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[1.8.1] Lucky Block - drops items, spawns mobs, structures and more!

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Player In Distress
Level 79 : Legendary Modder

Lucky Block 5.2.0 for Minecraft 1.8 is out!

Lucky Block 2015. New year. New Look.

Improvements
- Added support for Minecraft 1.8.
- Changed appearance of the Lucky Block
- Changed lucky tools, weapons and armor from gold to diamond. This is because gold didn't allow for some ores to be harvested.
- Bob the zombie, covered in diamond armor, now drops his diamond items on death. Each item has a 50% chance of being dropped.

Fixes
- Fixed enchantment books not working.
- Fixed horses not spawning tamed (You can now ride a skeleton/zombie horse!)

Changes
- The 'luck bar' on Lucky Blocks in the inventory no longer displays. All of the 'luck' functionality still works, but the rendering changes in 1.8 have prevented the bar from being displayed (this may change in the future). The 'luck' is still viewable when hovering the cursor over a Lucky Block in the inventory.

Technical Changes
Click to reveal
General
- Keywords in properties file are no longer case sensitive
- Renamed custom chest NBT Tag 'items' to 'RandomItems'

Randoms
- Improved the #random system in the properties file. There are now 3 types of random:
    #rand(x,y) - gets a random number between x any y, inclusive.
    #randPosNeg(x,y) - gets a random number between x any y or -x and -y, inclusive.
    #randList(x,y,z,...) - gets a random entry from the list. Entries in the list are not limited to numbers, they can be strings.
The first two numeric randoms also support floating point data types. Adding a decimal point to at least one of the numbers will make the result of the random be a float e.g. #rand(2.0,4.0). Also, it is possible to suffix any of the numbers with an 'f' or 'd' to indicate that it is a float e.g. #rand(2f,4f)
It is also possible to combine randoms, i.e. randoms within randoms. Below is an example demonstrating all of the random concepts:

type=message,ID="Random number between 1 and 50: #rand(1,50)\nRandom positive or negative number between 50 and 100: #randPosNeg(50,100)\nRandom float between 0 and 10: #rand(0.0,10.0)\nRandom color from list [red, green, blue]: #randList(red,green,blue)\nCombination; either player name or random number between 100 and 200: #randList(#playerName,#rand(100,200))")

One possible output for this line is:

Random number between 1 and 50: 33
Random positive or negative number between 50 and 100: -73
Random float between 0 and 10: 4.28964
Random color from list [red, green, blue]: green
Combination; either player name or random number between 100 and 200: PlayerInDistress

Finally note that randoms within randoms may lead to quotes within quotes. In this case, cancel out the inner quotes with backslashes '\'. Single characters can also be cancelled out with a backslash. An example of this is below:

#randList("Color: #randList(red,green,blue)","Symbol: #randList(\(,\,,\))","Symbol Text: #randList(\"(Brackets)\",\", Comma ,\")")

This example is quite complex, though it realy is just a random list that contains three random lists. The first inner random list is quite simple, it is just a choice of three colors. Note that even though the colors are strings, they do not need quotes as they do not contain brackets or commas.

The second line is a choice of three symbols: ( , ). These symbols would not be allowed on their own, but here they are preceded by a backslash, meaning that they are read literally as strings. Note that instead of a single backslash, these symbols could also be surrounded by backslashed quotes (e.g. comma: \",\").

The third line is a choice of two strings: (Brackets) , Comma ,. Because these strings contain special symbols, they are begin and and in a backslashed quote (\"). The quotes must be preceded by a backslash because the line of text is already in quotes, and the backslash indicates a second 'layer' of quotes. Without it, there would be no way of distinguishing opening quote from closing quote. Another layer of quotes would require two backslashes, then three, etc. This list would also work without quotes if the symbols were preceded by a backslash "#randList(\(Brackets\),\, Comma \,)", and it would probably easier to manage.


Groups
- Due to the change in randoms, the syntax for certain types groups has also changed. Specifically, groups that indicate the amount of entries to be chosen must now include an extra colon:
Before:
group:1(ID=gold_ingot;ID=diamond)

Now:
group:1:(ID=gold_ingot;ID=diamond)

This allows for the new random system to work with groups:
group:#rand(1,2):(ID=gold_ingot;ID=diamond)


What is the Lucky Block?

The Lucky Block mod adds just one block, yet over one hundred possibilities to Minecraft! Just mine the Lucky Block, cross your fingers, and hope it will drop the items you need. But now, with this new version, you can expect more than just items; The Lucky block can spawn animals, monsters, other entities and even structures!

From giants to fireworks, sticks to diamonds, the Lucky Block will give you an exciting experience every time you mine it.
What can it do?
Drop a huge variety of items
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Spawn mobs
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(But no Ender Dragons for sure!)

Spawn other entities (Like fireworks)
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Make structures (What could possibly be above you?)
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Watch My Video for a more detailed description!

Description


Gold. Think about it, there isn't much use for it really. There's no point wasting your gold on tools, swords and armor. How many clocks do you need when you can just look at the sun. And if you need gold nuggets to make potions, all it takes is one gold ingot and you already have nine.

