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  • 1

    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Hey, seeing as you liked my tweet on marble foxes earlier, I thought I'd make a few additional small suggestions on here! Since Twitter is very restrictive on typing, haha.


    -You said you want to implement simple genetics-- which is a really interesting point, since marble foxes are actually a mutation that results from breeding captive red foxes! Not sure exactly how it works, but it must be similar to the differences in wolves and domestic dogs lol. Perhaps there could be a domestication system at some point-- wild animals would spawn with certain traits, and breeding them has a chance of new traits appearing, etc. I'm not sure how "simple" that is, but it'd be cool! For example, you said you wanted to add working dogs-- you could have standard wolves have, say, normal ears, but if you breed them enough you might start seeing floppy ears or different coloring, etc. Just a thought-- I'm very curious to see how you'd implement genetics btw, not many mods do that and it's something that's always interested me!

    As an aside, this site has some interesting fox color morphs if you're looking for inspiration :) http://livingwithfoxes.weebly.com/colour-morphs-of-hybrid-foxes.html


    -Also please more ferret stuff because ferrets are so underrated and oh my goodness yes <3


    Anyway, just a few thoughts on foxes/marble foxes! Thank you for your time! :D

    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Platinum_Fox»

    Really cool idea. i support this but definitely as a far far future update. I would like to see more creatures added first lol. I really like the whole thing especially having dragons trapped in villages (maybe more common in ice villages because snow villagers already trade stuff from this mod?) but this really is a great idea for down the line. and i appreciate keeping my idea about the dragon sizes in there. while stage 4 and 5 dragons are epic i think i would rather have a stage 3 personally. :)

    Yeah, haha, this would have to be far future since it would take so much additional code. But I would definitely like to see more rpg elements added in later on-- it would blend nicely with this mod, too, I think. And no problem! You definitely brought up a legitimate concern-- the huge dragons are awesome for sure, but all the sizes are cool in their own one. Plus, if something was added to control aging, I could build an army of tiny adorable dragons >:3 XD

    But I actually like the amulet idea in general, too, whether or not the rest is added. I mean, you could create all kinds of different amulets-- an anti-aging amulet, an amulet of immortality to keep your dragon from dying (if it hit 0 health it could be incapacitated and unable to fight until it healed instead of outright dying), amulets that give strength or speed boosts... tons of cool stuff like that :3

    I'd love to see more dragon variants come into play as time goes on, too-- different colors and patterns and suchnot XD
    Posted in: Minecraft Mods
  • 2

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    One thing I'd love to see in the future (that would take a lot of coding, I know, but it's a cool idea in my opinion so I thought I'd throw it out here just in case XD) is the ability to rescue dragons. Since wild dragons clearly hate humans in this mod, there must be reason for their animosity, right? Perhaps it's because for years, hunters have been killing and trapping dragons. Dragons have learned to hate and fear humans, becoming aggressive toward them at first sight, in order to protect themselves.

    Trapped dragons could occasionally be found in villages. These dragons (usually stage one or, rarely, stage two) have been subjugated, and while they hate humans, they also fear them enough to not lash out at their captors. Usually marked with scars or other evidences of their abuse, these dragons are sold to the wealthy to raise as powerful steeds.

    A beastmaster villager could spawn by the dragon, selling a key for a hefty price. Buying the key would result in the dragon being tamed to you, as well as boosting your reputation in the village immensely. Killing the beastmaster and breaking into the cage would also result in the dragon being tamed to you, but would greatly drop your reputation with the villagers.


    This could also introduce two new game mechanics-- dragon bond and dragon karma.

    Dragon bond would be represented by a bar on the dragon's GUI. It could be both positive and negative. Dragons near the middle of the bond scale risk becoming rebellious or turning on their rider. Dragons with a positive bond have a strong friendship with their rider, and are very loyal to them. Dragons near the negative end of the scale have been subdued, and live in too much fear of their rider to consider turning on them.

    There are various ways to shift the position of this bond. Pampering your dragon with treats and toys and keeping it happy will raise the level of the bond. Leaving it without food for prolonged periods of time will slowly lower it, stopping at a point where the dragon could become rebellious (in light of Platinum's suggestion, a way to keep them from aging would have to be added-- perhaps they could be given an armor slot/slots for an amulet or something?). Using a whip on your dragon or attacking it will drastically lower the bond. This would be a cool way to let a player choose what sort of dragon rider they'd like to be-- a caring and gentle tamer, or a cruel and harsh master. Dragons rescued from the beastmaster would start out with negative bond, and would need to be treated with the upmost care in order to nurture it to a high bond if that is what is desired.

