File Details
Froggy's Collection.zip
- R
- Dec 15, 2025
- 30.07 MB
- 0
- 1.12.2
- Forge
File Name
Froggy's Collection.zip
Supported Versions
- 1.12.2
- Overhauled mob spawning at night time for the overworld (I've made it so groups of mobs rotate and spawn between seasons from the serene seasons mod, in summer (the starting season) the first group is mobs from mo'creatures extended + ancientspellcraft + mutant beasts, winter is fish's undead rising + mutant beasts, spring is grimoire of gaia + primitive mobs, autumn is scape and run parasites. I've just kept animal spawns etc as default spawning through their own mods/vanilla means for now, I'm not sure if I'll add animal spawns since they're pretty good right now but I'll probably be adding cave spawns and stuff like that in the future (though right now they are good because all vanilla monster spawns are swapped as specialmobs variants)
- I chose to use the In Control mod for this because it's very effective, consistent and precise and I wasn't really happy with the spawning on the overworld prior to this. Although I've done heaps of testing it's very experimental and also the mob selection is incomplete I'll be constantly improving it over time and trying to make things more and more fun. I did some testing with spark profiler and there is a slight performance hit but it's not noticeable in game stuff is pretty smooth right now however it's still something I can try get fixed in the future if it needs to be done I won't shy away from having really cool fun stuff over performance issues that can be fixed at it's core. Modern versions of the In Control mod are much more performant and better and already have the solutions to this problem and the In Control mod dev was kind enough to give me permission to commission modders to backport a compact version of it in the future if I want to which would be done with only stuff in it that I need to make it much easier to backport
- My custom main menu supports other resolutions now and works much better (moved title text/image from my custom main menus background image into it's own image and set it to the same orientation (mid-centred) as the buttons, I also set up a new set of buttons/title and now both sets have different loading requirements, one for 1920x1080 and one for 2560x1440 I did this because stuff was scaling way too small in size when changing to 2K res so I made a new set of stuff sized a little bigger by default that only shows when ppl use 2K res which should help with that problem. There's probably much better ways to do this especially on modern versions but for now on 1.12.2 this seems to work good but I'll be looking to see if there's better ways to do stuff in the future).
- Changed button textures and forced GUI scale on my custom main menu
- Changed size of buttons/title on my custom main menu to be bigger (after doing the loading requirements stuff I decided I liked stuff appearing bigger by default too as a design choice)
- Changed textures of progress bars for my custom loading screen
- Added liquids/fluids for my space ores
- Added tinkers melting recipes for my space ores
- Added furnace recipes for my space ores
- Added mob spawns to pluto
- Added mob spawns to mercury
- Added mob spawns to miranda (moon on uranus)
- Added mob spawns to io (moon jupiter)
- Added mob spawns to proxima b
- Added more mob (dinosaur) spawns to fronos (because there is so many dinosaurs I spreaded them out between the different biomes on this planet so as you explore you'll see different dinosaurs)
- Added more default mob spawns for Chalos (cheese planet from moreplanets mod)
- Fixed mob spawns I already had added to Ceres (I accidently listed the wrong dimension ID, sorry)
- Fixed in control spawn rules for Galacticraft legacy and addon mods mobs like bosses and stuff (changed their rules from allow to default since they already spawn there naturally)
- Added MrCrayfish's Furniture Mod Rebuilt (after playing with friends and streamers awhile ago on a 1.20.1 modpack I could see how much they loved decorating their homes/bases it's such a fun gameplay loop of its own that stands out from everything else and it just reminded me of how important it is to have a good furniture/decorations mod in a modpack, plus I've always loved the original mod)
- Enabled "B:ASFakePlayerFixes" in StellarCore's config (Feature that fixes a memory leak that apparently happens in ancientspellcraft)
- Enabled "B:ContainerJournalFixes" and "B:PlayerAttributeMapCrashFixes" in StellarCore's config (Fixes a problem that apparently happens with astral sorcery)
- Enabled "B:PlayerEntityRenderFixes" in StellarCore's config (Fixes a problem that apparently happens with TheOneProbe)
- Added nether api curseforge version
- Removed file director (since netherapi is now on curseforge)
- Removed IC2 Classic (AHEM sooo just to be clear I'm malding about this and really want this in my modpack but I'm gonna be honest I've been getting 1v1'd by 1.12.2's ancient garbage collector and JVM lolol and it's a giant mod that I decided to remove so I could have other stuff added to the modpack, and imo I think I've made the best decision. Atleast for now (stuff can always change in the future) I've decided to keep thermal expansion and immersive engineering instead because they are like two completely different styles of tech mods ppl can choose from and one specifically (thermal expansion) is not really thatt much different from IC2 classic like sure it has other mechanics like wrenches/explosions and stuff ik that but the core of it is not that much different and where stuff rlly pushed me to keep thermal expansion over IC2 especially when I feel like I have to choose one or the other due to performance reasons is the nuclear side of the things, I believe thermal/IE + nuclearcraft makes WAY more sense and is far better than IC2 classic which has its own nuclear system that is not even (no offense I rlly don't mean to be rude) close to being as good as nuclearcraft and just in general a lot more stuff that is probably hogging resources and affecting perfomance when it's things I'm not really after. It's not just the nuclear things but it's a lot of other stuff too, like IC2 classic adds jetpacks and that's cool but simply jetspack is just chilling out here.. a crop breeding system? Agricraft just straight up enters the chat and I can install that instead if I want. And btw, there's nothing wrong with this being like a big all-in-one mod it's actually cool af and I like the mod but the problem is that I don't really get to do that ON TOP of having what other stuff I would rather use instead that I want in the modpack, sacrifices had to be made and this is one of them and I feel like I made the best decision.
