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Gloomful Nights Overview: Gloomful Nights is a modpack that is centered around enhancing Minecraft’s already present aspects of survival, rather than covering it with a blanket of tech and magic mods. The mods in this modpack were chosen to make surviving in Minecraft a treacherous, suspenseful experience, while still being fun and exciting. The most prominent change that you will notice about this modpack is that light is scarce. Without a torch at night or in a cave, everything is pitch black, and only the stars in the sky or the eyes of endermen can be seen through the darkness. Extreme environments such as a dark cave, or the dry desert, will be even more dangerous, as you must stay in the right temperature, drink adequate amounts of water, bathe, and sleep to survive. Not only is basic survival hard on it's own, zombies now spawn and travel in hoards and will track you down based on your smell, sound, and by communicating with other zombies, however, you can fight off the zombie threat with an arsenal of medieval weapons that you can dual wield. NPC villages have much better generation with castles and more buildings, and villagers are able to be interacted with, befriended, and even married. While amazing, the mods in this modpack were chosen to stay true to Minecraft's vanilla style. If you love vanilla Minecraft, but want something just a bit more immersive, then try out Gloomful Nights. Installation: Go to THIS link to find the modpack's page. Copy the platform URL and paste it into the Technic Launcher. Modpack is 100% Optifine Compatible. If you wish to use Optifine in this modpack, download this mod and put it in the Mods folder (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-1-8-8-optifine-hd-f3-fps-boost-hd-textures) Mod List: -Dynamic Sword Skills -Mine and Blade: Battlegear 2 – Bullseye -AppleCore -Aquaculture -Archimedes Ships -Backpacks -BiblioCraft -Big Trees -CodeChickenCore -Crossbow Mod -Dragon Mounts -Dynamic Lighting -Enviromine -Rotten Flesh to Leather -Gases -Hardcore Darkness -Holo Inventory -Hunger Overhaul -IchunUtil -Immibis Core -Immibis Microblocks -Infernal Mobs -Inventory Tweaks -MAtmos -Minecraft Comes Alive -Mob Dismemberment -More Health Enchanted -Not Enough Items -Pams Mods -Pet Bat -Project Bench -Project Zulu -Radix Core -Ropes Plus -Ruins -Shoulder Surfer -Snowfall -Stalker Creeper -Balkon’s Weapon Mod -Zombie Awareness Screenshots: Permissions: All of the necessary permissions are listed in the permissions section of the modpack's page, as well as links to the author's website, and the name of the modder. Conclusion: If you have decided that you wish to try out Gloomful Nights, then Thank You, as i put a lot of thought into this pack (Although it may not seem that way, because it is still a W.I.P.). I hope that if you enjoy this modpack and even give your feedback about the mods included, and suggest mods that you think should be included. On the contrary, if you are looking for a modpack that is filled to the brim with dozens of magical and technological mods, then my other modpack, LetsgetQuest 2, is perfect for you! (Shameless advertisement =P)
I found a vanilla zombie spawner on the server I play on. I like to build "old school" type water elevator + drop-damager (along with some redstone controlled pistons and lighting to turn it off) mob farms, and built a number of bases in SP around such spawners. The spawner gets a sealed chamber that is 9x9 and 6 high, the water slide, water elevator, and drop are all sealed up too. The ride the elevator up 12 to 15 blocks then back across the top of their spawner and then drop 19 to 21 blocks and are sealed up with only their feet showing through half block gap. I use all the space around this "contraption" for my base: labs immediately under the spawner chamber (which has a two or three block thick floor to prevent drips), logistics storage area whereever, farms, etc. I just stack it all up on top of and underneath as well as around the spawner, trying as much as possible to make the areas where I work and linger be within 16 blocks of the spawner. It is a lot of fun to build these, and yes I know there are auto-spawners in tekkit and TL, but these are fun to make too. I've done this a half-dozen times or more in both tekkit and tekkit lite worlds. I got the basic design from this guy ToZaTop, who has a tutorial video here: So, in sum, I (pretty much) know what I'm doing. But I'm having two issues I've never seen before. I have installed Minefactory Reloaded Road Lights with redstone wiring to turn them on off (and they do turn on and off), as well as pistons to turn the water flow off (which also work). I have not yet completed the upper works (water elevator, water slide and drop) because I've encountered these two issues: 1. Even when the spawner chamber is dark inside (I can see red hatching on the floor with F7 activated), and I'm standing just outside the chamber peeking in a window (so only about 6 tiles from the spawner) no zombies are spawning. I noticed this last night and have fiddled with it a bit today but I still cannot get it to work. Maybe the chunk isn't resetting? Is it possible for a spawner to "malfunction" somehow? 2. I'm seeing a strange effect with the Road Light blocks that I had not noticed before. When I turn off the redstone power to the light circuit, the do get dimmer, but they do not go all the way "off." I don't know if there is a delay maybe or what, but I've noticed if I just tap on each Road Light block it goes completely "out" (meaning it stops emitting low light. Immediately after I flip the switch, the chamber is still sufficiently lit up that there are no red hatchings on the floor. When I go around the tap on all of the Road Lights it goes completely dark inside (except for the light from the window where I'm peeking in which is minimal) and the red hatching appears. So basically the problem is the Road Lights do not go completely "off" when they no longer have redstone power, they seem to remain half illuminated for a while, though I don't know if they eventually go completely dim on their own or not. I had a fully functioning spawner in a Tekkit SP game (but I deleted it) in which I used the Road Lights to turn the spawner on/off and did not see this issue there. Anyone have any ideas?
Hello everyone, I would like to add GLSL Shaders to The Crafting Dead cure! Problem I have is I can not find a link for 1.5.2 for the mod and if I do it says It needs Mod loader and then my game will crash I am able to add mods to crafting dead I just need a download or help to install GLSL shaders to the modpack. Thanks for taking your time to read this!