This mod really needs a toggle-able option to allow dinosaurs to spawn naturally (automatically) in the game world.
The allure and timelessness behind the movie Jurassic Parkwas in being apart of a whole island in which dinosaurs freely roamed. I mean, they literally had train-track tour rides going through the island, showing off the dinosaurs in their habitat. You got to jump right in to the fun and actually see the dinosaurs walking around.
The scene in the movie explaining how they created the dinosaurs literally lasted about 5 minutes, max. It was a side topic - albeit a very interesting one. The main attraction of the movie was in actually seeing them alive - not growing them in a test tube. If the movie had followed a team of paleontologists digging in the dirt for 3 hours to find one fossil, then another 3 hours growing it - very few people would have watched the movie. It's like being told you're gonna see dinosaurs and, instead, you get to see a cardboard cutout of a dinosaur.
Now I'm not saying the JurassiCraftmod's ability to find fossils, extract the DNA, grow the eggs, and hatch them isn't fun - it is a very clever idea to implement for people who want that something extra. I'm simply saying that it is not the main attraction for most people - just like in the movie. Most people want to see the dinosaurs alive and roaming the world first, and in a test tube second.
Just imagine booting up Minecraft and starting a map to see a Brachiosaurus towering above you, not 300 yards off, or hearing the roar of a Tyrannosaurus in the distance. You'd know you're in for an incredibly dangerous and fun ride. Heck, you could even allow the dinosaurs (in automatic spawn mode) to lay eggs on their own, which would grow into the baby dinosaurs, and eventually turn into adults. This mod has so many amazing features, but they are all locked behind the DNA / Egg growing mini-game, which also locks our ability to ever create enough dinosaurs to fill up the game world.
If I have a choice to be in a dinosaur simulatoror an actual real-life world in which they are walking around... well, I think most people are going to choose the real-life option. This mod, as it is, is a great dinosaur simulator, but not 'the real thing' - until it enables an option to spawn dinosaurs automatically.
P.S. My bro and I were all psyched when we saw there was such a great dinosaur mod for Minecraft (it literally looked exactly like what we were hoping for). We would both love to donate to the mod's Patreon fundraiser, but as it is right now... I just can't justify it. All the amazing, varied, and well-animated dinosaurs are locked away behind a mini-game that takes hours to complete, and - even if you do complete it - I could never fill up the game world, or go "dino hunting" without having to re-grow them.
I just realized an analogy: currently this is like a mod that added in 50 new varieties of tree, but you have to plant them all manually (after finding their DNA). Your game world could never be filled with these trees... you could only have a few 'pet' trees.
Free the trees! Free the dinosaurs!
Thats why we are making 2.0 :/ When 2.0 comes out we will begin a dimensions where dinosaurs will roam freely along with large insects and prehistoric marine life. We have the same dream you do, trust me
I noticed the dinosaurs didn't actually have any biome associations (perhaps they didn't know where to spawn) for example: S:ILEXICONN_TYRANNOSAURUS_DEFAULT <>
So I changed the entry to include the spawn locations for sheep / cows / other common animals. For example:
However, the game still won't spawn a single dinosaur.
I realized there is actually an "overworld" folder and a "dino" folder inside the .minecraft > config > CustomSpawner folder, however I still can't get them to spawn even when I modify everything I can think of in this folder (the "dino" folder is basically a duplicate of the "overworld" folder).
I tried disabling the Mo'Creatures mod, and still nothing.
Clearly this is not some simple "Just change FALSE to TRUE" problem.
Thank you for those trying to help. Honestly I am a bit flabbergasted that spawning dinosaurs naturally is not the main feature of the mod. The DNA stuff is nice, but what the heck is the point of spending so much time creating an awesome mod, and limiting how many dinos you could ever actually have in a game world (all of them having to be manually hatched). I mean... at the very least, why not make a quick Toggle ON / OFF option that allows for dinosaurs to automatically spawn on world generation? Pretty sure optional toggles never annoyed anyone with half a brain.
