23
votes
26.3K
views
3,129
downloads
Adds Amazing new guns to your Minecraft world. Aim, fire and reload multiple different weapons.
2
votes
4,911
views
495
downloads
Lets you pull up a 3D mini map by pressing HOME and can be changed from controls tab.

INSERT - zoom in

DELETE - zoom out

ARROW KEYS - move around mini map view

END - close mini map

by Shinoow
4
votes
10.3K
views
841
downloads

In the world of Minecraft you have 3 dimensions, the Overworld, the Nether and the End. The Overworld is the place where you live, the Nether is the hellish place where you get materials used later, and the End is where you fight the Ender Dragon. One thing in particular that isn't defined in Minecraft is a world of the dead (you could essentially call the Nether a world of the dead, as that world contains a large amount of dead things among the other burning entities), the Underworld, the Abyss, and that's where this mod kicks in, by opening the gates of a world composed of death, a place where the absence of life has let a darkness take over what might've been a peaceful place. 

What my mod gives you is the opportunity to go beyond death (while still being alive), by crossing between 3 dimensions placed on top of each other like layers (where each one takes you further down into the darkness). These dimensions are the Abyssal Wasteland, the Dreadlands and Omothol. The Abyssal Wasteland contains more "regular" dead beings (skeletons, zombies, ghouls, spectral dragons, cudgel-wielding skeleton goliaths), and a boss who is the reanimated remains of a long dead dragon, brought back to life through the use of a altar. The Dreadlands contains mutated demonic abominations (and a large three-headed behemoth, guarding the component required to advance to the last dimension). Omothol is the final dimension, and also the one that is currently incomplete. Inside Omothol you can face the ancestral breed of the ghouls found in the Abyssal Wasteland, not to mention the evil demon who guards the Abyss (who currently also is incomplete). From one perspective, you could say Omothol is the most friendly dimension among the three, with it's inhabitants of nameless beings willing to trade goods with other life forms capable of making it this far (but if you were to, say, hit one, you will suffer the wrath of them).

Now, enough about the dimensions added by the mod. In the Overworld you will find 6 new biomes, the Darklands (could count as a more evil version of the regular biomes, with a plains version, a forest version, a more elevated version, a mountain version and the regular, which is a mix between a forest and the plains) with it's purple terrain and nightly undead population (among the regular Overworld entities that appear during night). Then there's the Coralium Infested Swamp, which is a Swamp converted by the influences of Coralium (a element commonly found in the Abyssal Wasteland). In this biome you can entities made out of antimatter (which can be found in liquid form here, very lethal), who explodes if they collide with their normal counterparts, thus following the antimatter principle.

In mob ways, this mod offers a large quantity of undead mobs, with the exceptions of the living shadows and the anti-mobs. Among these are the Depths Ghouls, found in Darklands biomes, any Swampland or Ocean, and within the Abyssal Wasteland. Then there's the Abyssal Zombie, which is a new breed of Zombies made through interactions with the Coralium Plague. Abyssal Zombies are hostile towards normal Zombies (as they kill them to spread the plague even further), and can be found within the same biomes as the Depths Ghouls (apart from these also spawning in the End). There are a lot more entities, and quite frankly it would take a lot of text to cover all of them here. A bit further down I will explain a way to easier obtain this information.

In block ways, you can find 7 new stone types, among them Darkstone (found in the Darklands), Abyssal Stone (found in the Abyssal Wasteland), Abyssalnite Stone and Dreadstone (found in the Dreadlands), Omothol Stone (found in Omothol) and Coralium Stone (created by pouring Liquid Antimatter on Liquid Coralium, found in the Abyssal Wasteland). There are also 2 new types of wood, called the Darklands Oak and the Dreadlands Tree, found in their respective locations. There is also a lot of new ores added, among them the Abyssalnite Ore (found in the Darklands and inside the Dreadlands), Coralium (found inside ocean biomes, swamps and the Abyssal Wasteland in many different forms), and Nitre (found in any Overworld biome), which doesn't have that much of a use yet. There are also "abyssal" versions of regular ores found in the Abyssal Wasteland (most regular Overworld ores except redstone and coal, Tin, Copper and Nitre).

In item ways, you can find anything from tools and armor to flesh made from antimatter. There are Armor sets and Tools for each new material added (Abyssalnite, Refined Coralium, Dreadium, Ethaxium), some special sets for each material (apart form Ethaxium) which requires additional materials. You can find a range of new foods, among them Fried Eggs, Food on A Plate (you can create Iron Plates and put regular food on them to amplify it), MRE (meal ready to eat), various types of flesh dropped from the mobs (which is very unhealthy).