- I'm trying to make a very full and good experience I don't want 1 million tech mods that all do the same thing taking up space over things that imo add so much fun stuff to see and do, I like having a nice furniture and farming/food mod with 1 million cool af cweature mods too
- What I might do in the future is make a 2nd edition/version of my modpack where it has a different set of tech mods like IC2 classic, mekanism and I can maybe do something like phase out the nuclear things in IC2 classic and replace nuclearcraft with the new hbm's port on 1.12.2 (though it might need more time to become more stable or whatever which I understand). That is probably the move, it would allow for 2 different choices of 2 different sets of tech mods and be pretty nice for replayability.
- Removed mekanism (same story as above, this one I might actually try add back in the future though if I can)
- Removed IC2 and mekanism crafttweaker scripts
- Added nuclearcraft
- Added chocolate quest repoured
- Added ancient spellcraft
- Added kindred's legacy
- Added coral reef mod
- Added wyrms of nyrus (all invasion mechanics are completely disabled and they are manually spawned on Proxima B with the In Control mod, I might spawn some on the overworld eventually)
- Set B:disableInvisibility to true in grimoire of gaia config (I didn't like how mobs like the spriggan would just suddenly disappear when walking even just slightly away from it, it genuinely looked like a graphical glitch at first)
- Miniaturized/Reorganized my In Control config setup to be better and more efficient using mob lists where I can (this took the spawn rules config file from anywhere from like 2.4K-3K+ lines down to like 540 lines and in general is supposed to be much more performant this way)
- Removed unnecessary deny rules im my In Control spawn rules config setup
- Added comments/descriptions to my In Control config setup (only did this with my spawn rules for now I'll do the actual added spawns another time) to help me with stuff in the future)
- Removed crafttweaker script for buildcraft stuff (I really like the default gameplay loop of buildcraft especially alongside tinkers construct and don't want to mess with stuff because it's always been amazing the way it is and I honestly prefer it not being gated it's a very delicate thing to me lots of memories and stuff)
- Added mobs that had spawns added to planets to galaxyspace's whitelist of mobs that ignore suffocation damage
- Set spawn chance/weights to 0 for all mobs in kindred legacy config (since they are spawned manually with In Control)
- Set spawn chance/weights to 0 for all mobs in grimoire of gaia config (since they are spawned manually with In Control)
- Set spawn chance/weight to 0 for most hostile mobs that spawn at night in mo' creatures extended config (since they are spawned manually with In Control)
- Removed architectureCraft - tridentMC version (ran into a weird bug that happens when placing blocks where every block around me was flickering heaps when moving with smooth lighting enabled)
- Self note for myself to help keep track of something I found out that might help me in the future: if any mobs resource matcher is put in wrong into in control config setup there's no error thrown in chat and heaps of random mobs start to spawn (this isn't a problem because there is no names put in wrong right now but it's just in case I make a mistake in the future)
- Self note about StellarCore's shutupmodelloader feature to help myself keep track of it in the future (even though this change was made in previous versions I'm not sure if I listed it in changelogs or not so I'm listing it here while I remember to do it)
- Removed Ender's Modpack Tweaks (the main reason I had it installed was for the boss bars feature but it seems bugged right now and gives purple textures which has been reported from other ppl too)
- Removed koolant's scape and run: parasites reinforcement addon
- Enabled B:"Smooth Crouching (Vanilla) in fermiumixins
- Enabled B:"Lowered Crouch Eye Height (Vanilla)"=true in fermiummixins
- Enabled B:"Client Thread Priority Tweak (Vanilla)" in fermiummixins
- Enabled B:"Server Thread Priority Tweak (Vanilla) in fermiummixins
- Enabled B:"Spawn Chunk Radius Patch (Vanilla) in fermiummixins
