This mod is a simple but very configurable mod that is designed to work with The Lost Cities (https://minecraft.curseforge.com/projects/the-lost-cities). It makes buildings a lot more challenging by spawning additional and stronger mobs in them. There is a big chance that a building is 'haunted'. If it is haunted then there very strong vanilla mobs will spawn (boosted for damage and health) until the player manages to kill a specific number of them at which point the building is considered 'cleared'. The mobs spawn when the player is in the building but regardless of lighting level so it doesn't help to light up the building (can be disabled with config).
This mod is very configurable. You can control what kind of mobs can spawn this way, how many can spawn, the kind of armor and weapons they get. How strong they are and so on.
Note that this mod is server-side only.
Feel free to use this mod in any modpack you want.
Seems like this mod isn't getting ported to newer versions, that's unfortunate. Imagine how fun 1.16 would've been being able to raid pillager mansions and monster-infested buildings.
Is there info in the config to adjust what loot can spawn in these cities? I want to make a zombie apocalypse server and would like these buildings to have chances to contain guns, Food, or other loots. or can anyone point me to a mod that would be able to do this?
In reply to KyRLykaios:
Since lost cities use standard "simple dungeon" chest loot table, you can use loot tweaker to change or add loot pool to this loottable.
In reply to Sablam_San:
Bet, thanks for the info, im currently trying that even tho i got no idea what im doing lmao
In reply to KyRLykaios:
Here mine, with lot of modded items, but you can use it as a starter: https://pastebin.com/PBrWJbK3. I chose to add pool, but you can chose to use "main" and "pool1" pools.
In reply to Sablam_San:
Thanks for all your help. and yeahh im hella new to this so sorry if this is gettin annoying lmao but how exactly do i get this into the world, or like import it?
In reply to KyRLykaios:
You need crafttweaker and loottweaker. When so, you will have a "scripts" folder that appear in your minecraft directory. Here you put your scripts. Script for crafttweaker are just .txt files that you have to rename .zs (stand for ZenScript).
is it possible to get this updated to 1.14.4
This mod needs a clean interface made to where you don't have to config it from the files. Not to offend but i don't want to learn code or Minecraft settings just to switch to "do not spawn" or change the monster. And, i also agree, the monsters are made too powerful by default. One of them is like fighting a speedster in the DC Universe, the "stray" monster that i never even heard of until i played this mod.
In reply to kilroy_5150:
Get used to altering mod config files if you want to personalize an experience. Know what you want, that's the first step.
This mod does not work very well with other mods and basically just makes the lost cities mod unplayable unless you configure it right. I mean there is no way you will ever be able to beat 5 monsters with diamond tier armor with 5 times the health in survival without cheating.
How exactly do you edit the mod settings? I can not find the config file in my versions directory.
Greetings,
Would there be a way to reward the player(s) in a server that clear a haunted building? More so then the normal chests.
I see there is a command there, but I'm not the best with commands my self. I wouldn't know how to single out the people 'near' the build that was cleared for the commands being ran.
In reply to lightfox_lowell:
I used a minecraft loot table generator I found online to make a loot table. In the mod config I then set up a command to run after a building has been cleared. this lets me use a custom loot table to reward players.
This is not very compatible with VanillaDeathChest mod. Would be nice to be able to ignore inventories of certain types or attributes while still locking chests that came with the land by default.
Please Update1.14.4
I'm trying to get buildings absolutely jam packed with mobs like a sardine can, I increased max mobs spawned to 550, max mobs that can spawn together to 200, min. spawn distance to 3, and server tick timeout to 5...but I don't seem to see any difference when I change the server tick timeout.
If I set it to 5, does the server tick timeout create a new spawn event every 5 ticks? I get alot of mobs but I kill them too fast before more can spawn...
Some recommendations for both people coming to the mod and maybe the developer as well. Also some notes for those who use modpacks.
For Starters: Tinkers Construct weaponry does not play well with the kill count. As someone also commented (and I decided to test) I killed ~20 of the "haunted" elite mobs and got no messages, I switched to a (heavily enchanted) diamond sword so I could kill them faster and it only took 14 mobs before the building was cleansed. At 7 mobs I got the "You're halfway there" message.
I only tested TiCo but I'm sure other mods weapons may not end up playing well either if they don't obey the basic minecraft sword/bow mechanics.
Some recommendations for those trying to the mod out.
Due to the mob difficulty (and the resulting issues with Tico weapons) I'd honestly recommend tuning the mobs down in these config lines.
# The maximum health bonus that the mob will get [range: 0.01 ~ 10000.0, default: 5.0]
S:maxHealthBonus=2.0
I put mine down to 2 because spawning with 50 hearts in diamond level protection trying to kill them with a diamond sword was relatively boring or annoying depending on the mob.
You can also (I believe) reduce the amount of mobs it takes to clear a haunted building here.
# The maximum amount of mobs that are spawned by a haunted building [range: 1 ~ 10000, default: 50]
I:maxMobs=50
# The minimum amount of mobs that are spawned by a haunted building [range: 1 ~ 10000, default: 10]
I:minMobs=10
I'd also recommend turning down the haunted chance to 40 or 50% and here is why:
I have yet to get any notable or worthwhile rewards from the chests in haunted buildings that were worth the struggle. While the mechanics are interesting I'd honestly have better luck going out mining and I'd get a better haul. The difficulty of the mobs doesn't equal the reward and (for the most part) the reason I even cleared the buildings to begin with was I wanted to use a cluster of 5 of them as a base.
Overall I really like the mod, it's a nice addition if you are looking for a way to spice up Lost Cities but it's not a really good plug-n-play mod and needs some configuration beforehand (either with reducing haunted building chance, mob strength/hp or some way of increasing the value of rewards or some way increasing the quantity of chests that spawn in a haunted building).
could you explain the syntax for adding mobs/loot to the config?
so there's like
.3=minecraft:skeleton
.2=minecraft:husk
.1=minecraft:witch
Not sure what the .1 and .2 and .3 are supposed to represent? this like chance or rarity?
Note that this is per building. i.e. you have to kill a certain number of mobs for every building that is haunted. And keep in mind that the building that counts is the one where the mob spawned. Even if you kill it elsewhere. Also how are you killing them? They must be player killed