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Your are one of the few survivors in this zombieland.. You must survive....

Description

this is info fo the mods in this pack...

 

THis modpack contains:-

1)Advanced Rifles

Right now it features 13 guns:

-Advanced Assault Rifle 

-Assault Rifle Mark II 

-AWM 

-Desert Eagle 

-Kar98K 

-Glock

-Hand Grenade Launcher

-M16

-Revolver

-Advanced Rifle

-Auto Shotgun

-UZI

-Shotgun Mark II

-MP5

-Advanced Grenade Launcher

-AUG

-Revolver Mark II

-AK-12

-SCAR

-Double Barrel Shotgun

-Sawed-Off Shotgun

-Crossbow

 

 

2)[FORGE] Simple Zombie Apocalypse

WARNING: THIS MOD MIGHT LAG OUT YOUR  PC! because theres so many zombies spawning in certain conditions! I Dont Recommend using this mod in low end pc!!!

In This mod. simply swarms of zombies will attack you!
You can Change The Probability of spawning by using command /zombieprobability  <number 0~100>
don't set it to too high or tps will go down, initial value is 5(%) and its already chaos and so many zombies will spawn

Zombies Mostly Spawns In Night, And The amount of zombies is insane.(depending on /zombieprobability settings) Zombies Mostly spawn in surface

Zombie Spawns EVERYWHERE when its night or dark!!!! even in the end dimension and it will be CHALLENGING (to your PC)


/doeszombieburns <true/false> - This Command apply to newly spawned zombies and it doesn't apply to already-existing zombies initial value - false
/zombiespeedlevel <number>   it determines level of speed effect applied to zombies.  This Command apply to newly spawned zombies and it doesn't apply to already-existing zombies  initial value - 1 
/dokillallzombiesday <true/false> if its true. it will /kill zombies during day no matter what
in 1.12.2. some features are unsupported and cannnot be used

 

 

3)JourneyMap

Real-time mapping in game or in a web browser as you explore.

 

 

4)Mo' Zombies Wave

This is a port of the outdated 1.7.10 mod, Mo'Zombies, which features 100% of the original content, but is not complete and subject to change, especially in appearance, drops for each zombie and finishing of the Mob Survivor.

Mcreator tools were used

Mob list:
Survivor
Zombie Notch
Zombie Herobrine
Zombie Dwarf
Zombie Chef
Nether Zombie
Zombie Miner
Zombie King
Zombie Knight
Zombie Pirate
Zombie Pa
Zombie Cyborg

Zombie Creeper
Disco Zombie

 

 

 

5)Dynamic Trees

 

Trees

  • Grow progressively from seeds to mature trees over time.
  • Grow in natural ways loosely modeled after real world trees and tend to grow in unique, believable ways.
  • Grow around obstacles in a natural way.
  • Are not just reskins but grow using different algorithms per species.
  • Have growth rate and mature sizes that are biome, temperature and rainfall dependent.
  • Drop seeds at random that can potentially plant themselves.
  • Won't grow in darkness. Leaves not connected to an outer tree branch or starved of light will die. Outer branches without leaves slowly rot away.
  • Will die and rot in a dark place (some species produce mushrooms when they rot).
  • Walking on leaves blocks is slow and sinking. Falling on to leaves prevents fall damage and destroys the leaves.
  • Vanilla Tree Fruits(apples, cocoa beans)
  • Thin branches can be climbed like ladders.

 

Rooty Soil

  • Provides nutrients to trees and can be depleted over time
  • Applied with bone meal will increase soil fertility and allows the tree to grow past its mature state
  • Applied with various brewed potions for different effects(see next section)
  • Special effect particles are created on the entire tree when an acting substance is applied to the soil or bottom-most trunk block
  • Comparator can be used to sense soil fertility level

 

Potions

  • []Biochar Base: Base tree potion for brewing
  • []Potion of Depletion: Depletes soil completely so tree stops growing
  • []Potion of Burgeoning: Quickly grow a tree
  • []Potion of Fertility: Fully fertilizes the soil
  • []Potion of Persistance: Stops tree from changing(Dynamic leaves are changed to Vanilla leaves).
  • []Potion of Transformation: Changes an existing Dynamic tree into another tree species
  • []Potion of Gigas: Transforms a tree into it's Mega variant (if available). By default it works with Spruce and Jungle trees.

 

Seeds

  • Take the place of vanilla saplings
  • Are randomly dropped from trees(configurable)
  • Can self plant if setting on a dirt/grass/podzol block in a forest with a clear view of the sky above it(configurable)

 

Compatibility

  • Vanilla trees function normally.
  • Worldgen can be disabled to allow Vanilla trees to still spawn.
  • All drops from growing trees are vanilla leaves, sticks, and logs. Branches are not obtainable in survival. Shears only obtain vanilla leaves.
  • Vanilla textures are used for wood and leaves making it resource pack friendly.
  • Seeds can be crafted from vanilla saplings and vice-versa by using a dirt bucket.
  • Fire spreads and burns at the same rate as vanilla tree fires.