Do you wish there were better things to do with your gold? Or maybe if you could exchange it for something else?

Now there's a block that makes gold worth mining. It's called the Lucky Block, and can be crafted with 4 gold ingots and a dropper, and can also be found naturally in your world. When you mine this block it will have an equal chance of dropping items, spawning entities or structures.

WARNING: If luck is not on your side, this block may have devastating effects on you or your world. It is recommended that you backup your world, use a not important world or go hardcore and take the risk.

Crafting
Crafting
Regular crafting:
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Adding luck:
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Taking away luck:
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Items that can be used:
Items that can be used
~ Add ~
Diamond: 12
Diamond Block: 100
Emerald: 8
Emerald Block: 80
Gold Ingot: 6
Gold Block60
Iron Ingot: 3
Iron Block: 30
Golden Apple: 40
Enchanted Golden Apple: 100
Nether Star: 100

~ Subtract ~
Rotten Flesh; -5
Spider Eye: -10
Fermented Spider Eye: -20
Poisonous Potato: -10
Puffer Fish: -20


Downloading and Installing

Download button is at the top on the right. Requires Minecraft Forge. Simply download with the button above and put the .jar file (without extracting) into your mods folder. Download Minecraft Forge here (I reccomend the installer): http://files.minecraftforge.net/

Latest Version (v5.2.0, 1.8.1): Use the yellow button on the top right of the page.

Old Versions
v5.1.0 (1.7.10): Download Here
v5.1.0, (1.7.2): Download Here
v5.0.0 (1.7.2): Download Here
v4.2.1 (1.6.4): Download Here


Please read before downloading:
Need help with downloading?
Downloading for 1.8
If you are downloading the 1.8 version, a new system download system is currently in use. You will be taken to a site called minecraft-downloads.com. This site is safe, and almost completely ad-free. Click the green download button in the top-right corner, under versions & downloads. Now you will have a choice of choosing the installer or direct download.

If you are on windows, I highly reccomend the installer. It is easy, safe and doesn't install any additional software. You can even use it to easily install forge. You can also use the direct link for a manual install.

Downloading for previous versions
1. You will be taken to a site called "adf.ly", where you must wait 5 seconds before clicking the "Skip ad" button int the top right to proceed.
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2. If you are downloading the latest version, you will be taken to a site called "minecraftprojects.net" which has it's own page for the mod. On the lower left hand side, below the image, you must click on the "Download Lucky Block" link to proceed (don't click the word 'Download', but the text next to it).
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3. The Lucky Block mod will download. Close any unnecessary ad windows and enjoy the mod. (Yes, I know it's an annoying process, but it shouldn't take more than 20 seconds, and is the reason you can have the mod for free :)).

Note: All these sites are used by other know mods (e.g. Mutant Creatures mod, Mo' Creatures, etc.) and are definitely safe and reliable. Be sure to click the right links, not ads.


Customisation

You can even customize what the Lucky Block drops, but it is quite difficult. You can find the properties file in .minecraft/config/lucky/LuckyBlockProperties.txt. You can also use this file to change the Lucky Block ID (default 850) if you need to.

Reviews

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Phantaboulous - Minecraft Parodies - Song
PrestonPlayz - Lucky Block Race
SetoSorcerer - Review all drops
SkyDoesMinecraft - Cops n' Robbers
SSundee- Review
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xRpMx13 - Review

My Review
More...


Additional Details

You are free to use this mod in your mod pack, as long as a link to either this post or the planet minecraft topic is provided.

The creator: Alex Socha (Real), PlayerInDistress (Forum), AndreSocha (Minecraft Username).
Progress: 100% Complete
Game Version:Minecraft 1.8.1
Tags:Functional, Lucky Block, Chance Random, Alex Socha, Properties, File

v5.2.0 : 01/04/2015 4:56:45 am1/04/15

Improvements
- Added support for Minecraft 1.8.
- Changed appearance of the Lucky Block
- Changed lucky tools, weapons and armor from gold to diamond. This is because gold didn't allow for some ores to be harvested.
- Bob the zombie, covered in diamond armor, now drops his diamond items on death. Each item has a 50% chance of being dropped.

Fixes
- Fixed enchantment books not working.
- Fixed horses not spawning tamed (You can now ride a skeleton/zombie horse!)

Changes
- The 'luck bar' on Lucky Blocks in the inventory no longer displays. All of the 'luck' functionality still works, but the rendering changes in 1.8 have prevented the bar from being displayed (this may change in the future). The 'luck' is still viewable when hovering the cursor over a Lucky Block in the inventory.