I'm a bit flabbergasted that you're flabbergasted in the first place....This mod is based off of Jurassic Park, and last I checked they don't have dinosaurs that are just "there" like lions and elephants, they were manmade. You want naturally spawning dinosaurs? Either find another mod that does that for you or wait for the dimension to be added. The amount of dinos you can have in the world isn't limited by anything other than your efforts to find more fossils and clone dinos, that's the whole point of the mod.
first, apologies for mentioning jpce,second could methods for capturing wild dinos be implemented. Like net launchers or maybe tranquilizer guns.maybe, a different amount of tranquilizer is needed for different sized mobs, for example, a raptor would need a medium amount and a t-rex would need a larger amount. If you use too much you could kill them. Also, strange idea, could you actually add a way to get a dinosaur skeleton from dead dinosaurs and be able to place them and position them like the statues mod for museum purposes.
first, apologies for mentioning jpce,second could methods for capturing wild dinos be implemented. Like net launchers or maybe tranquilizer guns.maybe, a different amount of tranquilizer is needed for different sized mobs, for example, a raptor would need a medium amount and a t-rex would need a larger amount. If you use too much you could kill them. Also, strange idea, could you actually add a way to get a dinosaur skeleton from dead dinosaurs and be able to place them and position them like the statues mod for museum purposes.
i'm pretty sure that different capture methods will be implemented soon!
Thats why we are making 2.0 :/ When 2.0 comes out we will begin a dimensions where dinosaurs will roam freely along with large insects and prehistoric marine life. We have the same dream you do, trust me
This mod really needs a toggle-able option to allow dinosaurs to spawn naturally (automatically) in the game world.
The allure and timelessness behind the movie Jurassic Parkwas in being apart of a whole island in which dinosaurs freely roamed. I mean, they literally had train-track tour rides going through the island, showing off the dinosaurs in their habitat. You got to jump right in to the fun and actually see the dinosaurs walking around.
The scene in the movie explaining how they created the dinosaurs literally lasted about 5 minutes, max. It was a side topic - albeit a very interesting one. The main attraction of the movie was in actually seeing them alive - not growing them in a test tube. If the movie had followed a team of paleontologists digging in the dirt for 3 hours to find one fossil, then another 3 hours growing it - very few people would have watched the movie. It's like being told you're gonna see dinosaurs and, instead, you get to see a cardboard cutout of a dinosaur.
Now I'm not saying the JurassiCraftmod's ability to find fossils, extract the DNA, grow the eggs, and hatch them isn't fun - it is a very clever idea to implement for people who want that something extra. I'm simply saying that it is not the main attraction for most people - just like in the movie. Most people want to see the dinosaurs alive and roaming the world first, and in a test tube second.
Just imagine booting up Minecraft and starting a map to see a Brachiosaurus towering above you, not 300 yards off, or hearing the roar of a Tyrannosaurus in the distance. You'd know you're in for an incredibly dangerous and fun ride. Heck, you could even allow the dinosaurs (in automatic spawn mode) to lay eggs on their own, which would grow into the baby dinosaurs, and eventually turn into adults. This mod has so many amazing features, but they are all locked behind the DNA / Egg growing mini-game, which also locks our ability to ever create enough dinosaurs to fill up the game world.
If I have a choice to be in a dinosaur simulatoror an actual real-life world in which they are walking around... well, I think most people are going to choose the real-life option. This mod, as it is, is a great dinosaur simulator, but not 'the real thing' - until it enables an option to spawn dinosaurs automatically.
P.S. My bro and I were all psyched when we saw there was such a great dinosaur mod for Minecraft (it literally looked exactly like what we were hoping for). We would both love to donate to the mod's Patreon fundraiser, but as it is right now... I just can't justify it. All the amazing, varied, and well-animated dinosaurs are locked away behind a mini-game that takes hours to complete, and - even if you do complete it - I could never fill up the game world, or go "dino hunting" without having to re-grow them.
I just realized an analogy: currently this is like a mod that added in 50 new varieties of tree, but you have to plant them all manually (after finding their DNA). Your game world could never be filled with these trees... you could only have a few 'pet' trees.
Free the trees! Free the dinosaurs!
