rooms and corridors, based on the system Badprenup explained, with the connection points in-between corridors and rooms, to prevent overlapping or "stupid" corridors.
For now it are only basic builds. I haven't reached a far enough point to determine if everything works with each other and how many of each room could be added, but I hope to be able to work that out in the future. I'm also really really waiting for SPC and WE for Minecraft 1.7.4, so I can do some copying and I can make an actual stronghold with the pieces. That being said, all the things on the pictures are hand build, block after block, without using any utensil like world edit.
In the pictures the most things are still very bright. I haven't added torches anywhere, except for redstone torches, as I feel like the Stronghold should be a dark and obscure place, long left behind by society, for only ghosts and mobs to dwell... *horror music* ... haha, no but seriously, I tried going for a dark and almost scary atmosphere.
Portal Room:
As you can see, I went for a different approach with the portal room. In stead of having the staircase to the flying portal in the middle, I decided to take it all down and place the portal on floor level, with lava and obsidian below it.
I also put obsidian behind the iron bars. Just a small difference, but I think it makes a great change to the atmosphere. The sponges you can see in the photos are supposed to be mob spawners.
I also changed the lava "pools" into lava "streams" coming from the walls and I gave the entire room a a little more circular feel (or that's what I tried) with the stairs around.
Library:
In the pictures I haven't added cobwebs yet, but apart from that it's finished. It is a one-floored version of the library, I haven't looked into a 2-floored yet.
This (photo above) are all the formations in which bookcases can spawn (they can be mirrored and altered as much as you wish). The biggest one in the middle are two smaller ones combined with a overhang. I believe that if this 'formula' for bookcases is used in stead of the old one, you have opportunities for way better looking and cooler libraries.
As you might have noticed, in the first picture of this library, there are 3 chests and 1 enchantment table to be found. Of course this would be randomized and some things might spawn more often than others. That what you see in the pictures above:
There will always spawn 1 chest, and on top of that you have 50% chance on a second chest and 25% chance on a third one. Also, an enchantment table or brewing stand can spawn, but only 1 of those two (maximum) per library!
Armory / Blacksmith:
I've had fun with this room! To be honest, I think it turned out great! The black thing on the left is a tool forge or something like that, in the back you have an anvil (take a look at the last picture for that ), on the right of that a little shelf with a chest and a cauldron, and in the corner a little lava "pit" and some furnaces.
Just like the enchantment table and the chests in the library, this item at the place the anvil is at, is random. In the picture above you see the items it can contain, including nothing. If it happens to be an anvil, you have 20% chance on a non-damaged anvil, 30% chance on a slightly damaged anvil and 50% chance on a very damaged anvil.
Bedroom / Barracks:
As suggested in the original post, the barracks! I also gave these a shot, and the out-come is a semi-two-floored bedroom with supporting wood and beds downstairs and bedrolls upstairs.
Junction / Intersection:
We've all seen them, the boring plain-looking intersections (see picture above). I always thought that particular room was extremely boring and should be way better.. So I gave it a go!
This is another build that really suited me. I - for some reason - absolutely love the idea of having supporting wooden beams, so that is what I did. The sponge in the middle is, once again, supposed to be a mobspawner.
The room has four exits, just as in the "vanilla" room, and in the corners you can just find some randomly placed fences, broken support beams, perhaps a crafting bench, whatever you like really. By the way - this room is also supposed to be pretty dark and gloomy, hence the spawner.
Hallways - WIP:
I wasn't sure how to start on these, but after some mental warfare I decided that I would try and create "presets" which could be molded together in as many as possible ways. This is still in a very early stage though. (Some of the walls and ceilings aren't even finished yet, but hey, it'll give you an idea
Plain corridors:
Long corridor (wall-less)
Small corridor (wall-less)
These are both just basic straight corridors, nothing special about them. Next up are the fun ones!
"Special" corridors:
Corridor with a chest in the wall
Corridor with a trapped chest and TNT behind it in the wall
Small corridor with a door (a connecting piece, really)
(I changed the wall into stained glass here to see how the inside is built up.