Technical Changes
Click to reveal
General
- Keywords in properties file are no longer case sensitive
- Renamed custom chest NBT Tag 'items' to 'RandomItems'

Randoms
- Improved the #random system in the properties file. There are now 3 types of random:
    #rand(x,y) - gets a random number between x any y, inclusive.
    #randPosNeg(x,y) - gets a random number between x any y or -x and -y, inclusive.
    #randList(x,y,z,...) - gets a random entry from the list. Entries in the list are not limited to numbers, they can be strings.
The first two numeric randoms also support floating point data types. Adding a decimal point to at least one of the numbers will make the result of the random be a float e.g. #rand(2.0,4.0). Also, it is possible to suffix any of the numbers with an 'f' or 'd' to indicate that it is a float e.g. #rand(2f,4f)
It is also possible to combine randoms, i.e. randoms within randoms. Below is an example demonstrating all of the random concepts:

type=message,ID="Random number between 1 and 50: #rand(1,50)\nRandom positive or negative number between 50 and 100: #randPosNeg(50,100)\nRandom float between 0 and 10: #rand(0.0,10.0)\nRandom color from list [red, green, blue]: #randList(red,green,blue)\nCombination; either player name or random number between 100 and 200: #randList(#playerName,#rand(100,200))")

One possible output for this line is:

Random number between 1 and 50: 33
Random positive or negative number between 50 and 100: -73
Random float between 0 and 10: 4.28964
Random color from list [red, green, blue]: green
Combination; either player name or random number between 100 and 200: PlayerInDistress

Finally note that randoms within randoms may lead to quotes within quotes. In this case, cancel out the inner quotes with backslashes '\'. Single characters can also be cancelled out with a backslash. An example of this is below:

#randList("Color: #randList(red,green,blue)","Symbol: #randList(\(,\,,\))","Symbol Text: #randList(\"(Brackets)\",\", Comma ,\")")

This example is quite complex, though it realy is just a random list that contains three random lists. The first inner random list is quite simple, it is just a choice of three colors. Note that even though the colors are strings, they do not need quotes as they do not contain brackets or commas.

The second line is a choice of three symbols: ( , ). These symbols would not be allowed on their own, but here they are preceded by a backslash, meaning that they are read literally as strings. Note that instead of a single backslash, these symbols could also be surrounded by backslashed quotes (e.g. comma: \",\").

The third line is a choice of two strings: (Brackets) , Comma ,. Because these strings contain special symbols, they are begin and and in a backslashed quote (\"). The quotes must be preceded by a backslash because the line of text is already in quotes, and the backslash indicates a second 'layer' of quotes. Without it, there would be no way of distinguishing opening quote from closing quote. Another layer of quotes would require two backslashes, then three, etc. This list would also work without quotes if the symbols were preceded by a backslash "#randList(\(Brackets\),\, Comma \,)", and it would probably easier to manage.


Groups
- Due to the change in randoms, the syntax for certain types groups has also changed. Specifically, groups that indicate the amount of entries to be chosen must now include an extra colon:
Before:
group:1(ID=gold_ingot;ID=diamond)

Now:
group:1:(ID=gold_ingot;ID=diamond)

This allows for the new random system to work with groups:
group:#rand(1,2):(ID=gold_ingot;ID=diamond)

v5.1.0 : 08/12/2014 5:36:36 am8/12/14

16 New Drops!
Now, counting all of the different things the Lucky Block can do (Note that some similar drops/variations count as 1 drop), there is a total of exactly 100 drops! Here are the new ones:
- 3 different wishing well structures. Throw in a coin, and see which with you get.
- 3 trading villagers. They will offer you all the lucky tools/armour/weapons at a reasonable price.
- Giant slime! Taller than the trees! Sometimes even a Magma Cube!
- Lucky potion with random positive effects.
- Unlucky splash potion with random negative effects.
- Tamed wolves with different colour collars!
- Tamed cats, with different colour skin.
- Aghast! It's a Ghast!
- A witch amongst a cloud of bats.
- Lovely bouquet of flowers.
- A bunch of enchantment books.
- Some useless, random and hopefully humorous jokes.

Changes
- Lucky Blocks are destroyed when powered by redstone! If the chosen drop required a target player, the nearest player will be chosen.
- Randomised all the enchantments on the lucky items, so that their different every time.
- Remember those skeleton and zombie horses? Well now they're tamed.
- Removed the /giveluckyblock and /setluckyblock commands. Why? Because for one, they were completely unnecessary. The same thing can be done with:
/give lucky:lucky_block {Luck:,Drops:["drop1","drop2","etc"]}...and similarly with /set. Secondly, they were causing incompatibility between 1.7.2 and 1.7.10.

v5.0.0 : 04/06/2014 3:46:05 am4/06/14

Luck Levels
- Lucky blocks can get different 'luck levels' if you put them in a crafting table with certain items.
- The 'Luck' of a lucky block is diplayed as a bar from 0 to 100
- The higher the luck level, the more likely it is the lucky block will give you something good.
- Luck levels can also be negative, 0 to -100. Negative luck levels make lucky blocks unlucky.
- There are 3 Lucky Blocks in the creative inventory. One is normal, one has a luck level of 80 and one -80.
- Only Lucky Blocks with a luck level of 0 can be stacked.
- List of items that affect the luck level is under 'Crafting'

Generation
- Lucky blocks can now also generate inside of custom structues.
- The current structures are a quartz 'greek temple' structure and a wreckage of stome bricks and netherrack.
- Lucky blocks in the temple will have a luck level between 50 and 100, but in the wreckage it's -50 to -100!
- By default, there is a 50/50 chance a lucky block will spawn on its own or in a structure.
- Lucky Blocks on their own have a luck level of -20 to 20.
- Spawnrate back to 1 in 200 per chunk.