Maybe 2 other people other than you have complained about this issue, do you realize how much lag would occur? Having a herd of about 8 dinos causes a large amount of lag, and you expect these to just naturally generate throughout the world? I have allocated 2gb to mc and only have 6 mods with optifine
I don't really know what direction you all want the mod to head towards, but I think something along these lines would be quite interesting. The idea of zoo tycoon comes to mind often for myself. I think it would be interesting to see some zoo tycoon mechanics/ideas implemented.
"Happiness/Creation of exhibits"
Perhaps when the new fences are introduced, the interior of these fences creates a zone called "an exhibit." When an animal is placed into an exhibit zone, the dinopad will display 3 bars: Happiness, Food, Health. Happiness is increased when satisfying certain conditions such as "is the exhibit large enough for this animal?," "Its this animal currently hungry?," or "is this animal a social one and if yes are their other members of that animal's species within the exhibit." Things along those lines. Hunger and health are self explanatory. Depending on the animal's species (or perhaps even traits?), the happiness would have certain values (lets dub the following values as 85% and >50%). Should an animal's happiness dib below 85%, the animal will refuse to mate/be tamed/used as a mount. Should it dib below 50%, there is a chance for the animal to go into a "rampage" in a sense. The animal will actively attack the player (perhaps gaining a slight buff while in rampage?) and will attempt to "escape" the exhibit zone. Should an animal successfully beat the exhibit's defenses, a portion of the exhibit's fencing will be destroyed, allowing the animal to wander free. The animal will then have to be tranquilized or be put down. If tranquilized it can be put back into its exhibit (once repaired) and hopefully the player will meet the demands of the animal next time.
"Fences"
I don't know how much planning has gone into fencing, but I think that there should be 3tiers of fences. Low-risk, medium-risk, and high-risk. Low-risk fences could be the cheapest to make and consume little to no power (this may be tricky, I was thinking of use energy like some other tech mods but its up to the team). These fences would have a greater chance of holding back a rampaging animal which is considered "low-risk." Medium-risk fences would be more expensive to make than low-risk fences and consume more energy, but would have a greater chance of holding back a rampaging animal which is considered "medium-risk." Additionally, a low-risk animal would find it very hard to break a medium-risk fence. High-risk would be the most expensive and consume the most energy, and would be used to house large carnivores. Additionally, a medium-risk animal would find it very hard to break a high-risk fence. Fences would retain and consume a small portion of their stored energy per tick to maintain. Additionally, the animals would be curious and at random times will test their fences, taking a significantly larger portion of the fence's stored energy. Perhaps the less happy an animal is the more times it will check the fence's status, increasing the chance of a break out.
"Genetics"
Creating an animal requires DNA. DNA is obtained from fossils found at corresponding rock layers (Sargeant's idea basically). Creature fossils yield small amounts of DNA of the creature. One can travel to the dimension and find the animal alive and take some blood from the animal, providing a much larger yield of DNA but the player will have to contend with an angry animal. Once enough DNA is recovered, cloning can begin. I've read talks about DNA thresholds, so perhaps the closer the player gets their animal's DNA code to 100%, the less "bad traits" and animal will automatically be born with (perhaps an "end game" machine can remove these bad traits entirely). There would be a list of randomly given traits to an animal upon cloning, some bad some good. Some that would effect Happiness recovery rate/base amount, how often an animal will "check" their exhibit's defenses, if it gets along with others of its species (or others of different species?), if its sterile (I think cloning should be very VERY expensive, to encourage the player to maintain flocks/breeding pairs instead of ordering up another batch so to speak. As such, sterile would be a crippling negative trait), etc. Machines (preferably built in the late game) would further allow the player increased "god like" abilities with traits, size, happiness values, etc.
"Breeding"
Lastly, breeding. Breeding an animal will require a specific amount of happiness to be reached before an animal will consider mating. If both partners are willing to mate, they mate. The dino-pad will allow the player to see if the mating was successful. If not, the player will have to wait. If successful, the mother will carry the child for "x" amount of time (x being whatever value) before she lays the egg(or eggs. Maybe a rare positive trait?) After "x" amount of time, the egg will hatch. The hatchling will stay close to its mother as it matures. After "x" amount of time, the animal has matured and it is possible to mate. The child will have a random set of traits from the combined pool of its mother and father.
