This mod will add flying castles that are randomly generated for size, types of structures and loot so that every time it feels different. The big stone castles even have 2 hidden diamond blocks.
In the creative infentory you can also find blocks for the generation for the flying castles.
This mod has different files for different versions of this mod(The different versions don't work together) :
knight,villager,empty: This version can have empty castles or filled with knights or filled with villagers. You can get the different spawn options using the gamerule flyingcastlestype, where 1=knights 2=villagers and 3=empty castles.
Empty: This version has the structures but the structures don't have any mobs walking through the structure.
Village: This version has the structures with villagers and iron golems walking through the structure.
Pillager spawners: This version has the structures with pillager spawners throughout the structure.
Knight: This version adds the structures with modded knights walking through the structure.
Mobs:
Knights:
Will attack you and are armed with mostly iron armor and an iron sword.
Archers:
Will back from you and shoot arrows at you.
Heavy knights:
Will attack you and are armed with gold armor and an iron sword.
When they get hurt they can get a boost to fight you.
Nobles:
Will run away for you and drop some decent items on death including the blaze rod or nobles amulet in their hands.
When you're holding a nobles amulet you can trade with them.
Peasants:
Will run away for you and drop some iron nuggets on death.
When you're holding a nobles amulet you can trade with them.
Magic knight :
Will attack you with slow-shooting magic bullets that stop your movement, also enchants the knights and archers armor and weapons
Items:
Nobles amulet :
This amulet will make none of the knights afraid or hostile against you and allow for trading with peasants and nobles if you're holding it.
When right clicking when holding the amulet will stop all mobs in the area for a few seconds.
This amulet will also make the knights from my other mod https://www.curseforge.com/minecraft/mc-mods/knights neutral but doesn't allow trading with the nobles and peasants from that mod.
Trade :
Nobles trade :
Nobles will mostly trade rare times with you for 1 emerald block. (see image)
Peasants trade :
Peasants will mostly trade villager workbenches for 1 iron ingot. (see image)
Magic trade :
Magic knights will mostly trade brewing items with you for 1 lapis lazuli block. (see image)
If you like the knights you can let them spawn all through your world with my other mod https://www.curseforge.com/minecraft/mc-mods/knights.
This mod has been made with mcreator.
I have a discord server where you can ask questions, talk or put bug reports if you want to do it there https://discord.gg/bBj5vKGFMw.
If there are questions or other things you can put them on my curseforge page https://www.curseforge.com/minecraft/mc-mods/flying-castles there you can also find other versions of this mod. And more images.
If the files are not on this mcreator site you can find them on the curseforge site https://www.curseforge.com/minecraft/mc-mods/flying-castles
- flying_castles_1.20.1_knight_8.1.jar
changes:
-The magic knights now work with my other mod "knights" now the knights are added there.
- flying_castles_1.20.1_knight_8.0.jar
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.
- flying_castles_1.19.4_knight_8.0.jar
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.
- flying_castles_1.20.1_knight_7.2.jar
updated to 1.20.1
- flying_castles_1.19.4_knight_7.2.jar
added:
6 new structures.
changes:
slightly altered castle generation.
slightly altered the archer's attacks.
- flying_castles_1.19.2_knight_7.1.jar
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.
- flying_castles_1.19.2_knight_7.0.jar
The mod is now in 1.19.2
- flying_castles_1.18.2_knight_7.0.jar
The mod is now in 1.18.2
- flying_castles_1.17.1_knight_7.0.jar
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.
- flying_castles_1.17.1_knights_6.0.jar :
knights version in 1.17.1
- flying_castles_1.16.5_knights_6.0.jar :
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.
- flying_castles_1.16.5_knights_5.1.jar :
The nobles and peasants trade GUI has been improved.
- flying_castles_1.16.5_knights_5.jar :
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
- flying_castles_1.16.5_knight_4.jar :
-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.
- flying_castles_1.16.5_pillagerspawner_1.jar :
The first version with pillager spawners throughout the structure
- flying_castles_1.16.5_village_2.jar :
-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
- flying_castles_1.16.5_empty_2.jar :
-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.
- flying_castles_1.16.5_knight_3.jar :
fixed bug:
the updating sand didn't have gravity which meant generation didn't work properly which is now fixed.
- flying_castles_knight_1.16.5_knight_2.jar :
bug fixes:
heavy knights attack the player now and don't attack archers.
heavy knight regen is now way less to stop invincibility.
a big castle had updating sand generate in the castle that isn't there anymore.
- flying_castles_1.16.5_knight_1.jar :
has the structures with modded knights in it
- flying_castles_1.16.4_knight_1.jar :
has the structures with modded knights in it
- flying_castles_1.15.2_knight_1.jar :
has the structures with modded knights in it
- flying_castles_1.14.4_knight_1.jar :
has the structures with modded knights in it
- flying_castles_1.16.5_village_1.jar :
has the structures with villagers in it
- flying_castles_1.16.4_village_1.jar :
has the structures with villagers in it
- flying_castles_1.15.2_village_1.jar :
has the structures with villagers in it
- flying_castles_1.14.4_village_1.jar :
has the structures with villagers in it
- flying_castles_1.16.5_empty_1.jar :
has just the structures
- flying_castles_1.16.4_empty_1.jar :
has just the structures
- flying_castles_1.15.2_empty_1.jar :
has just the structures
- flying_castles_1.14.4_empty_1.jar :
has just the structures
No. I never said being controversial makes you unable to win, it just makes it harder. That mod was also submitted a lot of times at that point and was a clear winner that week in regards of quality. Remember you have 1 submission per week and that's the only one I check out (else I'd have to check 100+ mods every week which is just not okay).
Since I really like the idea of this mod and you seem to accept tips really well, I have a few suggestions you might want to consider. The mod is quite resource intensive, so first I'd suggest you reduce the number of flying castles that spawn, and and spawn a few less entities (right now loaded entity numbers can easily go well over 400 when in bigger castles with many other around which makes the world lag). The other thing you may consider improving is the big castle structures. While they do look cool from two sides, the other two are mostly just stone brick walls which can make them look bland. Perhaps add some decoration to them or maybe make them more symmetric?
Also, since you mentioned the art style, I think some textures in the mod could also be improved (especially the part where item textures have different resolutions, are off centre and aren't shaded equally). That doesn't mean you'll never win (at all!) but are factors I consider when evaluating mods.
I'm sorry for this essay, but I often get asked "why this mod won when mine was clearly better", but there's a lot to consider when choosing a MOTW to please a broad audience, and most importantly - I'm still a human and make mistakes (I don't believe this one was one of them though). I hope this puts you at ease and doesn't demotivate you - some people submit for months before I pick them for MOTWs, and most importantly, 2022 still has a lot of weeks ;)
Best regards,
Matej
Part 3/3