Drops
- Added 6 new drops!
- A temple with 8 Luckly Blocks (rare).
- 2 Lucky Blocks. One lucky. One not. Choose wisely.
- A bunch of different types of fish, with a fishing rod.
- A villager riding on top of a stack of pigs.
- Horses!
- A pointless silly message about grave danger and mushrooms.

Config File
- In the config file, the luck of a drop is specified by using @luck=[-2 to 2]. The higher the value, the more lucky the drop is.
- Drops can now have a chance by using @chance=[any number].A chance of 0.5 means the drop is only half as likely to happen. A chance of 2 means the drop is twice as likely to happen.
- When specifying the text in a drop (e.g. the name of an entity), if you want to use a quote (") you can by putting a backslash befind it (\")
- You can now use #playerName to get the username of the player who mined the Lucky Block.
- You can now make the Lucky Block do commands. Use: type=command,ID="/randomcommand ect etc etc". Note you will need to use the backslash method if the command contains quotes within it.
- When making the lucky block to commands you can also use displayOutput=true/false and commandSender="randomName". displayOutput tells it whether it should show the output message (e.g. Given [Lucky Block] to PlayerInDisress) and is true by default. commandSender tells it who the command is from. By default it is "@" like a command block.
- Lucky Blocks can also be set to show messages. Use: type=message,ID="Hello there, #playerName. Sam said \"Lucky Blocks are cool\"". This will display a message in chat. As you can see, \" Can be used.
- Since certain items in the crafting table give/take away luck from the Lucky, these can be specified in the file.
- Spawnrate of structures can be specified with structureChance. every time the Lucky Block spawns it will have a 1 in (structureChance) chance of spawning within a structure.
- To make the Lucky Block do drops on creative mode, use doDropsOnCreativeMode=true/false.
- The items used to add/take away luck when crafting lucky blocks can be specified in the config file.

Improvements
- The lucky block will drop itself when harvested with a silk touch pickaxe.
- Each Lucky Block can have a pre-defined list of drops rather than using the drops in the config file. These can only be specified using commands, as below. A Lucky Block in your inventory with custom drops will say "Has custom drops" when you put your mouse over it.

Commands
- Added two new commands: /giveluckyblock <player> [amount] [luck] [customDrops] and /setluckyblock <x> <y> <z> [luck] [customDrops]
- The luck is a number between -100 to 100 and is the luck level of the Lucky Block.
- Custom drops specify the list of drops this lucky block has to choose from. They don't have be the same as the ones in the config file. Each drop must be surrounded by curly brackets. Example:
/giveluckyblock playerName 1 50 {ID=wooden_sword@luck=-1} {ID=type=structure,ID=fort@luck=2}This gives a Lucky b]Block with a luck level of 50 that will only drop wooden swords or make forts. The more likely drop will obviously be forts, since it has @luck=2 and the lucky block has a luck level of 50.
- Note that you will only be able to specify a very small amount of drops when typing this in chat, because there is not enough space. However, a command block allows for much longer commands.

v4.5 : 03/15/2014 6:45:53 am3/15/14

What's New in version 4.5!

Supports Minecraft 1.7.2!

Properties file changes

Spoiler - All Changes


This most likely won't concern you, but if you modify the properties file, here are most of the changes:

- All block and item ids are now the names of number ids (e.g. diamond_sword instead of 276). These are the names that you would use in commands. Note you do not need to add the 'minecraft:' prefix, however, if you are adding an item from another mod, you need to use modid:itemname (e.g. lucky:lucky_block). Number ids should still word in most cases. Setting the recipe also uses names.

- You longer can set the id of the lucky block in the file, as the game chooses one.

- Removed the 'name=' property. Everything is now only 'ID='. ID doesn't have to be a number.

- Added key words, beginning with '#', which will be replaced with a certain value. e.g. #bPosX, #bPosY, #bPosZ will be replaced with the blocks position when it was mined. #pPosX, #pPosY, #pPosZ get the player's position. random-1-2 now is #random-1-2. Also, all of the enchantment NBT Tags are now replaced by these key words rather than writing out the whole enchantment (e.g. #luckySwordEnchantment). A '#' by itself will be replaced by the section symbol, used for colour formatting.

- Removed the offset properties (e.g. 'posXOffset=') and instead added posX, posY, posZ properties, to specify exactly where the drop takes place. Not that to achieve an offset, you can do: posX=#bPosX+10. The relativeToPlayer property still exists, however and will change the posX, posY and posZ to the player's position.

- All values support regular java expressions, for example posX=(#bPosX + 3) / 20. You can even use java ternary statements e.g. ID=#pPosY > 128 ? "diamond_block" : "diamond". This has not been fully tested though!

- HUGE changes to the NBT tag format. Now less confusing with less brackets. e.g.