 

Forests

  • As trees drop seeds the forest line spreads.
  • Trees compete for sunlight when placed near each other and grow taller and skinnier than trees in the open. This produces a forest canopy effect.
  • Canopies block skylight producing dark forests where mobs can spawn during the day and saplings fail to thrive.
  • Podzol forms from dirt or grass under the dark forest canopies of some tree species. Podzol is meant to emulate forest leaf litter appearance.
  • Harvesting

    • Cutting the tree at it's base will fell the entire tree
    • Thicker branches take longer to harvest
    • Whole branches can be removed from the tree without disturbing the main body of the tree
    • Harvesting results in vanilla logs and sticks the number of which is calculated as the total volume of wood in the tree or branch
    • Fortune enchantments on axes are actually useful and work to increase log yield
    • Tools are damaged by the number of logs harvested(configurable)
    • Leaves grow back when destroyed if outer branches are left undamaged
    • Trees fall over when harvested(configurable)

     

    The Woodland Staff

         The woodland staff is a multi-function tool intended for use in creative mode(can't be crafted). In the most basic usage it can be used to copy a tree. Right click on any dynamic tree with the staff to pull it's JoCode. Next, right click on viable soil to recreate the same tree. The tree is also rotated based on the player direction. If the player right clicks a tree with the staff while sneaking then only the tree specieswill be copied, leaving the JoCode unchanged. In this way you can for instance create an acacia tree that is shaped like a tall jungle tree. Another feature for the Woodland Staff is that any JoCode pulled from a tree is also copied to the system clipboard as text. This enables a player to share tree models with others easily.

     

    Mod Compatibility

    Add-Ons

         Add-ons are mods that do the work of including modded trees in a more modular and maintainable fashion using the Dynamic Trees API. This prevents bloat in the base Dynamic Trees mod which only includes vanilla Minecraft trees. Below is the current list of add-ons graciously developed by other modders. Refer to their individual project pages for information on which trees the mods are able to provide.

     

    Compatible Mods

         Mods where features mix well with Dynamic Trees, the compatibility is notable or has been explicitly provided. Mods not on this list are not necessarily incompatible.

    • Better Foliage: Leaves blocks will be enhanced as expected (does not work with trunk rounding feature, this won't change)
    • Better Beginnings: Can't chop down a tree with your bare hands, tools work as intended.
    • Optifine: I know, right? Can you believe it?
    • Quark: The grass color of the Rooty Dirt Block and the dynamic leaves foliage is changed by Quark's greener grass option.
    • Passable Leaves: Dynamic Tree leaves become passable when this mod is installed.

     

    Incompatible Mods

    • Applied Energistics 2: Meteor generation ruins dynamically generated trees.
    • Tree Chopperissue

     

    Project Scope

    Examples of in scope features

    • Trees and only trees.
    • Provide advanced growing versions of vanilla trees
    • Zero to minimal configuration. Should work out of the box with sane settings or defaults
    • Provide interfaces for other mod developers to expand the mod with add-ons, new trees, effects, mobs and other things. If you need a hook then lemme know :)
    • Response to seasonal changes
    • To achieve compatibility with other popular mods when appropriate
    • Stylization should not deviate from the Minecraft aesthetic. All parts of a block model should be comprised of rectangular prisms with each face aligned to 1/16 meter(a standard minecraft texel)

     

    Examples of out of scope features

    • Species of trees not implemented in vanilla Minecraft(such as those in Forestry, Pam's Harvestcraft, Natura, Biomes O' Plenty). For compatibility with these please refer to the Addons section.
    • Creature entities, mobs, and/or particles(ents, squirrels, monkeys, fireflies, bees, etc)
    • Fruit(other than vanilla Minecraft tree fruit products: apples, cocoa beans)
    • Dungeon loot(pointless for this mod)
    • Tree villages, villagers and/or trading posts
    • Swings or other gadgets commonly attached to trees
    • Magic, energy systems, XP drops, enchantments
    • Tools and/or apparel(in survival, admin tools might be okay)
    • Grafting
    • Tree genetics and/or pollination, such as that in forestry
    • Automatic fertilizers, detectors, or any kind of machine for interacting with the tree

         Features like these will never be implemented. I'm not suggesting that these are bad ideas or wouldn't be fun but they are indeed outside the scope of what this project is meant to accomplish.

         Those wishing to implement out of scope features are welcome to do so in a separate expansion or compatibility mod. Popular mods tend to experience scope creep and featuritis. Ultimately you end up with jet packs, metal ore trees, nyan cats, flaming super death cactus swords, and 15 kinds of creepers. I won't have it.

         Comments asking for anything in the out of scope list will be ignored.