    Dragons with a very low bond could acquire scars over time to represent their abuse.


    Where dragon bond is per-dragon, dragon karma is tied to the player. Individual dragons' bond will affect karma over time. A dragon with a high bond will very slowly increase a player's karma, whereas a dragon with a low bond will slowly decrease it (rescued dragons with low bonds will not, however, lower karma, to prevent a player from immediately obtaining bad karma). Rescuing a dragon from the beastmaster will increase karma, but killing a dragon will lower it.

    Karma affects how wild dragons respond to you. At high levels of karma, wild dragons will gradually stop becoming aggressive towards the player, eventually allowing him or her to walk among them without attacking. As karma increases even further, a small chance of dragons laying eggs in the wild is added, and this chance increases with the karma level (grabbing an egg will lower karma, but remaining near it while it hatches will tame the hatchling to the player). At extremely high karma levels, it becomes possible to tame wild dragons-- starting with stage 1 dragons, and gradually allowing higher and higher levels of dragons to be tamed (each with a more expensive cost).

    On the flipside, having a low karma level will cause dragons to become even more hostile to you. Lower karma will begin to give players strength boosts against dragons, making it easier to kill them. As karma levels decrease further, low-stage dragons will begin to flee from the player. At very low karma levels, 4 and 5 stage dragons begin to spawn in the sky at random, forcing the player to constantly be on alert, but also making it easier to obtain valuable loot from dragon carcasses.


    So yeah, this would definitely be a lot to code, but I think it would be really cool to see as a future feature! It would add more of a rpg element to the mod, and it would add more impact to the choices a player makes. Players could choose who they'd like to become-- a renowned dragon rider, or a feared dragon hunter. It would also create more of an end-game goal (reaching very high or very low karma), and add different benefits depending on a player's choices.

    Just some thoughts I had :)

    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Quote from Crafty_Angyl >>

    Edit: Why does everyone think that I'm a guy...? B)



    Forgive me for laughing at this, but I can relate oh so well XD



    But yeah... a stamina bar would be cool, but I do agree, there are already too many restrictions. If the feeding system or something else wasn't in place, then I'd probably be an advocate, but with it being implemented already, I think a stamina bar would be a bit too much.

    Can't remember if this has been asked, but will we have some kind of auto-feeder like in F/A? Because if you end up with multiple dragons, keeping track of their food could be a bit of a nightmare o.o
    Posted in: Minecraft Mods
  • 1

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from DemonicHowler»


    Sorry for the super late response, I actually wound up going out with friends for a couple hours in a city an hour away. Had this mostly filled out before I had to leave.
    The list is pretty long so please bear with me.
    Also please keep in mind this may include redundant dependencies due to me messing with my mod list to fix things ages back.

    I now see this was already answered by Alex. Alright. Well, it's not a huge deal; it actually presents a neat challenge for me as I like to rebuild things like this. So it doesn't bug me, I was just wondering what caused it. That said, I'm guessing if I decide to fix it I have to muck about with config files.


    Dependencies:
    Armoa1997Core 1.0.2.16
    COFHCore 3.1.2-325
    CodeChickenCore 1.0.7.47
    Custom Mob Spawner 3.3.0
    DragonAPI V15A
    EnderCore 2.0.36_beta
    Gilded Games Util
    LLibrary 1.5.1
    Malisis Core 0.14.3
    Mantle 0.3.2b
    Metallurgy core 4.0.4.18

