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KyanoAng3l0

Peaceful Nights, Dangerous Caves: Yea or Nay?

12 posts in this topic

Sometime ago, I stumbled upon Peaceful Nights, Dangerous Caves, a mod made with TFC in mind. I remember reading Kitty's post in Reddit about moving all of the "magical" mobs underground, and replacing them with more believable hostile mobs on the surface. PNDC does the former.

I gave the mod a try, and liked the peaceful nights. After a while, though, the game felt too easy. I thought of trying out mods that add hostile mobs like Mo' Creatures, but then I figured they would feel out of place, even if I can tweak their health and drops (and I can, via Mob Properties), as they would lack the features TFC mobs have.

Now I'm planning to start from scratch, with a new world and an updated mod pack I made for myself, but I'm currently ambivalent about keeping PNDC.

What do you guys think?

(Admins/Mods, let me know if this is not the proper forum for this thread. I just realized there is an Addon Discussion subforum.)

Edited by atheoang3l0
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I think the ideal would be if we could have natural predators, like wolves and big cats. It could be set in a way that they would be night hunters, so by day they would be sleeping and only attack if provoked. 

Fantastical monsters should be confined to underground.

One very important aspect for mob spawning:

All mobs should only spawn over naturally occurring terrain: raw stone, grass, sand and gravel.

No mobs should ever spawn inside your house, as long as you have a player created block for floor, like smooth stone, bricks or wood blocks. 

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PNDC allows monsters to spawn in any dark underground spaces, so your unlit basement is not safe.

Speaking of natural predators, how about TFC's own male animals? Perhaps make them neutral (they become hostile when provoked), so their horns/tusks could serve another purpose? My Java is rusty as heck, but I'll look into it if I could turn this idea into a TFC add-on.

Edited by atheoang3l0
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Maybe on certain fazes of the moon "magical" mobs could spawn above ground, like a full or new moon.

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Maybe on certain fazes of the moon "magical" mobs could spawn above ground, like a full or new moon.

Shrek is right.

It makes sense for magic monsters to spawn above ground at certain times, even if not always.

I mean, we already have Serpent God in the sky.

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I have thought of it before. Misa's Realistic Texture Pack, which I've always used for vanilla MC, has a moon with a Creeper face on it, a luminous reminder for the player that it's dangerous to go out at night.

I still think Dunk's/Kitty's idea is better. I hope it (or something much better) will be implemented in TFC2. As for TFC1, I think I'll just have PNDC disabled. While it's not Peaceful mode, I still feel it has taken away most of the challenge. I miss being stuck inside my makeshift shelter while a bunch of undead swarm around it, genuinely feeling threatened by them which is something I have rarely experienced in vanilla MC. I'm also using Misa's textures again. That Creeper-faced moon is very fitting in TFC1.

Edited by atheoang3l0
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I my mod pack I have added Lycanite's Mobs to bring out a really scary challenge to the game. But like PNDC I wanted them to only spawn deep in the caves. My previous means of controlling the extra mobs was pretty cumbersome and certainly would not allow for any amount of control. But a friend pointed me to a very cool mod called Just Another Spawner. It allows for a massive amount of options to control when how and where mobs will spawn. Now I can make it so that the deeper down into the caves the players decend they will find increasingly more dangerous mobs. While on the surface, certain biomes are much more dangerous than other. For example the Swamps spawn Wither Witches from EnderZoo and the Mountains spawn Trolls and the beaches spawn hostile Crabs. JAS also lets you control the time of day or even the Moon Phase that mobs can spawn in, so I have the Crabs only spawning in the early morning hours and huge Giant Zombies spawning in the Swamps only on Full Moons. It takes a lot of work to set up all the configs for every mob but once its done you can create some very unique and interesting caving adventures :D

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Yes. JAS is a wonderful tool.

One of the things I think tfc lacks is a need to dig deeper. 

Is actually possible to play the game and advance all the way to red/blue steel without ever digging deeper than the first stone layer.

In Vanilla caves are a bonus, because they make it easy to find ores, but in tfc I actually avoid caves. Is such a nuisance to mine in caves and loose ores because of cave ins. 

Hope the new system works better for TFC2.

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Watching TFC Tuesdays with Pakratt, honneyplay etc.  shows off your mod pack really well, OneWolfe.
It looks a really scary pack :)

Edited by ChunkHunter
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I was actually looking for a mod like Just Another Spawner. Thanks, OneWolfe. Someone named Sarrumkun from Minecraft Forums also pointed me to Mob Properties, which allows you to edit a mob's health and drops. You guys may also want to look that up.

For now, I think I'll just stick to TFC1's mobs and wait for TFC2.

Edited by atheoang3l0
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I was actually using Mob Properties before JAS. That is how I am able to spawn all of the different Zombies. It really is a great tool :D

Edited by OneWolfe
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Maybe on certain fazes of the moon "magical" mobs could spawn above ground, like a full or new moon.

 

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