Maybe 2 other people other than you have complained about this issue, do you realize how much lag would occur? Having a herd of about 8 dinos causes a large amount of lag, and you expect these to just naturally generate throughout the world? I have allocated 2gb to mc and only have 6 mods with optifine
I agree, but can I suggest have a world option to make you automatically spawn in the dimension?
I had a idea regarding corpses Devs if you read this: so to get meat off a slowly rotting corpse you must use a sword or a new item called the knife but a sword will do anyways. You must hit the skin off getting to the meat: but there are other carnivores that want it so if you leave it in untended if there's a predator near by they will eat everything off the dinosaur accept the bone. A corpse can also rott if you don't take the meat off in 2 MC days leaving you a skeleton to get rid of a skeleton you must hit it with a shovel a couple times. So if you like this please comment back if you can't add this that's cool I know you have a time frame and stuff:)
I had a idea regarding corpses Devs if you read this: so to get meat off a slowly rotting corpse you must use a sword or a new item called the knife but a sword will do anyways. You must hit the skin off getting to the meat: but there are other carnivores that want it so if you leave it in untended if there's a predator near by they will eat everything off the dinosaur accept the bone. A corpse can also rott if you don't take the meat off in 2 MC days leaving you a skeleton to get rid of a skeleton you must hit it with a shovel a couple times. So if you like this please comment back if you can't add this that's cool I know you have a time frame and stuff:)
I already had this idea and posted it. They decided not to do it, last time I heard.
Maybe 2 other people other than you have complained about this issue, do you realize how much lag would occur? Having a herd of about 8 dinos causes a large amount of lag, and you expect these to just naturally generate throughout the world? I have allocated 2gb to mc and only have 6 mods with optifine
I've noticed. It seems very few people have asked or even considered 'opening up' this mod to allow for natural spawning. Honestly, it gave me a sort of 'Twilight Zone' feeling when I realized nobody else seemed to notice the obvious. You know, like when you Google something you assume humanity must, by now, know... and hardly any results show up? It felt like that.
Regarding the CPU strain: I'm not a Minecraft pro or anything, but I currently use 20+ mods at the same time and, with Optifine, I don't get any real lag. Also, this computer is ~6+ years old, and it's a low-to-medium range Gateway (definitely nothing special at all). I realize not all players have the best hardware, but I consider myself to have low-end hardware, and it handles MineCraft fairly easily. I even use the SEUS shaderpack (the LITE version - computer can't handle the larger ones).
I know very little programming, but I do notice mods like Mo'Creatures (which adds in an insane amount of critters if you let it) doesn't lag at all. Perhaps that is an apples to oranges comparison? Perhaps 1 dinosaur is worth 100 cows (in terms of CPU). I don't know.
I suppose I just didn't think this mod was that CPU-intensive. I've spawned around 20-30 dinosaurs in Creative mode just for fun, and I didn't notice any lag whatsoever.
If I am wrong regarding how CPU-intense this mod is, then forgive me, however I know there are players out there who use the EXTREME version of shaders like the SEUS pack, and they still get 60-80 FPS. I could be wrong, but I didn't think a bunch of dinosaurs came anywhere near the level of CPU strain that that of a shaderpack.
If this mod really is that CPU-intense... why? Some of the dinos are huge... the AI seems pretty neat... but MineCraft already has a giant dragon, Endermen, etc. Mo'Creatures has tons of huge Ogres and Golems that manipulate (or even spawn out of) nearby blocks. Mutant Creatures adds in a bunch of unique mobs which seem comparable to many of the dinosaurs.
It is only my opinion (so no need to worry), but I feel the atmospheric awesomeness of automatic spawning of dinosaurs would outweigh almost any possible negatives. And, again, I am not saying to change the mod - merely add a toggle button somewhere, or a version that auto-spawns, such as the Dimension idea that Sargeant_789575 mentioned.
What would Mo'Creatures be if the mobs didn't spawn automatically?
Perhaps it is only a handful of players who have ever asked for this feature, but how many were simply too lazy to create a forum account to ask (I barely had the patience). How many simply didn't even think about it because the mod advertises itself in a completely different way? There have been plenty of ideas that market themselves in a way that actually limits the number of people who would buy into the product - only ever achieving a fraction of what was possible.