Among the items is also the Necronomicon, which is the information book for this mod. A Necronomicon can be crafted by surrounding a Book with Rotten Flesh (but place a Iron Ingot in the bottom and top right slot). In each dimension, you can empower the Necronomicon by surrounding it with a piece of flesh from a mob found there, which unlocks new knowledge in the book. The Necronomicon is currently under development, but it has information that covers the mod progression and information on materials found in each dimension. Later on you will be able to cast spells with it, and perform rituals in order to obtain certain things (or summon beings from beyond).
 

Mod includes:

 

 

  • 5 new types of stone, called "Darkstone" (It's 20% stronger than regular stone), "Abyssal Stone" (generates within The Abyssal Wasteland, "Dreadstone", "Abyssalnite Stone" (generates along with Dreadstone in The Dreadlands), and "Coralium Stone" (created from pouring Liquid Antimatter on Liquid Coralium). All of the stones have brick equivalents.
  • New tools, 5 types so far, Darkstone, Abyssalnite, Coralium infused abyssalnite (2x the stats of abyssalnite with special abilities), Refined Coralium and Dreadium.
  • 6 new type of armor, Abyssalnite, Coralium Infused Abyssalnite, Dreaded Abyssalnite, Refined Coralium, Plated Coralium, Depths, Dreadium and Dreadium Samurai.
  • 7 new overworld biomes, called "Darklands", "Darklands Plains", "Darklands Forest", "Darklands Highland", "Darklands Mountain", "Coralium Infested Swamp" and "Coralium Infested Ocean".
  • New mobs, so far 16, the "Depths Ghoul", the "Abyssal Zombie", the "Evil Pig" (a hostile pig that looks like a normal one), the "Spectral Dragon", the "Skeleton Goliath", the "Shadow Creature", the "Shadow Monster", the "Shadow Beast", the "Demon Pig", the "Abyssalnite Golem", the "Dreaded Abyssalnite Golem", the "Dreadguard", the "Dread Spawn", the "Dreadling", the "Spawn of Cha'garoth" and the "Fist of Cha'garoth".
  • A new trader mob, called the "Remnant". They spawn in the 3rd dimemsion, but can also be created by pouring Liquid Antimatter on a Villager.
  • 11 "Anti-mobs", including the "Abyssal Anti-Zombie", the "Anti-Bat", the "Anti-Chicken", the "Anti-Cow", the "Anti-Creeper", the "Anti-Ghoul", the "Anti-Pig", the "Anti-Player", the "Anti-Skeleton", the "Anti-Spider" and the "Anti-Zombie". All Anti-mobs explode if the collide with their normal counterpart (except the Anti-player).
  • 4 boss mobs (known as "Asorah, The Fallen", "Cha'garoth, The Dreadbeast", "Sacthoth, Harbringer of Doom" and "J'zahar, Gatekeeper of The Abyss"). J'zahar currently isn't complete, while the others have been fully implemented (but Asorah could use a few small improvements).
  • A new dimension, The Abyssal Wasteland, a dimension filled with undead monsters, where you can find abandoned strongholds with the use of "Powerstone Trackers". There's a boss here called "Asorah, The Fallen" who can be summoned through an altar made from various materials.
  • A second dimension, called The Dreadlands, a desolate red dimension filled with Abyssalnite Golems and Dreaded Abyssalnite Golems, who constatly fight each other. There's also numerous Dread-plagued monsters found here, along with the Dreadguard, who guards the fortress of Cha'garoth in the Dreadlands Mountains.
  • A third dimension, called "Omothol", a realm consisting of structures built on floating islands, where you'll face "J'zahar, Gatekeeper of The Abyss". This dimension is currently a work in progress, so currently only the islands generate, without buildings nor mobs.
  • 14 new ores, known as Abyssalnite, Coralium, Nitre, Abyssal Coralium, Pearlescent Coralium, Liquified Coralium, Abyssal Iron, Abyssal Gold, Abyssal Diamond, Abyssal Tin, Abyssal Copper, Abyssal Nitre, Dreaded Abyssalnite And Dreadlands Abyssalnite. The first 3 are found in the overworld (Nitre appears anywhere, Abyssalnite appears in the Darklands biomes and Coralium appears in Coralium Infested Swamps and ocean biomes), the 9 after are found in The Abyssal Wasteland (first dimension), and the final 2 are found in The Dreadlands (the second dimension).
  • The "Oblivion Deathbomb", a heavily engineered explosive that can destroy anything except bedrock (and which spawn "Sacthoth, The Habringer of Doom"). The ODB (shortened version of the name) has a core which can also be used as a fairly strong explosive (stronger than tnt).
  • 3 new Machines (called the "Crystallizer", the "Transmutator" and the "Engraver"). The Crystallizer can convert elements into crystal, while the Transmutator can transmutate various elements (and also convert crystals back into base components). The Engraver can be used to engrave blank coins (crafted by placing ingots in a plus sign formation, with a piece of flint in the middle).
  • 2 new trees (called the "Darklands Oak", and "Dreadlands Tree"). The Darklands Oak is found in various Darklands biomes, while the Dreadlands Tree is found within the Dreadlands Forest biome, located in The Dreadlands.
  • 4 new enchantments, "Coralium", "Dread", "Light Pierce" and "Iron Wall". The Coralium and Dread enchantments applies Coralium/Dread plagues on hit. The Light Pierce enchantment functions like Smite/Arthropods/Sharpness, but against Shadow Mobs. The Iron Wall enchantment negates any knockback delivered from attacks.
by ObsiLP
0
votes
3,123
views
53
downloads