    Mods:
    Actually Additions r21
    Aether 1.6
    Aether Aspects 1.2
    Alchemy Plus Plus 1.2.0.89
    Another One Bites The Dust 2.9.2
    Another One Bites The Dust Berry Bushes 1.0.6
    Apple&Milk&Tea 2 2.9m
    Aquaculture 1.2.6.21
    Artifice 1.1.5R-339
    Automagy 0.28
    AutoSapling 1.1
    Backpacks 2.0.1
    Bedrock layer 1.0.9
    Better Builders Wands 0.6.1
    Better Chests 1.1.1.9
    Better Furnaces 4.3
    Bibliocraft 1.11.5
    Bibliowoods BOP 1.9
    Bibliowoods Forestry 1.7
    Biomes O' plenty 2.1.0.2027
    Botania r1.8-249
    Buildcraft 7.1.17
    Buildcraft Compat 7.1.5
    Butterfly Mania 1.3.2
    Carpenters Blocks 3.3.8.1 Dev R1
    Crayfish furniture 3.4.8
    Chicken Chunks 1.3.4.19
    Chicken Shed 1.1.3
    Chisel 2.9.5.11
    ChocoCraft 4.1.5
    Chocolate Quest 1.0
    Convenient Recipes 1.3.1
    Craftable Animals 2.4.3.0
    Damage Indiators 3.2.3
    Deco Craft 2.3.2
    DrZharks Mo Creatures 6.3.1
    Enchiridion 1.2b(May be a dependency, not sure..)
    Ex Astris rebirth 1.01-45
    Ex Compressum 1.1.143
    Ex Nihilo 1.38-52
    Extra TiC 1.4.6
    Extra utilities 1.2.12
    Forestry 4.2.14.62
    Fossils and Archaeology 7.3.2
    Garden of Glass
    Gravestone 2.16.1
    Growthcraft 2.6.1-Complete
    Iguanas Tinker Tweaks 2.1.6
    Inventory Tweaks 1.59 Dev 152
    Iron Chest 6.0.62.742
    Iron Chest Minecarts 1.0.4
    IvToolkit 1.2.1(Again, might be a dependency, not sure)
    Jabba 1.2.2
    Journey Map 5.1.4p1 - Unlimited
    Jurrasicraft 1.4.0
    Legacy Craft 15A
    Lootbags 2.0.12
    Magic Bees 2.4.3
    Malisis Doors 1.13.2
    Mariculture Deluxe 1.2.4.2a
    Metallurgy 4.0.6.80
    Metallurgy Chisel 1.0.0.11
    Mobdrops 2 Beta 1.2
    Moo Fluids 1.5.01.19a
    Mystcraft 0.12.3.03
    NEI Addons 1.12.14.40
    NEI Integration 1.1.2
    No More Recipe Conflicts 0.3
    Not Enough ID's 1.0.5.120
    Not Enough resources 0.1.0-122
    Optifine
    Pams Harvestcraft
    Pams Mob Drops Crops
    Revamp 1.3.1
    Ruins
    Sound Filters 0.8
    TConstruct 1.8.8
    Thaumcraft 4.2.3.5
    Thaumcraft NEI Plugin 1.7a
    Tickrate Changer 1.0.2e
    TMechworks 0.2.15.106
    Veinminer 0.34.1
    Veinminer Mod Integration 0.5.1
    Village Info SSP 2.1
    WAILA 1.5.10
    WAILA Features 0.1.0
    WAILA Harvestability 1.1.6
    WAILA NBT 1.4
    WAILA Plugins 0.2.0-23
    Worldedit 6.1.1
    Ye Gamol Chatels 1.1.2
    Ztones 2.2.1


    Ah, no problem-- but I'm glad you got this solved. Best of luck fixing the place up!
    Posted in: Minecraft Mods
  • 5

    posted a message on Prehistoric Spawns- a Fossils and Archeology Revival add-on

    **WARNING: THIS MOD IS STILL IN EARLY BETA! EXPECT IMBALANCES (FEEDBACK WELCOME!)**


    Imagine a world where extinction never happened- where dinosaurs still roamed the earth. That is exactly what you'll find with the Prehistoric Spawns mod.


    This add-on for the Fossils and Archeology Revival mod causes all the prehistoric mobs to spawn in the Overworld. Although many of these
    mobs are peaceful and will happily coexist with you if you leave them alone, others are not so friendly, and you will quickly find that you
    are no longer at the top of the food chain. Even in the daytime you'll have to tread lightly, lest you catch the eye of a hungry predator.


    This mod is still in very early beta, so expect imbalances. Feedback is welcome, as I am looking to improve the gameplay of this mod.


    Download:



    Changelog:


    B01-

    + First release!


    Known issues:

    -Probable habitat imbalances


    Planned features:

    -Prehistoric plant spawns


    About the mod:

    Prehistoric Spawns is the result of my desire to make a YouTube series where I play in a world surrounded by dinosaurs. It's development is primarily for the sake of the series, however I hope the rest of the community will enjoy this mod, too :)


    Current spawns:


    **NOT COMPLETE LIST (I'll finish this later...)**


    Plains-

    Ankylosaurus

    Elasmotherium

    Kelenken

    Pachycephalosaurus

    Parasaurolophus

    Phorusrhacos

    Quagga

    Smilodon

    Stegosaurus

    Therizinosaurus

    Titanis

    Triceratops

    Velociraptor

    Allosaurus (rare)