NBTTag=(Display=(Name="Ultimate Sword")). You only specify the name of the tag, and the value which is a string, int, Boolean, compound tag, tag list etc. The value of a compound tag must start and end with (). The value of a string should start and end with " " but doesn't have to, if the value can only match a string. int is just the number (e.g. 3), short is a number with an s on the end (e.g. 8s) a byte ends with a b, double with d, float with f. A boolean is simply true or false. NBT tag lists start and end with [ ]. Note that a list doesn't contain the name of the values (e.g. Equipment=["sword","shovel"]) and all values must be the same. int arrays and byte arrays are like this: Colors=2:4:4:8 or ColorBytes=5b:6b:2b:9b. Look at the file to get more of an idea, here is a completely made up example:

NBTTag=(EntityName="Joe",SpawnRandomly=true,ListOfRandomCompoundTags=[(ColorArray=2b:7b:4b),(ShouldSleep=false,SecondName="McFluffy"),(SpawnHeight=#pPosY/2+8)],InnerTag=(Personality="Friendly",InnerInnerTag=(Alive=true))),ADouble=4.6d,AFloat=5.92743f,RandomByte=#random-2-5b,AnotherList=[3,6,2,8])


- The file is now encoded in regular ANSI and not Unicode, as section symbols are no longer necessary. This means if you have an old, backed up file, DO NOT just put it in unless you re-saved it with different encoding. I would suggest just copying the text from it into the new file, and everything will work fine.

- Probably some other minor changes I forgot to mention.

I apologise if this has inconvenienced anyone, but I too had a hard time updating. Some of these changes were necessary, and some are for future convenience. I am also planning on adding an instructions file to explain properly how to configure the lucky block.



Small additions and changes

- Added "Lucky Fishing Rod"

- Added "Romantic Rose" (Technically poppy)

- Changed all lucky tools and armour to be gold instead of diamond.

- Called the overpowered zombie "Bob"

- Increased spawnrate to 300.

- Note you can get a lucky block from commands by doing /give <playername> lucky:lucky_block

This was mainly a technical update. A full new feature update is coming soon!

v4.2.1 : 12/18/2013 5:45:27 pm12/18/13

Fixed a bug related to spawning entities.

v4.2 : 12/17/2013 9:32:07 pm12/17/13

Added even more drops

- 3 new deadly structure traps featuring drowning, falling and burning

- TNT is in the air!

- Can generate a chest with random contents. There are currently 4 different types of chests to generate: dungeon chest, village blacksmith chest, bonus chest, custom lucky chest.

More properties

- You can change the spawn rate in the properties file!

- You can even customize the crafting recipe!

v4.1 : 11/12/2013 1:19:37 am11/12/13

Added new drops

- Many enchanted items

- Custom book

- (Almost) invincible zombie with enchanted sword and armor

- Self-building totem pole whith diamond block on top

- Colorful sheep

- Quartz

Improved properties file

- Now supports custom positioning and NBTTags!

- You can make the Lucky Block drop Items with ANY custom properties/name tags

- You can even spawn mobs with custom properties such as armor and held items

Decreased spawnrate

Bug fixes

- Works with the new Minecraft Forge 1.6.4 and doesn't crash

Many other improvements and fixes

- New Crafting recipe (dropper surrounded in 8 gold nuggets)

v4.0 : 10/14/2013 4:27:01 am10/14/13

Huge update. Now spawns groups of items, entities and structures. Completely new properties system.

v3.1 : 09/07/2012 3:53:21 am9/07/12

lucky.properties is now LuckyBlockConfig.txt. Added 4 new properties to configuration file ; RandomQuantityDropped, MaxRandomQuantityDropped, MinRandomQuantityDropped and RandomDamageValue. Replaced 'Deafault Drops' with full ID list. Other Configuration file changes. Drops Emerald instead of Paper. Drops Block of Emerald instead of Book. Added Lucky Block under 'Decoration Blocks' tab in new creative inventory.

v3.0 : 06/08/2012 3:30:58 am6/08/12

Added properties file with ID, Drop-Drop128, SpawnRate, DamageDropped, QuantityDropped and AmountOfDrops. Drops Paper instad of Bowl. Drops Book instead of Mushroom Stew. Improved Randomness.

v2.0 : 05/25/2012 4:38:01 pm5/25/12

Lucky Block can be naturally found in your world. Drops Nether Portal instead of Gold Nuggets. Drops End Portal instead of End Portal Frame.