     

    Technical Details

    Under the hood

    • Trees grow using a combination of a cellular automata algorithm for leaves and branch network logic for trunk and branches
    • No tile entity rendering is used. Rendering is done with BakedModels for better performance with large numbers of tree nodes
    • Leaves are only updated with updateTick() so chunks are re-rendered when dirty no more than with vanilla crops
    • A DropCreator interface is used for creating seed drops and other items. New drop creators can be registered by other mods to expand existing or new tree behavior
    • Growing leaves blocks use 4 species sub-blocks to a Block using metadata encoding for conserving BlockIDs
    • Worldgen uses a custom variation of Adaptive Incremental Stippling(AIS) using the PoissonDisk Distribution for high quality and non-overlapping tree placement
    • Season data available here

     

    License, Permission and Modpacks

         Permission is hereby granted to use this mod in ANY mod pack or server. Please don't ask for permission to use the mod in your mod pack after I've already told you that you can, it's annoying. Attribution would be nice but I don't require it. You are not allowed to re-publish this mod to other sites without providing a CurseForge download link and my permission.  Did I mention that you have permission to use this mod in your mod packs?.. Good! You were paying attention!

     

    Bugs and Issues

    Use the issues link at the top of the content section for reporting bugs. The comments section was removed because it was abused.

 

 

 

 

6)neat

Neat is a mod that adds Unit Frames to the top of every entity. That image is a good example of it.

 

Features:

  • Fully client sided
  • Health bars only show up if the mob is not obstructed
  • Health bar color changes depending on the mob's health % (green to yellow to red)
  • Shows the mob's attribute (for Smite or Bane of Arthropods) and their armor
  • Groups up health bars for mob stacks (like spider of chicken jockeys)
  • Works with minecraft's Scoreboard Teams. Mobs and players in teams will have a colored name.
  • Configurable (both in and out of game)
  • A keybind to toggle the health bars (as of -17)

 

 

 

7)lost cities

Introduction

 

The Lost Cities is a mod that allows the player to play in an old abandoned city instead of the normal overworld. When you create your world you can select 'Lost Cities' as your worldtype. You spawn in an old and partially destroyed city that takes over the entire overworld. There are highways, bridges, tunnels, a subway system, tons of dungeons with spawners and loot and so on. There are also various configuration presets (called profiles) to alter how the world is generated.

 

This mod is very configurable. You can add custom buildings, blocks, control how cities are generated, and a lot more. Documentation on this can be found here: Lost City Wiki

 

This mod can be used server-side only (so vanilla clients can connect).

 

Documentation for 1.12

 

To use it server side you have to use 'lostcities' as the worldtype.

 

Note that there is also a dimension (default ID 111) that you can travel too. This dimension can be disabled (useful if you want this for vanilla clients). But using this dimension you can keep the overworld normal and have The Lost Cities in a dimension. To go there (and back) the current way is to place a bed on top of two diamond blocks and surround it with 6 skulls. Then try to sleep in it.

 

If Biomes O Plenty is present there is also a Lost Cities (BoP) variant (or 'lostcities_bop' for servers) which will use Biomes O Plenty biomes.

 

To use a specific 'profile' (configuration profile) on a server you have to add this to your server-properties file:

 

generator-settings={"profile":"nodamage"}

 

Documentation for 1.14, 1.15 and 1.16

 

In 1.14 Lost Cities is no longer a separate world type. That means you can use Lost Cities in combination with other world types (like for example, Biomes O Plenty or Wild Nature). To do this you select the world customization option after chosing a world type and press the 'LC' button on the top-right. In this new configuration screen you can enable Lost Cities and also customize various aspects of the generated cities.

 

Note that Lost Cities does add a few specialized world types (like 'Lost Caverns') but these are optional and not needed to enjoy Lost Cities.

  

The most flexible way to configure Lost Cities for usage on a server is to first create a single player world, hit the LC button and tweak the configs to how you want it. Generate the world and then copy the lostcities-server.toml file that is located in saves/<yourworld>/serverconfig to the server defaultconfig directory.

  

 

Varia

 

Also check the companion mod Lost Souls to add more challenge to the buildings:

https://minecraft.curseforge.com/projects/lost-souls

 

Note! Comments have been disabled because it is hard for me to check for this on too many places. If you want to submit a bug report then go to the 'Issues' tab or here: Lost Cities Issue Tracker. If you want to discuss RFTools in general you can do that here: Lost Cities on my discord

 

 

Modpack policy: Feel free to use this mod in any modpack you want.

 

 

 

 

8)Waddles

Waddles adds some cute Adélie penguins that waddle around. With realistic sounds, they provide a great atmosphere to icy biomes.

 

 

Can spawn in the following biomes (Configurable)

* Snowy Tundra

* Ice Spikes

Modded Biomes:

* Any snowy biome, that is not a forest, mountain or ocean

 

Plans

* Proper swimming animation

* Underwater swimming AI

 

Modpack permissions

Feel free to use Waddles in any kind of modpack, as long as you link back to this page and don’t make any money of the modpack.