Collapsed corridor
! I'm having troubles uploading this picture, it'll be there ASAP !
Signature Banner for Supporting this Thread.
[url="http://www.minecraftforum.net/topic/1701124-lets-talk-about-strongholds/"][img]http://i.imgur.com/tLB8qXh.jpg[/img][/url]
-
6
Strottinglemon posted a message on Big, Giant, Awesome Feature?A big giant awesome terrain generator would be big, giant, AND awesome!Posted in: Future Updates -
1
GrandChaos9000 posted a message on Minecraft 1.6 update theme spectulationOtherwise, Those biomes are boring but I wanna add missing biomes of Snowless Taiga before in beta 1.8 until upcoming 1.6 yet.Posted in: Future Updates
-
9
Nemo posted a message on I Have Lost All My Respect For Ron PaulRon Paul believes gay marriage is wrong, yet he believes they should be allowed to get married. He doesn't want to enforce his personal views through coercive government power. Essentially, he believes in letting people do things he disagrees with. That calls for a lot of respect.Posted in: Politics, Philosophy, News and Science
As for the whole "racism" controversy, it's all based on news letters written by other people. Ron Paul says he didn't read the articles before they were published, and a lot of people doubt he's telling the truth. It's hard to say, but seeing as how Ron Paul never says anything that implies he's a racist outside the news columns he didn't write himself, I think Ron Paul could very well be telling the truth.
But, what's important are his policies. None of Ron Paul's policies have anything to do with race. -
6
wassupbro posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)So I was just at gamestop and I saw the case for minecraft. Checked the back and what do you know?Posted in: Discussion
These were the pictures they showcases:
http://www.blogcdn.com/www.engadget.com/media/2012/03/minecraft-xbox-360.jpg
http://media1.gameinformer.com/imagefeed/screenshots/Minecraft/Minecon_Screenshot_01.jpg
Thats false advertising. -
5
ratelslangen posted a message on Learning new thingsThat diamonds are not rare and that you can kill animals in to perform magical rituals to get cool weapons.Posted in: Discussion
Also, dragons exist and black men are long, get agressive when you stare at them and steal . -
10
FireKit posted a message on Was the Redstone Update worth it?Things redstone update should have actually had.Posted in: Future Updates
1. Redstone that goes on walls/ceiling.
2. Ways to color redstone so it doesn't join with side by side wires of different colors.
3. Redstone coded to be way less laggy.
4. Redstone joiners that allow multi-colored wires to go through the same space at an intersection for massive space saving.
What we got, a bunch of stuff pulled from mods like better than wolves and railcraft. Since this is the redstone update and likely won't be an update theme for a long time. I say, NO, it wasn't worth it because the problems going back into beta, maybe even alpha still exist. -
22
Flameofice posted a message on Minecraft 1.6 update theme spectulationEnvironment update.Posted in: Future Updates
- New terrain generator
- Many new mobs, many of them biome-specific (including water mobs)
- Several new plants of varying rarity and use
- New biomes
- Multiple new dungeons and structures, with tougher mobs and better loot
Would be a great way to fix many of the existing problems and demands. -
249
Daveyx0 posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!02-02-2013: AtmosMobs is currently being rewritten. Please have some patience, regular updates will return soon.
Want to know what is new in v1.3.2 Update Check the images below or the changelog! Most info on mod can be found on the wiki.
Hello Everyone,
This is the official topic of the AtmosMobs mod and I am Daveyx0, the main developer of this mod. I hope you enjoy my mod. It took a lot of effort to make it, so I appreciate all feedback and support. Credits for everyone who helped are below. Enjoy!
This mod adds:
- 42 mobs that spawn in your world! Birds, Fish, Critters, you name it!
- 6 interactable entities
- 52 items, craftable ones and dropped ones
- a configuration file which contains configurable Item IDs and function toggles
- sounds for some of the mobs
Click here for details on the latest changes in the mod (changelog). It is recommended that you read this if you are here to update!
All information on the mod found on:
v 1.3.2 New Features OPEN THE SPOILERS TO SEE!