- Enabled B:"Random Respawn Placement Protection (Vanilla)" in fermiummixins
- Enabled B:"Stop Lightning Destroying Items in fermiumixins
- Enabled B:"Stray/Husk Spawning Fix (Vanilla)" in fermiummixins
- Enabled B:"Automatic Save Logging (Vanilla)"=true
- Enabled B:"Block Storage Optifine Lag Fix (Vanilla)" in fermiummixins
- Enabled B:"Optifine Rune Render Fix (Quark)" in fermiummixins
- Enabled B:"Underground Gen Performance Fix (Quark)" in fermiummixins
- Enabled B:"Allow Charges In Item Frames (LycanitesMobs)" in fermiummixins
- Enabled B: "Entity Chat Bubble Shaders Patch (DynamicSurroundings/Optifine)" in fermiummixins
- Enabled B: "Potion Amplifier Visibility (DynamicSurroundings/DSHuds)" in fermiummixins
- Enabled B: "Reflecting Damage Fix (Champions)" in fermiumixins
- Enabled B:"Prevent Nether Wasp Farming (BiomesOPlenty)" in fermiumixins
- Thermal Cultivation (looks like this mod doesn't rlly do much on 1.12.2 I saw like 6 food items added and that was it)
- Changed "spawner activation distance" setting in chocolate quest repoured config to 6
- Changed FOV to 85
- Changed B:"Biome Acivated" to false in scape and run parasites config (this might re-enabled in future updates)
- Changed "Reinforcement System Infestation" to false in scape parasites config (this might re-enabled in future updates)
- Changed "Target Blocks" to false in scape and run parasites config
- Disabled block griefing on individual mobs config settings in scape and run parasites config
- Set maximum block hardness to 0 for mob griefing task setting in scape and run parasites config
- Changed groupcountmax to 1 for all mob spawns in potential.json (did it so there's no pointless spawning of an extra mob that just gets its spawn denied in the background since a lot of mobs I manually spawn in are intendedto spawn in by itself or actually have a spawn cap of the mob set to 1. Even some that have higher spawn cap limits I'd prefer spawning individually apart from each other for balancing reasons. I'll probably change groupcountmax on some mobs that I do want spawning in groups in the future when I get around to it though.)
- Removed a bunch of other mods
- Updated a bunch of mods
- There is probably some other changes I forgot to list here
Some plans for the future:
- Add music for my custom main menu and maybe in game too
I really realllly want RLFoliage or a custom fork/version of Better Foliage to work with vintagefix so I can add it to the modpack with dynamic trees, this is important tbh because this is 1.12.2 and a lot of the good biome mods/updated versions of them are only on modern versions and this is really one of the only ways to bring the looks of 1.12.2 to todays standards - Redesign progress bars for my custom loading screen (I want progress bars with space rockets and stuff tbh lmfao, and it looks like stuff is not properly centred right now so I'll try fix that too)Improve my custom main menu
- Custom planets/moons/asteroids with starmaker
- Giving proper names to my custom space ores/decorations and making them spawn on planets etc (I haven't made them spawn yet, some of them also need to be remodeled/recoloured)
- Improvements to selection of mobs that rotate between seasons on overworld
- Trying to get mobs from scape and run parasites and maybe even wyrms of nyrus to spawn on meteorites from ae2 and nyx
- Trying to get specific mobs spawning or buffing mobs on nyx moon events
- Better progression
- Quests
Some final/known issues notes:
- I've been working on this update for awhile now and had to take some breaks in between but even though it's a big update it I had to somewhat rush this update out in the end so I can get modders to more easily reproduce some problems I discovered so they can hopefully quickly be fixed
Both kindred's legacy and beast slayer are included in the modpack but temporarily disabled until some problems with them are solved (there is heaps of log spam with (ClassCastException errors etc) - Another problem which I've known for some time now and have tried getting fixed in the past already is that mobs from Laser Creeper Robot Dino Riders From Space don't spawn on galacticraft legacy planets for some reason when they should be, and for context they are the only mod that has this problem. I'm going to keep trying to get it fixed and it should hopefully be solved soon