Advanced Genetics is a mod created by ObsiLP which adds Genetic-Science to Minecraft.

This is a short guide to Advanced Genetics.

  1. The first thing you need is a Scraper. Rightclick on an Entity with the Scraper and you
    will get Skin Scales.
  2. Put these Skin Scales into a DNA Analyser and you will get Cells and Organic Drops.
  3. With these Cells you have to craft a Basic DNA Dictionary. Trust me. You need this item for all the
    following machines.
  4. The next step is to put the Cell into the DNA Extractor. It will return a Helix.
  5. This Helix is encrypted so you have to put it into the DNA Decrypter.
  6. The last normal step is to put your Helix into the DNA Splitter. This block allows you to choose
    which Genes you want to split from the Helix. It outputs the choosen Gene and Organic Drops.
  7. After that you have to put your Gene into the right slot of the DNA Breeder. You can see at the bottom
    how many other Genes you have to put into the left slot. (Basic Genes add 1 State, the same Gene as in the right slot 2)
  8. When you Gene is completed you have to extract your blood by using a Syringe. Put this Syringe into the Centrifuge.
  9. The Centrifuge will return a Centrifuged Syringe. To add your Gene you must put the Gene and the Syrgine into the DNA Combiner.
  10. After this step you only have to centrifuge your Syringe again and then you can inject it back into yourself.
    Voilà! Your Gene is now in your DNA!
by Darkona
5
votes
7,615
views
1,732
downloads

Adventure Backpack adds 60-something new backpacks to the game, with the ability to store fluids in special tanks and to trigger special characteristics during gameplay.

It keeps a minecraft style and everything can be crafted with vanilla items, it doesn't depend on any other mod.

They will keep their inventory when you die, are impervious to lava and fire, and have some neat abilities:

  • You can rotate the tool in your hand with the tools stored in the green slots of your backpack if you sneak and roll the mouse wheel.
  • You can craft a Hose that will allow you to suck and spill fluids in the world.
  • Some backpacks have special abilities, and because this is still in development, more will be added over time.
  • They are Crafting Benches too!
  • You can deploy a sleeping bag from your backpack to sleep anywhere!
  • Tools in the special tool slots render on the backpack.
  • Fluids will render inside the tanks. The rendering depends on the quantity.
  • The Hose lets you drink the contents of your backpacks tanks, for various effects.
0
votes
5,323
views
265
downloads

A brief introduction;
I was one of those people who actually liked the concept of IC2 crops, however I did not like the way it was implemented (completely Random).
I am also one of those people who completely removed IC2 from his modpack in favor of Mekanism.
I am also one of those people who likes HarvestCraft.

So then this idea appeared; imagine IC2 crops, with a breedling line like Forestry bees/trees but with the HarvestCraft crops. Unfortunatly I had not a single clue how to mod Minecraft, after running around with this idea for some time, I decided to learn how to mod Minecraft using Forge, and Agricraft is the result of that.


The Mod
Agricraft aims to implement IC2 crops mutations for every crop out there, using the configs it should be possible to configure any mutation from any mod you want while also adding some farming equipment.
It should also be possible to plant and harvest any seed from any mod on AgriCraft crops (one known exception is infused seeds from Thaumic Tinkerer).


Mutations
Mutations are the core mechanic of this mod. To mutate plants into other plants you first need to put some crops on farmland. If you apply crops to existing crops it will make it into a crosscrop. The more fully grown plants planted on crops next to a crosscrop the sooner a mutation will occur, mutations are actually crossbreeding of crops.
The mutation happens this way:
If there are at least 2 fully grown crops next to a crosscrop, a mutation can sprout on the crosscrop. This mutation is either one of the surrounding crops or a brand new one. Also the stats of the crop (growth, gain and strength) can increase (the more crops around a crosscrop, the higher the chance of stats increasing).
The mutations follow this algorithm:

    1. Chance to mutate in a new plant (default 20%, can be changed in the config):
      1. Check surrounding crops and find possible mutations (specified in the configs, see later).


