The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2016
Posts:
138
Location:
Unknown
Minecraft:
goinghyperion14
Xbox:
GoingHyperion14
Member Details
hopefully the grootslang will look like the artist rendition on wikipedia, if it will be added, and maybe it can spawn in caves guarding the valuable ores.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2016
Posts:
138
Location:
Unknown
Minecraft:
goinghyperion14
Xbox:
GoingHyperion14
Member Details
i found a bug using this mod with the morph mod, when i morph into one of the cryptids, all morphs glitch and then i get pulled a certain direction unable to fight against, for some weird reason, certain morphs go in the certain direction faster than others.
Report it too, iChun too! Also, specify the mod version and what other mods are you using! Furthermore, test if it happens with vanilla mods too! [Talking from experience ]
Greetings, its been awhile. Started playing minecraft again and I figured I should start working on the mod again, after having my life priorities straightened out. This mod is back from a loong dormant sleep.
I even made some update changes to it by giving it its own custom id list so it should no longer conflict with other mods that add in mobs.
-Fixes mod id conflicts with other mods that add in mobs by giving them their own custom id so it shouldn't conflict anymore.
-reduces spawn rate of mobs, making them rare as intended, and reduces lag.
-adds in some items (incomplete)
Next update is gonna be pretty slow though as I got a new laptop and moving all my mod files to eclipse and decompiling them is gonna take some time.
I have 2 more new mobs in mind that I intend to add in, but its a suprise so I ain't going to spoil it.
after i move my files to my new laptop and the 2 mobs are complete im going to work on each of the mobs seperately, one at a time which is gonna take some time, so a long time really, probably a couple of months, but in the end, this next update going to be worth it.
it's going to have a proper config file that lets you customize how often you want to spawn them, Lycanites seems to be a good direction, but its very complicated, but I don't want to copy it completely as i feel it ruins the integrity of this mod that I've been working on all by myself. But I dont think it should hurt to see how it works. Along with other mods that have good config and spawning systems.
proper spawning system, I still intend to make them super rare as should be, the config should only make it slightly more frequent. having stat multipliers for the mobs would be cool too, making the game much more challenging and fun.
resizing them, repositioning them from the hitbox, as well as lowering the resolution a little bit as to reduce lag, some models are going to get changed. basically i'm going to trim the file size a bit. this file version just released still has the same textures though. might work on lower res and high res as seperate variant mods later on, but not on the next update.
new sounds and basic animation will be included in the next update. custom animations like in jurrasicraft, fossils and archeology, betweenlands, mowzies probably wont be in the next update as thats more complicated, but in the update after maybe, its just going to be lower on priority for now, but it will have them eventually.
updated and better ai will be included. making each mob somewhat more unique and interesting
This mod will only stay at 1.7.10 until there is a version that has more mods for it than this version does, so enjoy 1.7.10 xD !!
Unrelated to this mod but....
I won't be backporting this to 1.6.4, that would take too long, but i do want to revive old mods from 1.6.4 and before to 1.7.10, theres just too many gems that are left to waste. its only going to be the ones that add in creature, animal, prehistoric, and mythical mobs that dont add in too many things, like dimensions or other things that give the mod too much bloat. I would just need their github and permission from the original mod author.
When will some of the Cryptids like the Snallygaster,Cherokee Death Cat,Pocahontas Fire Dragon, Headless Horror, Wampus Beast, Shadow Creature, Bear Beast, Bloodless Howler and White Death get added into the mod. I would really like to see those.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2014
Posts:
253
Location:
Tampa, FL
Minecraft:
ArthaDemon
Member Details
The mod looks really neat but the spawn rate on these guys is insane and there is just no way whatsoever to survive normally in early game! After getting killed repeatedly in a new world, I had to remove it to avoid complete frustration and unplayability.
The mod looks really neat but the spawn rate on these guys is insane and there is just no way whatsoever to survive normally in early game! After getting killed repeatedly in a new world, I had to remove it to avoid complete frustration and unplayability.
Check out the link on page 46. I've updated it and made them more rare.