Comments : 519

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  • Mr Madman
  • Level 4
  • Apprentice Ranger
  • February 26, 2015, 9:12 am
1.8 lucky block crashs with this report:
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.20.1023 3 mods loaded, 3 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{8.0.20.1023} [Forge Mod Loader] (fml-1.8-8.0.20.1023-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
lucky{5.2.0} [Lucky Block] (LuckyBlock_1-8-1_v5-2-0.jar (1)) Unloaded->Constructed->Pre-initialized->Errored




Please help D:
Edit Reply Delete
  • willandshamu
  • Level 12
  • Journeyman Ranger
  • February 27, 2015, 3:33 am
Yeah, I get sorta the same thing.
Edit Reply Delete
  • Matscraft8
  • Level 1
  • New Miner
  • February 24, 2015, 9:55 pm
Can you do for version 1.8 direct too?
Edit Reply Delete
  • fastkill21
  • Level 1
  • New Miner
  • February 23, 2015, 4:42 pm
I changed the config, but now I cant get it back to the way it was!! plz help
Edit Reply Delete
  • kayleesnow
  • Level 1
  • New Crafter
  • February 22, 2015, 10:45 am
can minecraft forge damage my laptop
Edit Reply Delete
  • jacke1012
  • Level 1
  • New Miner
  • February 23, 2015, 11:34 pm
No it is the only way to download mods
Edit Reply Delete
why is the 1.8 auto installer trying to get me to download other programs?!?!
Edit Reply Delete
  • irmcserver
  • Level 1
  • New Miner
  • February 20, 2015, 3:28 pm
PLAY THESE MODS ON OUR SERVER AT IP: PLAYMCMP.COM
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I myself am not too good with code, but I have successfully created a few custom lucky block outcomes. But sometimes the things i make glich out. For example, I created my own kind of wishing well. It is supposed to give the player tons of wool, but instead, the first time I saw it, it spawned a wither for some reason. The second time, it did nothing. Can someone make a tutorial on how to make custom outcomes?
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Actually, I am currently writing a full documentation of the configuration system (kind of like a tutorial), and hopefully this will help many people. You can expect this in a few weeks at most, when I release the next update.
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  • 7865Man
  • Level 14
  • Journeyman Narwhal
  • February 14, 2015, 2:01 pm
I need a direct dowload for the 1.8 luckyblocks but there is not one.
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What would i do without lucky blocks?!?! Best mod ever!!!
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Is The New Texture Added To Old Versions Too?
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  • _Carrot_Top_
  • Level 1
  • New Crafter
  • February 7, 2015, 7:19 pm
https://www.youtube.com/watch?v=8HNBMRy8Ap0
I have continued a thread tag Lucky Block challenge, created by Charlie Moon. The premise is that with a stack of 64 regular lucky blocks, you need to try to collect 10 specific items. They can be collected strait from the blocks themselves, or by using other items to acquire them, ie making a pick to mine a gold block from a structure.
It was a very fun challenge, I hope you enjoy.
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  • aris9834
  • Level 13
  • Journeyman Pokemon
  • February 7, 2015, 11:05 am
It keeps on crashing.
The last time it crashed it said this:
---- Minecraft Crash Report ----
// Don't do that.

Time: 2/7/15 4:02 PM
Description: There was a severe problem during mod loading that has caused the game to fail

net.minecraftforge.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access method net.minecraft.block.Block.func_149711_c(F)Lnet/minecraft/block/Block; from class mod.lucky.Lucky
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
    at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
    at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:486)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
    at net.minecraft.client.main.Main.main(SourceFile:120)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.IllegalAccessError: tried to access method net.minecraft.block.Block.func_149711_c(F)Lnet/minecraft/block/Block; from class mod.lucky.Lucky
    at mod.lucky.Lucky.init(Lucky.java:65)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
    ... 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
    Minecraft Version: 1.8
    Operating System: Mac OS X (x86_64) version 10.9.2
    Java Version: 1.6.0_65, Apple Inc.
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 38593760 bytes (36 MB) / 209375232 bytes (199 MB) up to 2143158272 bytes (2043 MB)
    JVM Flags: 1 total; -Xmx2G
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.10 FML v8.0.20.1023 3 mods loaded, 3 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML{8.0.20.1023} [Forge Mod Loader] (fml-1.8-8.0.20.1023-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    lucky{5.2.0} [Lucky Block] (LuckyBlock_1-8-1_v5-2-0.jar.zip) Unloaded->Constructed->Pre-initialized->Errored
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500'TH DIAMOND! WOO!
Sorry that just makes me excited.
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WOW COOL
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  • Maxtgps1
  • Level 28
  • Expert Ninja
  • February 6, 2015, 10:06 am
Favorite mod
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  • WillR27
  • Level 19
  • Journeyman Dragonborn
  • February 5, 2015, 12:06 pm
I wish I had thought of this idea xD
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Hiw can i add custome encahntments???
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  • hadesgaming
  • Level 15
  • Journeyman Dragonborn
  • February 5, 2015, 3:34 am
every time i try and modify the config file minecraft always fails to load the mod.plz tell me what i screwed up.
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whats your skype so  can help you
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  • hadesgaming
  • Level 15
  • Journeyman Dragonborn
  • February 5, 2015, 10:11 am
its ok i figured it out. it was because i had messed with bob's codes trying to make it a different mob
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how to add custom enchantments in the lucky block properties
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  • Ash_2705
  • Level 1
  • New Explorer
  • February 3, 2015, 3:44 pm
my favorite mod but I can't get it : (. 1. I don't know how. 2.im not sure if I should trust it and 3.im forbidden to get mods :(
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  • Biscutlord
  • Level 3
  • Apprentice Artist
  • January 31, 2015, 5:36 am
AAAAAAAAAAAAAAAAAAAAAAAAAWWWWWWWWWWWWW
WWWWWWWWSSSSSSSSSSSSSSOOOOOOOOOOOOOOOOOOMMM
MMMMMMMMMMMMMMMMMMEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEE I LOVE IT!!!!!!!!!!
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  • iPixoCraft
  • Level 1
  • New Miner
  • January 25, 2015, 1:18 pm
how do you download the 1.7.10 version of it? :D
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  • Evildevil1
  • Level 10
  • Journeyman Explorer
  • January 23, 2015, 11:13 am
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i dont see the mod author replying the new coments
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  • awesomeman29
  • Level 16
  • Journeyman Toast
  • January 20, 2015, 12:58 am
ARE YOU SAYING THE INSTALLER INSTALLS FORGE??? THE BEST THING EVAAARRR!!!!
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Yes. Just yes.
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  • awesomeman29
  • Level 16
  • Journeyman Toast
  • January 20, 2015, 8:31 pm
k
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can i make a lucky block green out of this like a custom lucky block like lucky block blue and also post it here
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Yes, you are allowed to, although it must follow the same rules as all of the other modifications (blue, red etc.). The final public release is only allowed to contain the configuration file, texture and any other resources that are not the .class files of the mod.
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  • awesomeman29
  • Level 16
  • Journeyman Toast
  • January 20, 2015, 3:44 pm
Yeah I was wondering too.
Edit Reply Delete
---- Minecraft Crash Report ----
// Sorry :(