SOME MOB REVAMPS
EXTRABIOMES XL INTERNAL SUPPORT! ADDS ATMOSMOBS TO THE EXTRABIOMESXL BIOMES!
BIOMES O PLENTY SPAWN CONFIGURATION! REQUIRES MOB SPAWN CONTROL! ADD ATMOSMOBS TO THE BIOMES O PLENTY BIOMES!
v 1.3 New Features OPEN THE SPOILERS TO SEE!
REINDEER
SANTA CLAUS
CHRISTMAS TREE
v 1.2 New Features OPEN THE SPOILERS TO SEE!
CAVEWORM
LAVA SNAKE
BISON
BEAVER
MANTIS
BEEHIVES AND BEES
SALAMANDER
WANT TO SPAWN ONE? DO IT NEAR A TREE!
PHOENIX
NEW CRAFTING RECIPES AND ITEMS
BUT ALSO....
Wacky video by Scientific Batman:
Nice video by Minecraft Scorpion:
Other recent showcases:
A quick overview by Minecraftwb
A portugese review by SnorlaxBR_
Version 1.2 Video by me:
Outdated Review Videos:
I say, and a video by Gamechap and Bertie!
and Ipodmail!:
More videos:
Note: Dont mind her saying that mice drop crab claws, thats my fault
Informative Videos by me
Thanks for over 40000 downloads!
Before downloading:
For version 1.2 and up:
This mod requires McForge Api (build 6.6.0.497 or higher) to work and I recommend you to use Mob Spawn Control to control the amount of mobs that are spawned in this mod. For a guide on how to do this and how to add the Biomes O Plenty spawning see the Installation section! The ExtraBiomesXLsupport is automatically applied when installed but you can always check out the MSC section for how to get better spawning. Not a lot of mobs spawn by default? Also check out the MSC section
When updating from the last version:
o Check your sound files, there might be duplicates now that the extension has changed.
o Re-new the config file
o Go to newly loaded chunks for the new mobs (unless using the newly added DefaulSpawnConfigs to use with MSC)
Download:
This mod is currently for Minecraft 1.4.7
To support me in making this mod even better ,download here:
Universal v 1.3.2b: http://adf.ly/HGUB8
HELP ME IMPROVE THIS MOD BY GIVING FEEDBACK.
To not support me or if the adfly link is broken:
Universal v 1.3.2b: https://www.dropbox.....2b_MC1.4.7.zip (Mirror)
SSP Installation:
- Step 1: Install Minecraft Forge (build 6.6.0.497 or higher)) and optionally Mob Spawn Control.
- Step 2: Download Atmosmobs from the link above.
- Step 3: Unzip the contents of the downloaded zip. You should have a resources and mods folder now.
- Step 4: Go to your start menu (or search bar) and type: %appdata%
- Step 5: Go to the .minecraft folder in the folder that just opened.
- Step 6: Copy the resources and mods folder to this folder.
- Step 7: Play
SMP Installation (Note: I'm not a SMP pro but I hope this works. Also I think every player that connects to your server has to have the mod)
- Step 1: Obtain the server.jar from Minecraft.net
- Step 2: Install Forge's latest server build into that.
- Step 3: Run the server and when it's done booting: Type "stop" in the console and press enter.
- Step 4: Delete the just created World folder and drop the mods folder from the download to the mods folder that the server just created.
- Step 5: Start up the server again
(Hope that works)
Mob Spawn Control Guide (for Biomes O Plenty support AND MORE!)
This guide requires Mob Spawn Control to be installed. It makes it possible for the player to adjust spawning to his/her liking.
Default Guide:
When installed run the game once without making a new world. Then open up your .minecraft folder. You will see a DefaultSpawnConfiguration.txt which has been created by MSC. When you open it you will see an easy overview of all biomes and mob spawns. You can choose to change spawns using this txt file.