For example, the original idea behind Grand Theft Auto was called "Race'n'Chase" - a cops vs bad guy game. The developers realized players had way more fun playing as the bad guy, and one of the most popular games in history was born. If they had kept it true to the original Race'n'Chase concept, we wouldn't even know who they were. I'm not saying your mod isn't great - I'm saying it could be so friggin' awesome, I would actually consider it to be one of (if not the) coolest mod for Minecraft. Why else would I bother making an account and creating these posts?
Why not host a poll, asking if users would like an optional (on/off) toggle to allow the dinosaurs to spawn in-game, naturally? I honestly can't imagine who would be against such an option. Heck, you could still refuse to add the toggle - but at least we'd know where everyone actually stands (and if I really do live in the Twilight Zone).
That's kinda sad Sargent I really like that idea it would give the carnivores a cool perpose. Also it would be so much more realistic and would add a really fun hunting experience:)
Thats why we are making 2.0 :/ When 2.0 comes out we will begin a dimensions where dinosaurs will roam freely along with large insects and prehistoric marine life. We have the same dream you do, trust me
Old JurassiCraft dev (Retired)
I'm a bit flabbergasted that you're flabbergasted in the first place....This mod is based off of Jurassic Park, and last I checked they don't have dinosaurs that are just "there" like lions and elephants, they were manmade. You want naturally spawning dinosaurs? Either find another mod that does that for you or wait for the dimension to be added. The amount of dinos you can have in the world isn't limited by anything other than your efforts to find more fossils and clone dinos, that's the whole point of the mod.
JurassiCraft Dev- Manager/texturer
first, apologies for mentioning jpce,second could methods for capturing wild dinos be implemented. Like net launchers or maybe tranquilizer guns.maybe, a different amount of tranquilizer is needed for different sized mobs, for example, a raptor would need a medium amount and a t-rex would need a larger amount. If you use too much you could kill them. Also, strange idea, could you actually add a way to get a dinosaur skeleton from dead dinosaurs and be able to place them and position them like the statues mod for museum purposes.
you know the modelers have to model skeleton mobs for every dino in the upcoming update. And it will probably add another 1& half month
Life Has Found A Way.
World's Best Dinosaur Mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2444641-jurassicraft-bringing-dinosaurs-to-life
i'm pretty sure that different capture methods will be implemented soon!
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My Mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2487041-mythical-mobs-mod-adding-mythical-and-enchanting#c2 help is needed!
check out my models! http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2420631-gojimans-new-model-thread
Woohoo! Woohoo! Woohoo!
Maybe 2 other people other than you have complained about this issue, do you realize how much lag would occur? Having a herd of about 8 dinos causes a large amount of lag, and you expect these to just naturally generate throughout the world? I have allocated 2gb to mc and only have 6 mods with optifine
JurassiCraft Dev- Manager/texturer
I don't really know what direction you all want the mod to head towards, but I think something along these lines would be quite interesting. The idea of zoo tycoon comes to mind often for myself. I think it would be interesting to see some zoo tycoon mechanics/ideas implemented.
"Happiness/Creation of exhibits"
Perhaps when the new fences are introduced, the interior of these fences creates a zone called "an exhibit." When an animal is placed into an exhibit zone, the dinopad will display 3 bars: Happiness, Food, Health. Happiness is increased when satisfying certain conditions such as "is the exhibit large enough for this animal?," "Its this animal currently hungry?," or "is this animal a social one and if yes are their other members of that animal's species within the exhibit." Things along those lines. Hunger and health are self explanatory. Depending on the animal's species (or perhaps even traits?), the happiness would have certain values (lets dub the following values as 85% and >50%). Should an animal's happiness dib below 85%, the animal will refuse to mate/be tamed/used as a mount. Should it dib below 50%, there is a chance for the animal to go into a "rampage" in a sense. The animal will actively attack the player (perhaps gaining a slight buff while in rampage?) and will attempt to "escape" the exhibit zone. Should an animal successfully beat the exhibit's defenses, a portion of the exhibit's fencing will be destroyed, allowing the animal to wander free. The animal will then have to be tranquilized or be put down. If tranquilized it can be put back into its exhibit (once repaired) and hopefully the player will meet the demands of the animal next time.