Time: 11/01/15 14:52
Description: Initializing game

java.lang.NoClassDefFoundError: cpw/mods/fml/common/IPlayerTracker
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.IPlayerTracker
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 37 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 56633640 bytes (54 MB) / 250703872 bytes (239 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 22 mods loaded, 22 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed
TooManyItems{1.7.10} [TooManyItems] (minecraft.jar) Unloaded->Constructed
battlegear2{1.0.6.3} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar) Unloaded->Constructed
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed
animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar) Unloaded->Constructed
Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar) Unloaded->Constructed
blocklings{1.0.4} [Blocklings] (Blocklings-Mod-1.7.10.jar) Unloaded->Constructed
carsanddrives{1.0.7} [Cars and Drives] (Cars_and_Drives_Mod_V-1.0.7.jar) Unloaded->Constructed
CoroAI{v1.0} [CoroAI] (CoroUtil-1.0.jar) Unloaded->Constructed
ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.0.jar) Unloaded->Constructed
ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.0.jar) Unloaded->Constructed
Morph{0.3.0} [Morph] (files^Morph-Beta-0.3.0) Unloaded
iChunUtil{4.1.3} [iChunUtil] (iChunUtil-4.1.3.jar) Unloaded
lucky{5.1.0} [Lucky Block] (Lucky-Block-Mod-1.7.10) Unloaded
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (mo creatures mod) Unloaded
MutantCreatures{1.4.8} [Mutant Creatures] (MutantCreatures-1.7.10-1.4.8.jar) Unloaded
OreSpawn{1.7.10.20.2} [OreSpawn] (ore spawn) Unloaded
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded
voxelmap{1.7.10} [VoxelMap No Radar] (voxel map mod) Unloaded
weather2{v2.3.4} [weather2] (Weather-2.3.4.jar) Unloaded
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: GeForce 9300 GE/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
crash report
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  • awesomeman29
  • Level 16
  • Journeyman Toast
  • January 20, 2015, 3:49 pm
Looks like you have a lot of mods, I saw the lucky block mod, orespawn, twilight forest, Voxel Map, Mutant Creatures, MoCreatures, Cars and Drivers, Blocklings, Backpack mod, Animal bikes, damage indicator mod, Mine and Blade battle gear 2, and TMI, I don't think Minecraft can handle that much, try uninstalling some.
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  • Shane36206
  • Level 1
  • New Miner
  • January 14, 2015, 10:21 am
One question... Is it a good idea(d) to fill 411 luckyblocks around me then fill 411 redstone blocks ontop?
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  • Shane36206
  • Level 1
  • New Miner
  • January 14, 2015, 10:08 am
I don't think it is very friendly with the animal bikes mod.... It crashed saying that it spawned a notch bike with invalid inventory....
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  • ButterWorld
  • Level 1
  • New Crafter
  • January 11, 2015, 7:17 am
looks really fun! might think of downloadin g it! ≥∇≤
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  • weirdcoolcat13
  • Level 2
  • Apprentice Engineer
  • January 10, 2015, 9:55 am
In about a month you updated to a major forge release (1.8)? Wow, your very skilled.
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is has become one of the most popular mods ever how did you think of it?
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  • Paif_PMC
  • Level 1
  • New Miner
  • January 4, 2015, 2:00 am
This.. is... awesome! My friend and me might add this mod to our SkyBlock world.
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  • DovydasAL
  • Level 31
  • Artisan Droid
  • January 4, 2015, 12:52 am
Question, is this multiplayer compatible?
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Every time I click the link at http://www.minecraftprojects.net/lucky-block to download it, It takes me somewhere different every time
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I believe it is, but please inform me if you find any multiplayer bugs, as it hasn't been thouroly tested.
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I have a suggestion for the lucky potion. What if instead giving overpowered effects, it gave a random effect?
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  • minemanguy49
  • Level 2
  • Apprentice Skinner
  • December 20, 2014, 2:48 pm
Please dont use goo.gl
It just ticks people off.
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  • Wylietrout
  • Level 1
  • New Miner
  • December 20, 2014, 3:53 am
This look like a great mod!! Little bit laggy though.
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  • Wylietrout
  • Level 1
  • New Miner
  • December 20, 2014, 3:54 am
*looks