HOWEVER it is easier to actually go IN-GAME open a test-world and change the spawns using the F6 key. When done, open up your save folder in the .minecraft folder and find the folder of the test-world. You will see a SpawnConfiguation.txt which has exactly the same layout as the DefaultSpawnConfiguration.txt. Just rename the SpawnConfiguation.txt to DefaultSpawnConfiguration.txt and copy it to the .minecraft folder so it overwrites the original DefaultSpawnConfiguration.txt. Now every world you make will have the spawn configuration you made in the test-world.
Pre-made Configuration Spawning Guide (Biomes O Plenty etc.)
When installed, go to the AtmosMobsv1.3.2_MC1.4.7.zip which is what you downloaded to get this mod. Open it (before or after extracting) and you will see a folder called MSC configs. Open it and you will see all kinds of DefaultSpawnConfiguration.txt files. The name indicates the function.
(BiomesOPlenty-normal)DefaultSpawnConfiguration = increased normal spawning in th normal biomes and the Biomes O Plenty Biomes
(BiomesOPlenty-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes and the Biomes O Plenty Biomes. They despawn, but they keep spawning around the player like monsters at night, Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
(ExtraBiomesXL-normal)DefaultSpawnConfiguration= increased normal spawning in the normal biomes and the ExtraBiomesXL Biomes
(ExtraBiomesXL-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes and the ExtraBiomesXL Biomes. They despawn, but they keep spawning around the player like monsters at night, Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
(OnlyAtmosMobs-normal)DefaultSpawnConfiguration = increased normal spawning in the normal biomes
(OnlyAtmosMobs-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes. They despawn, but they keep spawning around the player like monsters at night. Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
Open your .minecraft folder and copy the configuration that you want to there. Rename it to exactly: DefaultSpawnConfiguration.txt. If you already have one, overwrite it. Now all newly made worlds should have the new spawning. If nothing happens make sure that MSC didnt overwrite the config again. This happens somtimes.
I really recommend the special ones, they really make AtmosMobs a more fun experience! MIND THOUGH because mobs spawn LIKE monsters, you need to have the game on Easy or higher difficulty.
Adjust DefaultSpawnConfiguration to your liking to optimize your experience.
Turning off mobs and features and changing item IDs:
When you want to turn OFF mobs completely easely, then you can't use the pre-made configurations for MSC. You will need to make one off your own. See below how to do this easely.
Install the mod and run the game once. Close it and go tou your .minecraft folder. There should be a config folder here. Open it and you will find an AtmosMobs.cfg. Open it wit Notepad and you will see a list of values with explanation. Change true to false at the things you want to disable, like mobs and features. Change the item ID to a different number if you are having conflicts. Save the file and load up the game again. (If you use MSC and disabled mobs, make sure to delete the DefaultSpawnConfig so it can make a new one. Changes should have been applied.
To disable mobs but STILL use the pre-made configurations you will need to edit the DefaultSpawnConfig. An easy way to do this, is by copying the content to, for example, Word. Then replace all Atmosmobs.mobname{value,value,value} with nothing. Then move everything back to the config. This should prevent those mobs from spawning.
So now you can support me by donating, if you want. Im not expecting a lot but it would be awesome.
Supportive Banners:
Some other mods that I recommend to use WITH this mod:
Mob Spawn Control: Link
Mo Creatures: Link
Birds Mod: Link
ExtraBiomesXL: Link
Biomes O Plenty: Link
This mod should work with FTB.
My Minecraft crashes on load. What do I do?
Ask yourself the following questions:
- Did I move all the files into the .minecraft folder?
- Did I install Minecraft Forge API?
- Did I remove the META-INF folder in the minecraft.jar?
- Do I have item ID conficts with other mods? (check the crash report)
If none of these apply, then send me the crash report in a spoiler.
I have item ID conflicts. What do I do?
There should be a folder called config in your .minecraft folder. Check the contents and find teh AtmosMobs.cfg file. Open it with Notepad. Here you see all the item IDs and its respective items. Change the conflicting IDs and save. If the game works, it's fixed. If not, try another ID or if a new conflict occured, fix that one too.
I don't like Worms digging and Beavers creating dams (etc.). Can I turn it off?
here should be a folder called config in your .minecraft folder. Check the contents and find teh AtmosMobs.cfg file. Open it with Notepad. Here you see some settings in the General section. Change true to false behind the features that you want to turn off.
