Flying castles

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Downloads:
736
Upvotes: 22
Category
Project status
Stable
License
MIT License
Modification type
Supported Minecraft versions
1.20.1

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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.

example structure
One example of the structure.

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 ads 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 ad 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.

The knights
The knights.

      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.

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)

The nobles trade GUI

Peasants trade :

Peasants will mostly trade villager workbenches for 1 iron ingot. (see image)

The peasants trade GUI

 

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.

Modification files
flying_castles_1.20.1_knight,village,empty_8.0.jar - Big update with a new mobUploaded on: 02/25/2024 - 20:20   File size: 993.12 KB
flying_castles_1.19.4_knight,village,empty_8.0.jar - Big update with a new mobUploaded on: 02/25/2024 - 20:19   File size: 992.35 KB
flying_castles_1.18.2_knight_7.0.jar - The mod is now in version 1.18.2Uploaded on: 03/22/2022 - 17:30   File size: 837.62 KB
flying_castles_1.17.1_knight_7.0.jar - Big update of the generationUploaded on: 02/10/2022 - 13:12   File size: 839.27 KB
Changelog

 

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_8.0.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.


  • lying_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

 

Did you use jigsaw structures for this one? I need to do something similar for my structure generation in my mod.

I did not use the jigsawblocks but something similar. The structure exists out of a lot of small parts and those small parts can generate more parts next to it with selfmade blocks on those parts that have procedures to generate further when neighboring block chances. i let a selfmade gravity block to fall and chance the neighboring block and then deleting both blocks. The main reason for this mechanic was for me that it would make generating random generation of the structure easier and I don't know how to make the jigsaws work with mcreator.

Cool mod and how did you do so nobles amulet can work with your other mod?

The amulet gives the knight mobs a potion effect to check if you're holding it. And it gave the mobs the effects with the effect command with @e[type={the knight mobs names}, which can also give the command to other mods mobs if you know the naming of the other mods mobs. It is important here that both mods give the potion effect to both mods and check for the potion effect for both mods. I also think it is important that the effect is named the same but I am not to sure about that it has been a while since I implemented that.

Wow, this mod sounds amazing!
I said "sounds" as my pc can't handle even the java minecraft!
So just don't think i would download this mod
Anyways, your ideas are WHOLESOME than I thought.

How did you do this? like make structures larger than 48 blocks the structure block cant make bigger dm me on discord sebbog#5609 to answer i dont know if i will open mcreator website but ye just want to know.

I will also answer on discord but here other people might also get use out of it,
The structure exists out of a lot of small parts that are less than 48 blocks and those small parts can generate more parts next to it with blocks on those parts that have procedures to generate further. making it look like one big structure. The main reason for this mechanic was for me that it would make generating random generation of the structure easier,. But u don't have to use the blocks to generate further u can also do it with procedures in ''on structure intence generated".

Congratulations for winning Mod of the Week :)

Your mod was also promoted on our official subreddit (https://www.reddit.com/r/MCreator/) and Facebook page (https://www.facebook.com/MCreatorModMaker/).

First of all, it's a bit rude to say that, but sure, it's your opinion. While this mod doesn't have shiny graphics (which is nice to have, but not a necessity to win MOTW) or many new items/blocks that would add more tools/equipment, it's unique and well thought out, works well, and is very much playable in survival. I also believe it adds enough for it to be MOTW worthy. The author also responded to criticism very well and uniquely implemented those suggestions. I think it's safe to assume this shows that the author cares about their mod and will work on it more in the future. The author also submitted it for a few months now (every other week or so), so they moved up my "MOTW-worthy" list accordingly (this doesn't work like "begging", but if your mod is good and there was a more suitable mod one week, you'll have priority the next time I choose MOTW).

Part 1/3

I believe I talked enough about why this mod is good enough to win MOTW, so I think it's fair to touch the subject of why your mod(s) didn't win yet. While your mods are well-made, they are "one-trick ponies" (except for the "Sheesher" mod). They add a nice feature, but I can't think of many new features that one could add to a hammer mod or a mod that adds a new way to craft slimeballs (there's nothing wrong with those mods - in fact, I think they are great, but I don't think they are "MOTW material").
Now to touch the Sheesher mod. I can tell you that your mod was my second choice every week you submitted it. Compared to some other mods, it's a newer mod, and more importantly, it's a bit controversial. There are many young kids on this website, and some could find it disturbing.

Part 2/3