      2.  
      1. At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
      2. If the resulting mutation cannot grow on this spot, the plant will not sprout (for example, some plants require a base of a certain block, or another block near them).
      3. If the spot is favorable for the plant to grow, the mutation has a certain chance to sprout (depending on it's tier, the higher the tier, the lower the chance).
      4. You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
    1. Chance to sprout one of the surrounding plants (default 80%)
      1. At random one of the surrounding plants is chosen to sprout on the crosscrop.


      2.  
    1. Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
    2. Then the possible new plant has a chance to actually sprout, also depending on the tier. (these chances can be overridden in the configs, for example to balance out certain mods like Magical Crops).
    3. If everything went right you will see a new plant sprouting with new inherited stats.

Adding custom mutations:
in the /config directory you will find an agricraft folder containing a configuration file and a mutations file. The mutations file contains default mutations based upon what mods you enabled integration for in the configuration file (if you enabled mod integration for mods that aren't installed, it will not generate the defaults for those mods).
If you wish to reload the default mutations, there is also a config option for that.
Currently there are default mutations for: Vanilla, AgriCraft, Pam's Harvestcraft, Natura, Plant Mega Pack and Pam's Weee Flowers.

Now if you wish to add/remove/customize mutations, you can do that in the mutations file. If you wish to add mutations for a mod that isn't implemented yet, that's possible, but you have to define the exact name from the itemRegistry for that seed. (you can use NEI to get these names)
When you launch MineCraft, AgriCraft should ouput all registered mutations to the log. If you defined a name wrong you will see "null" in the mutations (example: "harvestcraft:cornseedItem = null + minecraft:seeds_wheat").

This config file also contains instructions on how to specify these mutations or advanced mutations.


The Journal
This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. Then the journal will be your best friend, you will also need a seed analyzer.

Next, put your journal in the dedicated slot in the seed analyzer. Now every seed you analyze will be written down in your journal. You can read information, the tier, growth stages, fruits and if you have discovered all the seeds required for a mutation (parent seed 1 + parent seed 2 = mutation) the mutations as well.
If you wish to copy your journal, put it in a crafting grid with a blank book and quil. If you analyze a seed, you will also be able to tell what stats this seed has

by Ri5ux
10
votes
6,403
views
1,164
downloads
This mod adds in the three main species involved in the movies as mobs, aliens, predators, and of course a few human variants. And of course you will need something to kill those enemies with, so we added a bunch of new weapons yo obliterate them with! But you don't have to be someone who plays survival to get the best out of the mod, because the mod adds in a bunch of building materials for the creative side of people as well.
-1
votes
3,706
views
223
downloads
AllTheItems is a simple coremod for Minecraft which eliminates the vanilla behavior of combining items on the ground into item stacks.

Why would you possibly want to do that, you might ask? Well, a practical reason would be in testing a mod. But the more likely reason is for nostalgia, since this was the standard behavior in Minecraft 1.2.5 and earlier. There's a distinct difference in walking through a bunch of items and hearing the rapid item collection sound, as opposed to picking up a couple or so item stacks. Some people found the older method more rewarding when mining, which this brings back.

As of v1.1, you can type /toggleitemgrouping into the console to toggle this behavior.

by TTFCUTS
0
votes
3,508
views
157
downloads

ATG adds a new world type which entirely replaces the base method of creating the world.

Vanilla generation creates "blobs" of land within the world and assigns random biomes to each, shuffling them around a bit to add rivers and such. The height and shape of terrain within these areas is determined by the biome, not the rest of the world.

ATG completely changes this, instead creating height, temperature and moisture maps for the world and deriving the final biome based upon those. Higher areas are colder, areas away from the sea and where the temperature is high tend to be dryer.

Using the generator config, any biome from any mod can now be added to ATG. Mods which used to use the API to insert their biomes still can, as it means they will appear in the default configuration, and can add their own terrain altering GenMods to be used by their biomes.

Make sure to select "ATG - Alternate" as the world type when making a new world.

3
votes
4,373
views
534
downloads
Ever wanted to have soldiers with guns? If you said yes, then this mod is for you! This mod adds in:
- British Redcoats with muskets
- British Redcoats that attack with swords
- American Soldiers with muskets
- American Soldiers that attack with swords
- Two Blocks, the Britain Block and the American Block
- Muskets (take time to reload with musketballs)
- Musketballs
-Britain Block needs iron ingots to spawn in soldier
-American Block needs iron ingots to spawn in soldier

More Info(Please Read!):
You can use the muskets, but you must also have musketballs with you.
You must have an iron ingot to be able to spawn an American Soldier.
Right click an american soldier to make it follow you or click it again to make it protect the area.
The muskets also take time to reload with musketballs.
The soldiers have to also wait before shooting again.
The Redcoats and American soldiers spawn everywhere in groups!

Don't see a Mod? Request it here!
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