Can he please make a new one with more things
hopefully the grootslang will look like the artist rendition on wikipedia, if it will be added, and maybe it can spawn in caves guarding the valuable ores.
i found a bug using this mod with the morph mod, when i morph into one of the cryptids, all morphs glitch and then i get pulled a certain direction unable to fight against, for some weird reason, certain morphs go in the certain direction faster than others.
Report it too, iChun too! Also, specify the mod version and what other mods are you using! Furthermore, test if it happens with vanilla mods too! [Talking from experience ]
Minecraft Fan! And modder wanna be!
Greetings, its been awhile. Started playing minecraft again and I figured I should start working on the mod again, after having my life priorities straightened out. This mod is back from a loong dormant sleep.
I even made some update changes to it by giving it its own custom id list so it should no longer conflict with other mods that add in mobs.
https://minecraft.curseforge.com/projects/wild-cryptids-and-conspiracies-mod/files
-Fixes mod id conflicts with other mods that add in mobs by giving them their own custom id so it shouldn't conflict anymore.
-reduces spawn rate of mobs, making them rare as intended, and reduces lag.-adds in some items (incomplete)
Next update is gonna be pretty slow though as I got a new laptop and moving all my mod files to eclipse and decompiling them is gonna take some time.
I have 2 more new mobs in mind that I intend to add in, but its a suprise so I ain't going to spoil it.
after i move my files to my new laptop and the 2 mobs are complete im going to work on each of the mobs seperately, one at a time which is gonna take some time, so a long time really, probably a couple of months, but in the end, this next update going to be worth it.
it's going to have a proper config file that lets you customize how often you want to spawn them, Lycanites seems to be a good direction, but its very complicated, but I don't want to copy it completely as i feel it ruins the integrity of this mod that I've been working on all by myself. But I dont think it should hurt to see how it works. Along with other mods that have good config and spawning systems.
proper spawning system, I still intend to make them super rare as should be, the config should only make it slightly more frequent. having stat multipliers for the mobs would be cool too, making the game much more challenging and fun.
resizing them, repositioning them from the hitbox, as well as lowering the resolution a little bit as to reduce lag, some models are going to get changed. basically i'm going to trim the file size a bit. this file version just released still has the same textures though. might work on lower res and high res as seperate variant mods later on, but not on the next update.
new sounds and basic animation will be included in the next update. custom animations like in jurrasicraft, fossils and archeology, betweenlands, mowzies probably wont be in the next update as thats more complicated, but in the update after maybe, its just going to be lower on priority for now, but it will have them eventually.
updated and better ai will be included. making each mob somewhat more unique and interesting
This mod will only stay at 1.7.10 until there is a version that has more mods for it than this version does, so enjoy 1.7.10 xD !!
Unrelated to this mod but....
I won't be backporting this to 1.6.4, that would take too long, but i do want to revive old mods from 1.6.4 and before to 1.7.10, theres just too many gems that are left to waste. its only going to be the ones that add in creature, animal, prehistoric, and mythical mobs that dont add in too many things, like dimensions or other things that give the mod too much bloat. I would just need their github and permission from the original mod author.
Link and sources?
I just got a new laptop I'll need your Skype contact again. xD
I reported bugs to you a while back have you been fixing them yet? For example lack of animations, stopping world from tickingperiodically
This update fixes the mob Id conflict. Those 2 things I'm working on in the next update.
that can't be your skype I just tried it. I was just going to ask you what happened to koc since it's been over a year and no releases ????
tried it couldnt find you on skype, found you on discord though.
Will this be in 1.8?
Btw awesome first mod ive seen with cryptids, my favorite is thylacine
Still need coders? ;P
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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Unless it has more mods than in 1.7.10, otherwise nope.
I can help if you want.
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I got to decompile all the code from my laptop to the new one. It will take some time, I will consider it.
The mod looks really neat but the spawn rate on these guys is insane and there is just no way whatsoever to survive normally in early game! After getting killed repeatedly in a new world, I had to remove it to avoid complete frustration and unplayability.
Alright cool!
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Check out the link on page 46. I've updated it and made them more rare.
This mod looks awesome! It is nice to see a unique mod!