"Fences"
I don't know how much planning has gone into fencing, but I think that there should be 3tiers of fences. Low-risk, medium-risk, and high-risk. Low-risk fences could be the cheapest to make and consume little to no power (this may be tricky, I was thinking of use energy like some other tech mods but its up to the team). These fences would have a greater chance of holding back a rampaging animal which is considered "low-risk." Medium-risk fences would be more expensive to make than low-risk fences and consume more energy, but would have a greater chance of holding back a rampaging animal which is considered "medium-risk." Additionally, a low-risk animal would find it very hard to break a medium-risk fence. High-risk would be the most expensive and consume the most energy, and would be used to house large carnivores. Additionally, a medium-risk animal would find it very hard to break a high-risk fence. Fences would retain and consume a small portion of their stored energy per tick to maintain. Additionally, the animals would be curious and at random times will test their fences, taking a significantly larger portion of the fence's stored energy. Perhaps the less happy an animal is the more times it will check the fence's status, increasing the chance of a break out.
"Genetics"
Creating an animal requires DNA. DNA is obtained from fossils found at corresponding rock layers (Sargeant's idea basically). Creature fossils yield small amounts of DNA of the creature. One can travel to the dimension and find the animal alive and take some blood from the animal, providing a much larger yield of DNA but the player will have to contend with an angry animal. Once enough DNA is recovered, cloning can begin. I've read talks about DNA thresholds, so perhaps the closer the player gets their animal's DNA code to 100%, the less "bad traits" and animal will automatically be born with (perhaps an "end game" machine can remove these bad traits entirely). There would be a list of randomly given traits to an animal upon cloning, some bad some good. Some that would effect Happiness recovery rate/base amount, how often an animal will "check" their exhibit's defenses, if it gets along with others of its species (or others of different species?), if its sterile (I think cloning should be very VERY expensive, to encourage the player to maintain flocks/breeding pairs instead of ordering up another batch so to speak. As such, sterile would be a crippling negative trait), etc. Machines (preferably built in the late game) would further allow the player increased "god like" abilities with traits, size, happiness values, etc.
"Breeding"
Lastly, breeding. Breeding an animal will require a specific amount of happiness to be reached before an animal will consider mating. If both partners are willing to mate, they mate. The dino-pad will allow the player to see if the mating was successful. If not, the player will have to wait. If successful, the mother will carry the child for "x" amount of time (x being whatever value) before she lays the egg(or eggs. Maybe a rare positive trait?) After "x" amount of time, the egg will hatch. The hatchling will stay close to its mother as it matures. After "x" amount of time, the animal has matured and it is possible to mate. The child will have a random set of traits from the combined pool of its mother and father.
The devs could just make a skeleton texture.
I agree, but can I suggest have a world option to make you automatically spawn in the dimension?
My Mod, Now Released! (This Banner is Old):
Ever feel horses need an improvement? So do I! http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2415966-improved-horses
I had a idea regarding corpses Devs if you read this: so to get meat off a slowly rotting corpse you must use a sword or a new item called the knife but a sword will do anyways. You must hit the skin off getting to the meat: but there are other carnivores that want it so if you leave it in untended if there's a predator near by they will eat everything off the dinosaur accept the bone. A corpse can also rott if you don't take the meat off in 2 MC days leaving you a skeleton to get rid of a skeleton you must hit it with a shovel a couple times. So if you like this please comment back if you can't add this that's cool I know you have a time frame and stuff:)
Jurassicraft is awesome!!!!!!!
I already had this idea and posted it. They decided not to do it, last time I heard.
My Mod, Now Released! (This Banner is Old):
Ever feel horses need an improvement? So do I! http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2415966-improved-horses
I've noticed. It seems very few people have asked or even considered 'opening up' this mod to allow for natural spawning. Honestly, it gave me a sort of 'Twilight Zone' feeling when I realized nobody else seemed to notice the obvious. You know, like when you Google something you assume humanity must, by now, know... and hardly any results show up? It felt like that.