Sorry for the misspelling
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  • SockMonkeyJr
  • Level 1
  • New Explorer
  • December 19, 2014, 8:55 am
Please upddate this to 1.8 :D also this mod is one of my favorites!
Edit Reply Delete
  • ZionMC
  • Level 1
  • New Crafter
  • December 17, 2014, 6:08 pm
<br data-mce-bogus="1"> I saw Sky's video and wanted it so badly! FINALLY i found this! can't wait :D
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  • LegoKidRAM
  • Level 8
  • Apprentice Narwhal
  • December 14, 2014, 12:13 pm
Will the Blocks spawn items or mobs from other mods, too? :D
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  • VerticoHD
  • Level 1
  • New Miner
  • December 11, 2014, 11:04 pm
Love this mod and it's unpredictability, the risks you take are hillarious and can result in either a wonderful delight or a hellish nightmare for your world save...


Got ganked by a wither, blown up, dropped down a lot of holes, attacked by Bob and had an anvil drop on my head.


10/10 Risk simulator 2014.


Here's my 5 Minute Mod review on it.


https://www.youtube.com/watch?v=pOhVBZTGIW4
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  • SockMonkeyJr
  • Level 1
  • New Explorer
  • December 10, 2014, 10:05 am
Love lucky blocks mod! Can you make it compatible with FORGE 1.8?
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  • secret14
  • Level 4
  • Apprentice Skinner
  • December 6, 2014, 3:35 am
the lucky blocks spawns in survival right ?
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  • marc22415
  • Level 1
  • New Miner
  • December 4, 2014, 8:06 am
Very Very VERY VERY AWESOME MOD but unfortunatley it didnt work  for me :(((((
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  • Tommybom19
  • Level 2
  • Apprentice Architect
  • December 1, 2014, 2:54 pm
This is a really awesome mod! I wanted it so bad.
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  • Paif_PMC
  • Level 1
  • New Miner
  • November 30, 2014, 12:25 am
I heard Forge for 1.8 is out. :) Are planning to update?
Edit Reply Delete
Yes, am doing best to update as soon as possible, but be mindful that forge has just been release and there are many bugs that currently make it difficult to update.
Edit Reply Delete
  • Hamizan
  • Level 19
  • Journeyman Engineer
  • December 14, 2014, 6:53 pm
HURRY!! :P.. just kidding. take your time
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  • Jowag96
  • Level 2
  • Apprentice Explorer
  • November 23, 2014, 11:54 pm
For 1.6.2 please!
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What does Minecraft Forge do? Why do i need it?
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  • Elias linde
  • Level 2
  • Apprentice Miner
  • November 30, 2014, 12:53 am
acturaly you dont realy need forge......
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  • Ash_2705
  • Level 1
  • New Explorer
  • November 25, 2014, 12:26 pm
forge is what allows you to use mods
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  • Ash_2705
  • Level 1
  • New Explorer
  • November 15, 2014, 1:08 pm
is it safe?or does it give u a virus?i really need a honest answer because i wanted this mod for months now but I don't know if it's safe.
Edit Reply Delete
The website does look shifty, but here's how to get the download:

Step 1: Click the yellow download link at the top of this page.

Step 2: Wait for the Adfly countdown in the top right corner to stop, and click "Skip Ad".

Step 3: See the tab near the bottom of the page that reads "Download Lucky Block"? Click on the tab itself, not the word "Download". If you click "Download", it'll bring you to an unwanted ad.

Step 4: It should download instantly! You're all done!
Edit Reply Delete
  • Ash_2705
  • Level 1
  • New Explorer
  • November 25, 2014, 12:25 pm
thanks for he advice! so is it safe? or not? thats just my question ut thanks for how to download it
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  • Hamizan
  • Level 19
  • Journeyman Engineer
  • December 14, 2014, 6:54 pm
it is safe.. i dont understand why you asking that
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  • Ash_2705
  • Level 1
  • New Explorer
  • January 3, 2015, 11:05 am
im aking because i downloaded a mod before and got a huge virus
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  • Nicholas506
  • Level 1
  • New Miner
  • December 6, 2014, 5:43 pm
its safe don't worry
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Version 5.0.0 for 1.7.2?
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  • Ash_2705
  • Level 1
  • New Explorer
  • November 15, 2014, 1:03 pm
Ya it should work for 1.7.2 or 1.7.10 and mabey 5.0.0
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