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Cinders

A difficult survival mod pack set in a world burnt to ash.

File Details

Cinders 1.1

  • A
  • Apr 13, 2017
  • 1.08 MB
  • 44
  • 1.10.2

File Name

Cinders-1.1.zip

Supported Versions

  • 1.10.2

Yeah second day updates, I know. Really I'm doing this today because I found that I'd screwed with Railcraft's config and managed to turn off all iron and gold ore gen back when I was considering using a single unified mod to handle ores (I gave up on that, waaaaaay too much work), so that's why there was no iron or gold, which was making it pretty impossible to progress.

 

Added:

More Overlays - I hadn't realized that I'd provided no way to see chunk boundaries, which made it very difficult to set up the chunk protector and house in a helpful way.


Removed:

Visible Armor Slots - Proved to be far more annoying than helpful (conflicted with almost any inventory that involved buttons on the left side, any shift clicked item ended up in the shield slot if it wasn't already occupied).
Debris - Doesn't do it's worldgen (when using Realistic Terrain generation, at least)

 

Changed:

Increased cave spawning to mirror the vanilla frequency (When using Realistic Terrain Generation, which is my personal reccomendation)
Creepers are no longer effected by Zombie Awareness (they were spawning way, way too much. Making it basically unplayable in any dark area/at night, and I think this had a hand in it)
Creeper Jockeys now respect creature types (this was weird, I had creepers riding creepers)
Creepers will no longer leave flaming crators (this was deadly only in that it might catch your house on fire, other than that I just found it super annoying)
Creepers no longer go invisible when they get close to you (this was merely annoying, not deadly, they arm while walking toward you, turning invisible (complete with particles that show their location) was just gratuitous)
Actively reduced Creeper Spawn Rate by 50%
All EnderZoo creatures (except owls) can now spawn in Wasteland biomes, and thus it will be possible to see them in the overworld.
Concussion Creepers have had their spawn rate cut by 3/4ths, previously they were literally everywhere all the time, it was becoming excessively annoying
Edited BloodMoon so that extra BM creatures will disappear at dawn (This is proving to be difficult enough without having a couple hundred extra mobs hanging around for hours on end)
Doubled the Rarity of Clay spawn underground, there was far, far too much of it.
Burned out torches can no longer be relit
Normal minecraft torches will now be turned into releastic torches upon creation
Added Sugar Cane to the starting inventory (because paper is required to make matches)
Re-added tools/armor to the starting house (so that you get the appropriate achievements when placing it, because let's face it, we're all tired of going out of our way to get them)
Removed the 'Forever Enough Items" config folder, which I forgot to do when I originally removed said mod
Removed the forced skin overlay and forced name show of the Raiders (you should now see their armor correctly, and their name will only appear when you look right at them)
Stopped More Fuels ore from generating, that'll get rid of the ugly lava ore, also disabled the Lava Orb. This unfortunately means that the mod's coal won't be available either, however all it's other features are intact.
Solved the issue of Iron and Gold not spawning correctly (I derped in the railcraft config). In addition activated the Railcraft mines, that means you can now find poor ores, but they'll be in large quantities, so probably worth it.

 

Updated:

Blocklings
Draconic Evolution
FTB Utilities/FTB Lib
Minecolonies