Regarding the CPU strain: I'm not a Minecraft pro or anything, but I currently use 20+ mods at the same time and, with Optifine, I don't get any real lag. Also, this computer is ~6+ years old, and it's a low-to-medium range Gateway (definitely nothing special at all). I realize not all players have the best hardware, but I consider myself to have low-end hardware, and it handles MineCraft fairly easily. I even use the SEUS shaderpack (the LITE version - computer can't handle the larger ones).
I know very little programming, but I do notice mods like Mo'Creatures (which adds in an insane amount of critters if you let it) doesn't lag at all. Perhaps that is an apples to oranges comparison? Perhaps 1 dinosaur is worth 100 cows (in terms of CPU). I don't know.
I suppose I just didn't think this mod was that CPU-intensive. I've spawned around 20-30 dinosaurs in Creative mode just for fun, and I didn't notice any lag whatsoever.
If I am wrong regarding how CPU-intense this mod is, then forgive me, however I know there are players out there who use the EXTREME version of shaders like the SEUS pack, and they still get 60-80 FPS. I could be wrong, but I didn't think a bunch of dinosaurs came anywhere near the level of CPU strain that that of a shaderpack.
If this mod really is that CPU-intense... why? Some of the dinos are huge... the AI seems pretty neat... but MineCraft already has a giant dragon, Endermen, etc. Mo'Creatures has tons of huge Ogres and Golems that manipulate (or even spawn out of) nearby blocks. Mutant Creatures adds in a bunch of unique mobs which seem comparable to many of the dinosaurs.
_________________________________________________________
It is only my opinion (so no need to worry), but I feel the atmospheric awesomeness of automatic spawning of dinosaurs would outweigh almost any possible negatives. And, again, I am not saying to change the mod - merely add a toggle button somewhere, or a version that auto-spawns, such as the Dimension idea that Sargeant_789575 mentioned.
What would Mo'Creatures be if the mobs didn't spawn automatically?
Perhaps it is only a handful of players who have ever asked for this feature, but how many were simply too lazy to create a forum account to ask (I barely had the patience). How many simply didn't even think about it because the mod advertises itself in a completely different way? There have been plenty of ideas that market themselves in a way that actually limits the number of people who would buy into the product - only ever achieving a fraction of what was possible.
For example, the original idea behind Grand Theft Auto was called "Race'n'Chase" - a cops vs bad guy game. The developers realized players had way more fun playing as the bad guy, and one of the most popular games in history was born. If they had kept it true to the original Race'n'Chase concept, we wouldn't even know who they were. I'm not saying your mod isn't great - I'm saying it could be so friggin' awesome, I would actually consider it to be one of (if not the) coolest mod for Minecraft. Why else would I bother making an account and creating these posts?
Why not host a poll, asking if users would like an optional (on/off) toggle to allow the dinosaurs to spawn in-game, naturally? I honestly can't imagine who would be against such an option. Heck, you could still refuse to add the toggle - but at least we'd know where everyone actually stands (and if I really do live in the Twilight Zone).
That's kinda sad Sargent I really like that idea it would give the carnivores a cool perpose. Also it would be so much more realistic and would add a really fun hunting experience:)
Jurassicraft is awesome!!!!!!!
we aren't that lazy
JurassiCraft Dev- Manager/texturer
Sorry if this is turned down but did you read my comment about the corspe?
Jurassicraft is awesome!!!!!!!
i had a strange idea that when you dinosaur died, you could be able to stuff it , y'know, for sentimental value
Nope nope nope nope. That's a bit over-the-top.
Seriously, to me, that's just as sadistic as chopping off dinosaur heads and mounting them on the wall.
I agree but I do like the idea of corpses:)
Jurassicraft is awesome!!!!!!!
*Slowly pets dead, stuffed baby Corythosaurus in my lap*
"It's been so quiet sense you died, Cory. Except the voices. The voices never stop."
*Continues stroking the deceased hatchling*
My Mod, Now Released! (This Banner is Old):
Ever feel horses need an improvement? So do I! http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2415966-improved-horses