flying_castles

flying_castles

Mod

ads randomly generated flying castles you can choose to have them empty, with villagers, pillager spawners or with modded knights.

Client and server AdventureWorld Generation

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updated to 1.20.4 The mod now uses Neoforge.

changes

-The magic knights now work with my other mod "knights" now the knights are added there.

Added:

  • New roads with the roads now going up and down and having a chance to spawn with a structure on the side of the road
  • A new Knight, the magic knight. It is a support knight able to enchant the other knight's gear. They also have a ranged attack that stops you in your tracks. So it is key to target them early on. They drop a nobles amulet on death.
  • The nobles amulet noe has more uses. It can now also be used to stop all mobs in an area around you for some time. This does affect the durability of the amulet.

Changed:

  • Nobles amulet has more uses and glows when it can be used. When damaged it can be repaired by brewing it with an echo shard. The generation of the main structure has changed in a few ways, it spawns higher now, and there is a change in mob spawning on the structure mainly decreasing the heavy knight spawn rate and the new magic knight, the roads and structure chances have changed.
  • The trade GUIs now have a tooltip telling you to get a nobles amulet.

bugfixes:

  • There were some typos.

Extra:

  • This version doesn’t have full compatibility with my knights mod with the new magic knight. The compatibility will come later when my knights mod has the new magic knight as well.

Added:

  • New roads with the roads now going up and down and having a chance to spawn with a structure on the side of the road
  • A new Knight, the magic knight. It is a support knight able to enchant the other knight's gear. They also have a ranged attack that stops you in your tracks. So it is key to target them early on. They drop a nobles amulet on death.
  • The nobles amulet noe has more uses. It can now also be used to stop all mobs in an area around you for some time. This does affect the durability of the amulet.

Changed:

  • Nobles amulet has more uses and glows when it can be used. When damaged it can be repaired by brewing it with an echo shard. The generation of the main structure has changed in a few ways, it spawns higher now, and there is a change in mob spawning on the structure mainly decreasing the heavy knight spawn rate and the new magic knight, the roads and structure chances have changed.
  • The trade GUIs now have a tooltip telling you to get a nobles amulet.

Extra:

  • This version doesn’t have full compatibility with my knights mod with the new magic knight. The compatibility will come later when my knights mod has the new magic knight as well.

added:

6 new structures.


changes:

slightly altered castle generation.

slightly altered the archer's attacks.

added:

-gamerule to change what mobs spawn in the castle (1: knights, 2: villagers, 3: no mobs (empty))

bugfixes:

  • fixed that some starting crossings had some sides not generating

and some other minor changes.

the mod is now in version 1.19.2

The mod is now in 1.18.2

The flying castle roads now have new types:

There are now roads with crops, a gate, and wooden and stone walls.

There is now a longer end plate that had structures on it

There are now new structures capable of spawning on the flying castle roads:

There are now small 2 domes, well, fountain, 2 shrines, windmill, smiths, sheep den, pig den, knight house and wooden and stone watchtowers. Also, a duelling track and a tavern and there is now a wooden big castle.

The structure generation has also chaced with the update.

Mod is now in 1.17.1

New :

-The big castles now look different.

-The castles will now spawn less frequently.

-The castles now have fewer entities spawning in the structure.

-The knight summon blocks will now only activate if you're close enough to make performance better.

The nobles and peasants trade GUI has been improved.

new :

-the nobles amulet: which can be used to make all the knights not attack you or walk away from you

-trading with peasants and nobles when you hold the nobles amulet

-the archer arrows now don't have particals

-altered generation of the entire structure. -decreased the structure generates chance. -fewer knigths generate in the structure. -al knights now attack back if attacked. -more/better loot chest in the big castle. -2 hidden diamond blocks in the big castle. -added creative tab with the generation blocks. -added creative block to generate the entire structure. -changed modid ,modnamespace ,mod description and author name of mod. -fixed bug with heavy knight regeneration.

-altered generation -decreased the structure generate chances. -altered villagers spawn in the structure -more/better loot chest in the big castle -2 hidden diamond blocks in the big castle -the big castles now have more villager workstations -added creative tab with the generation blocks -added creative block to generate the entire structure -changed modid ,modnamespace ,mod description and author name of mod

-altered generation.

-decreased the structure generate chance. -more/better loot chest in the big castle. -2 hidden diamond blocks in the big castle. -added creative tab with the generation blocks. -added creative block to generate the entire structure. -changed modid ,modnamespace and author name of the mod.

fixed bug:

the updating sand didn't have gravity which meant generation didn't work properly which is now fixed.

bug fixes:

heavy knights attack the player now and don't attack archers.

heavy knight regen is now way less to top invincibility.

a big castle had updating sand generate in the castle that isn't there anymore.

Details

Licensed MIT
Published 3 years ago
Updated 4 months ago