Does this mod work on LAN?
Yes
Does this mod work on SMP?
It should, but minimal testing went into it. I would love some feedback on this.
How do I dismount Phoenix Wings?
Press shift.
I found a bug. What do I do?
Report it to me directly.
My game lags because of this mod's mobs. What do I do?
There are multiple actions that you can take:
- Install Mob Spawn Control as mentioned in the Downloads section. It will give you the ability to reduce spawning or just turn off spawning of certain mobs.
- Install Optifine to increase your performance (not sure if compatible with Forge though).
- Change video settings in-game.
- Maybe you are running to many programs at once. Close some.
- Uninstall the mod. Your cpu might not be able to handle it.
Mobs are glitching through the floor. Why?
This occasionally happens and is caused by Minecraft itself. It especially happens when mounting and dismounting mobs. Birds can also do this from time to time. Sometimes punching them helps :3
What happened to the poll?
It will be back soon.
Can I join the AtmosMobs team?
Show me your skills in what you want to do for the team and I might just consider you as a new member. Tester, texturer, coder, modeller or wiki contributor. All fine.
Will there be a Modloader-only version?
Probably not.
Will it be compatible with CustomMobSpawner again?
Maybe, but most people seem to prefer the original way of spawning mobs.
01-12-2013: v1.3.2b
- Sea creatures no longer take fall damage underwater
- Animals no longer spawn underground
- Moles no longer get randomly get
01-12-2013: v1.3.2a
- Fixed Stationary Entity textures
- Fixed Frog drowning
01-11-2013: v1.3.2
- Added internal ExtraBiomesXL support
- Added optional DefaultSpawnConfig for Mob Spawn Control. Just mess around with spawn frequencies and creature spawn caps if you don't like this one. Use with MoCreatures might cause loads of mobs to spawn.
- Added option to remove mob spawns through the config file. If you have Mob Spawn Control, remove the DefaultSpawnConfig in your .minecraft. Then remove the spawn in the config. The let the game make a Default Spawn Config. Don't use the one that is given in the download.
- Added option to remove skeleton head spawn by Vultures in the config.
- Vultures now only spawn skeleton head 1/5 of the time.
- Added Revamped version of Vulture
- Added Revamped version of Parrot (Seagull and Pidgeon are left)
- Added Revamped version of Vampire Bat
- Added Revamped version of Squirrel (it now holds cocoa beans :3)
- Added Revamped version of Pigeon
- Added Revamped version of Seagull
- Added longer tail to Dragonfly
- Mantis is now tamable using a fern/tallgrass. It can mount the player by right-clicking. No further uses yet.
- Phoenix Wings have been changed. When used the player will go slowly up automatically. When moving, it depends on if the player is looking up or down whether the player will go up/down.
- Swordfish Alive can be used as a sword ,2 times before it breaks :3
- Fish don't randomly get hit 20 anymore.
- Improved wing animations of birds.
- Fixed Butterfly Species texture.
- Fixed upside down Bat problem.
- Fixed items not being consumed when decorating Christmas Tree
- Changed Santa spawn to once every 200 Reindeers. (Might get completely removed at some point)
- Fixed Seagull sounds
- Chameleon and Dodo eggs can be used to replace normal Eggs in crafting recipes for Pumpkin Pie and Cake.
- Added 6 optional DefaultSpawnConfigs to use with MobSpawnControl
- Made some fixes in bird behaviour. Mind that sometimes they still appear glitchy but this usually is temporary or just when they are far away from the player.
- Reorganised the mod code into folders.