    Tyrannosaurus (rare)


    Desert-


    Allosaurus (rare)


    FAQ:


    Q. Does this mod add dinosaurs?

    A. No! Prehistoric spawns by itself does not add dinosaurs- it's the Fossils and Archeology Revival mod that actually adds the dinosaurs. However, with F/A alone, dinosaurs do not spawn naturally in the world. In order to spawn them in, you must find fossils, and analyze them to get DNA, which you can then turn into dinosaur eggs. However, Prehistoric Spawn adds code to allow dinosaurs to spawn naturally in the overworld. You can still find fossils and complete the process to spawn them in naturally, but you really don't need to with prehistoric spawns.

    I would still recommend the unmodded F/A experience, where you play through the mod in its full glory and actually have to work to get dinosaurs, however for my upcoming modded Let's Play series I thought it would be more interesting (and less grindy) to play in a world where dinosaurs (some aggressive) spawn in like vanilla animals. It adds a whole new aspect to the game.



    Licensing:


    This mod is free to use in whatever way you'd like. You don't have to ask me, but it would be nice if you'd tell me what you're doing.


    As far as I understand, this mod in no way violates the F/A Revival terms and conditions, however if I am mistaken I am prepared to remove
    this mod immediately. However, I understand it to fall under the "Adapt" clause of the Creative Commons Attribution (CC BY 4.0).


    Requirements:

    Minecraft Forge for 1.7.10 (.1614 version)

    LLibrary 1.5.1 for 1.7.10


    Also check out this F/A texture pack, by Jetsnake9000!


    Have a great day!

    Posted in: WIP Mods
  • 1

    posted a message on Prehistoric Spawns- a Fossils and Archeology Revival add-on
    Quote from BlitzSkype»

    OOOps seem like there is a misunderstood. I confused with something else (or rode too fast, maybe) tha your mod added more creatures.


    Please accept my apologize ....


    Hey, it's fine! I may not have been clear enough. All this mod does is cause the F/A mod mobs to spawn naturally, instead of having to be spawned in by the player ;) I may still add some pictures just to give atmosphere, but we'll see ;)

    Quote from WolfRaptor»

    Here is the wiki, It was made by Alex, and was one of his first mods (I think?)

    Ah, okay-- thanks! I'll have to play with this mod-- it looks kinda cool!
    Quote from Felipedbko»

    Can you put prints, please?
    I don't have Minecraft and can't download for now, but I want to see the mod.


    For the same reasons as stated above, I'm not sure what to put for pictures. This is an add-on to the F/A mod, not a standalone. If you want to see the creatures, you can go to the Fossils and Archeology Revival page, but this mod adds no unique mobs, so there's not much else to show. Sorry :/
    I'll probably try and get pictures anyway... when I make another build I'll grab some screenshots while I'm at it.
    Posted in: WIP Mods
  • 1

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from GoliathsAI»

    Nice dude! I hope this doesn't get flagged, and I can't wait to see what movement this could start. :P

    Thank you! As far as I understand, this should be within the license terms, and I contacted the devs before releasing the project, but they never got back to me, so... I'm guessing it's fine XD
    After fooling around with this in survival for a while, I'm surprised at how much harder it makes things o.o
    Posted in: Minecraft Mods
  • 2

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    Hey everyone!

    I mentioned a little while ago that I've been developing an add-on for F/A. I finally finished a working beta, which is up on Curse here!

    This add-on causes the mobs from F/A to spawn naturally in the Overworld, as if extinction never happened. I made it mostly for use in my upcoming Let's Play series, but I thought you guys might have some fun with it too.

    I do ask that you don't post support questions for it here-- we don't want to spam the F/A thread. Prehistoric Spawns has its own thread, here:


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2730486-prehistoric-spawns-a-fossils-and-archeology


    As far as I understand, this kind of add-on falls under the "Adapt" clause of the Creative Commons Attribution (CC BY 4.0) license. If I am mistaken, please let me know and I'll remove the mod right away! I posted here a while ago but received no answer, so I went ahead with the mod with this understanding.


    Have a great day!

    Posted in: Minecraft Mods
  • 1

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    I think we should Make Dinosaurs, Then Put them all over the world so they can become the new intelligent species and humans go extinct and the world is ruled by dinosaurs again... Jk
    Now that makes me think... Do Villagers run from certain Dinosaurs?

    They should... Allosaurs near a village is... um... disaster waiting to happen o.o
    Posted in: Minecraft Mods
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