- Fixed quite some minor bugs
- Updated to Minecraft 1.4.7 and Forge 6.6.0
12-30-2012: v1.3.1
o Revamped Crow added
o Revamped Owl added (WIP some Z fighting is visible)
o Bird behaviour might not be optimal yet, but has been improved
o Fixed Frog hitbox
o Attempted ExtraBiomesXL support but it just won't work... even asked Scotkillen for help, I will keep working on it though
12-24-2012: v1.3
o Added Santa Claus
o Added Reindeer
o Added ChristmasTree
o Most mobs despawn again by default because this was a lag causer.
o Added Christmas Tree item
o Added Christmas Star item
o Bison doesn't hurt you when holding Wheat anymore, but still hurts you when you remove it afterwards
o Changed all sound files into ogg files
o Fixed Seal drowning the player
o Reindeer auto jumps when collided (buggy) because of Minecraft mount-jump issues
11-29-2012: v1.2 + 1.2.2
o Added 1.4.5 Single Player compatibility
o Added Beaver mob
o Added Lava Snake mob
o Added Phoenix mob
o Added Praying Mantis mob
o Added Bison mob
o Added Salamander mob
o Added Bee mob
o Added Cave Worm mob
o Added Beehive entity
o Added Phoenix Wings item
o Added Phoenix Wings entity
o Added Flame rod item
o Added Spear of Fire item
o Added Phoenix feather item
o Added Salamander Slime item
o Added Honeycomb item
o Added Mouse Alive item
O Added Raw Mouse item
o Added Cooked Mouse item
o Temporarely removed:
-- Custom Mob Spawner Support
-- Configuration file (Sorry >.<)
o Added Multiple species for:
(-- Mobname (amount of total species))
-- Whale (3)
-- Butterfly (2)
-- Sea Turtle (2)
-- Crab (3)
-- Rabbit (2)
-- Pidgeon (2)
-- Owl (2)
-- Bat (2)
-- Lizard (3)
-- Parrot (3)
-- McFish (3)
o Completely re-did bird behaviour
o Completely re-did saving species and taming status to nbttagcompound
o Removed frog taming texture
o All tamed creatures will occasionally spawn heart particles to indicate that they are tamed
o Lava snake now drops the flame rod differently
o Moles are less glitchy
o Bugs can only be harmed with a shovel (because of the surface)
o Changed mouse and owl taming process
o Mice have ears now
o Increased Crow size
o Changed Firefly model
o Improved bug "block" attraction
o Climbing mobs no longer climb up entire walls
o Most mobs no longer sufficate from walls
o Dodo mushroom spawn rate has been reduced
o Fixed some shadows
o Small mobs no longer drown themselves
o Crows now ruin your crops!
12-15-2012 Official Release fixes:
o Config file is back ,with new features
o Bison defends itself
o Dodo and Cameleon egg temporarely show up as normal eggs when shown (improvement but still a bug)
o SMP support (not a lot of testing has gone into this though. Bare with me)
o The Entity Tracking lag should be fixed now
o Bees now die because of water, so flee into the water if you are getting stung!
o Loads of other stuffz
07-21-2012: v1.1:
Advises: Delete the config file from the last version before playing with the new one! A clean jar is always advised but shouldn't be needed. It is also advised to despawn all mobs that spawned prior to this update.
- Added ExtraBiomesXL support!
- Added Mole spawning
- Added Rabbit/Hare spawning
- Added the Mahi Mahi, which was the requested mob by the contest winner.
- Added the Dodo
- Rabbits are now tameable with red flowers. They will sit on the players head. No special abilities yet!
- Dodos have several abilities. Try using some mushroom soup on a tamed one!
- Added option to disable chain-spawning in config file.
- Fixed most Mole bugs, except the shadow size.
- Tweaked ALL spawns to work better with other mods that use CustomMobSpawner!
- Added dodo egg and mahimahi fish items.
- Sea Turtles no longer suffocate when on land.
- Changed Cameleon egg sprite.
07-03-2012: v1.0.1:
Note: This is a WIP version but it is stable and ready for use!
- Added McForge 3.3.8 support. New forge removes the need for Modloader and Audiomod!
- Added config file. (YAY)
- Fixed Enderman spawnrate.
- Added Hare(called Rabbit atm) and Mole test version. Only available in Creative mode!
06-04-2012: v1.0:
It might be better to re-install the mod from scratch, but I don't think this is needed.
It is also advised that you despawn ALL mobs that were spawned prior to this update, because mobs with an outdated code will somehow lag the game A LOT!
- Added mods folder installation
- Added McForge Support
- Added CustomMobSpawner Support
- Added ReefManta
- Added Colourful Fish
- Added SwordFish
- Added Sea Turtle
- Added Star Fish
- Added Angler
- Added Whisp
- Made bats only spawn underground
- Fixed a lot of bugs with behaviour of some mobs
- Added different species for the colourful fish and owl (applied to more mobs soon)
- Changed texture of butterfly and moth to flat winged textures
- Added heart particles when a mob gets tamed
- Temporarely removed config file for mob spawn rates (will be back soon) You CAN ,however, toggle "old world" spawns in the config. If set to 'true', mobs will spawn in alpha and early beta worlds.
- Fixed blowfish and piranha item switch
- Added a Raw, Cooked and Live version of most fish mobs
- Made water creature turn when ascending/descending
- Made stationary entities (like the scarecrow) turnable with a wooden shovel (right-click)
- Fixed fish no-clipping into walls
- Reduced moth check-torch radius and buttefly check-flower radius, because of lag issues
- Bats don't get stuck underwater anymore
- Bats now temporarely make mice sounds which don't sound that weird for the bats and are less annoying
- Changed net recipe because of incompatibility problemms
- Some mobs have chain-spawns meaning that they spawn certain mobs with them to make them more common
- Seagulls no longer kill tamed fish
- Added ExtremeHills as a spawn biome for mobs that spawn on the plains
- Added a secret.... Can you find it?
04-27-2012: Alpha v1.3:
- Changed Bird behaviour dramaticly.
- Added Owl.
- Added Seagull.
- Added Parrot.
- Added Pigeon.
- Added Vulture.
- Reduced Cameleon Egg lay rate.
- Added Scarecrow.
- Added Bird Cage
- Added Bird Sitting Stick.
- Made Mouse tameable by right-click.
- Mice now climb blocks instead of jumping.
- Made all birds tameable.
- Owls and Parrots have benefits when tamed.
- Changed Fish Taming system.
- Added Net.
- Changed all files to *Type*Atmos*MobName.java so a clean jar is advised.
- Changed Bird Wing Animation.
- Changed some of the old sounds into better ones.
- The randomness of ascending/descending is now different for every bird. Example: Seagulls won't descend as often as Pigeons.
04-19-2012: Alpha v1.2:
- Added Crow as a bird protoype (took forever D: more birds will come soon).
- Slightly decreased default spawnrate of some night mobs.
- Added option to change itemIDs and Spawnrates using the config files (see installation section for a video on it).
- Moved the items into the mod files of their specific mob so you can disable certain items unsing the Modloader.cfg (also explained in the video).
04-11-2012: Alpha v1.1:
- Added Blowfish.
- Added McFish.
- Added 5 new items: Blowfish, Piranha, Dead Blowfish, Dead Piranha and McFish.
- Added 3 crafting recipes.
- Blowfish, Piranha and McFish are tameable by using their specific drop.
- Seal is now tameable with a Dead Blowfish.
- Tamed Seal is ridable.
- You can heal a Seal to full health with a raw fish.
- Removed 'hopping' movement of the Seal.
- A Seal can now only climb 1 block high.
- Seals now spawn in water AND on land in artic biomes.
- Added option to turn on/off specific mobs with the Modloader config file in the config folder.
- Bats now also fly away when upside down and hit by a player.
- Whales are even more rare now.
- Added spawn eggs for all new mobs.
_a
- Added the missing RenderWhale.class
_b
Some small fixes and additions.
- Changed Moth drop to sticks instead of glowstone dust for balancing reasons.
- Fixed Blowfish hitting the player when tamed.
- Changed in-game name of McFish to Minecraft Fish and Mouse to Field Mouse (to make it Mo Creatures COmpatible) (so if these 2 mobs are spawned in your current world , they will disappear because the game doesnt recognise them. Just find new ones :3 I hope it wont cause crashes (it shouldnt))
- Messed around with some spawn rates to make the bat more rare and some others more common.
- Added a custom sound to bats. They hardly make the sounds when upside down, but if you wake them they will make you crazy xD
04-06-2012: Alpha v1.0.3:
- Updated to Mc 1.2.5
- Added Seal (prototype).
- Changed Squirrel tail slightly.
- Doubled spawn rate of the biome specific creatures, let's hope that does the trick.
- Removed some collision reductions.
04-01-2012: Alpha v1.0.2:
- Made Frogs Tameable by right-clicking them with a slimeBall (this is a placeholder).
- Made it so Frogs get green eyes when tamed.
- Made Frogs sit still on Lily Pads so you can make them stop moving.
- Made tamed Frogs sit on the player's head by right-clicking.
- Fixed Chameleon Eggs spawning an adult Chameleon instead of a child.
- Added a new drop for the frog: Frog Leg
- Added Frog Leg which has a funny feature when eaten.
- Fixed Squirrel hurt sound being Mouse sound.
- Made Squirrels climb trees.
- Fixed Squirrel spawn egg color.
- Changed Squirrel drops to Melon/Pumpkin Seeds.
- Added Rare Drop to Squirrel.
- Re-added butterflies flying around flowers instead of sitting in the air above them.
- Changed some file names to make it compatible with More Mobs.
03-30-2012: Alpha v1.0.1:
- Reduced spawn of some night creatures.
- Fixed Whale lag and movement problemms (at least I hope).
- Lowered Mouse Living Sound volume.
- Fixed suicidal Fireflies.
- Added Squirrel Mob!
- Partially fixed small creatures being able to push the player (they dont push you when walking now).
- Added more light sources to the Moth attraction behaviour (Glowstone Block and Jack'o'Lantern).
- Added Bat behaviour of going upside down while hanging on the ceiling.
03-29-2012: Alpha v1.0.0:
- Released the mod
o Christmas Trees can't be collided with
o Sometimes you can get large amounts of lag when a large amount of mobs spawns.
Universal v 1.3.1 for 1.4.6
http://adf.ly/GiQS0
Version 1.3 for 1.4.6
http://adf.ly/GQ5vF
Version 1.2.2 for 1.4.5
http://adf.ly/GC2Qi
Version 1.2 beta for 1.4.5
http://adf.ly/FQsV5
Version 1.1 for 1.2.5
http://adf.ly/AxwUy
Version 1.0.1 for 1.2.5
http://adf.ly/AJohJ
Version Alpha 1.3 for 1.2.5
http://adf.ly/7se8l
Version Alpha 1.2 for 1.2.5
http://adf.ly/7awWx
Version Alpha 1.1 for 1.2.5
http://adf.ly/7QO1t
Version Alpha 1.0.3 for 1.2.5
http://adf.ly/78IVN
Version Alpha 1.0.1 for 1.2.4:
http://adf.ly/6qcGi
Version Alpha 1.0.0 for 1.2.4:
http://adf.ly/6l7qi
For 1.2.3 users I have some older versions of some of the mobs but seperate downloads:
Crab: http://www.mediafire...32nws26de320q21
Piranha: http://www.mediafire...t84ff677ki8qobe
Dragonfly: http://www.mediafire...ibgbb4yzwzxilyb
Chameleon: http://www.mediafire...lvaiwe2ghopygqq
Coding: Daveyx0
Textures: Daveyx0 and Gibea
Models: Daveyx0 and Gibea
Ideas: DarkFlames, ThePhail, Daveyx0, Gibea and daletucker
Butterfly code: Gnatpat
Most of the Mob Sounds: daletucker
Forge support AND mods folder installation: MisterFiber
Help with SMP support: hypercross
ModPack use:
If anyone happens to want to use this mod in a modpack, then please do so. You are allowed to add AtmosMobs to your mod pack as long as you give appropriate credit and a link to this page on the download thread. I hope you enjoy the mod!
~Daveyx0
[represent]
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
- To post a comment, please login.
1
Single player - one high fence full of pigs
Multiplayer - 2 high fence, almost empty, 1 chicken on top of fence, 1 pig outside
1
tl;dr? Is the mob glitching over fence going to get fixed in 1.3?
1