Not much has been done on the mod lately. It's really hard to get myself to sit down and do this over other hobby work. With freelance illustration, I can tell myself to sit down for an hour or two and draw and know I'm making $15 every hour. With this mod, I make absolutely nothing.
The next update so far has technically four new mobs added and an item:
Crackling Nincada is supposed to be a very fierce Full Moon mob but I haven't added anything yet to make it really worth fighting. I'm still thinking that thru.
This mod looks so interesting, I would love to see it reach 1.10.2 because it would make an incredible addition to a modpack I'm building for me and some friends, because I adore the Okami pokemon. Though I totally understand this is a side project for you, I do really hope you can find the motivation to keep going because this looks incredible, but don't feel too pressured.
For a while I was thinking pretty hard on back porting it to 1.10.2 but I doubt I will now with how little I work on modding now. (only a few hours a week) I think I would have a stronger motive to back port this clean coded version to 1.7.10 where more valuable adventure mods are like Twilight Forest if I do a back port at all.
So I am finally modding again fairly regularly. I wanted to put a question up.
Should I release the next update for Minecraft 1.11 or just skip it and go straight to 1.11.2? Personally, I want to skip and go to 1.11.2. All the mods I personally play are already updated to 1.11.2.
Skipping 1.11 would save me having to bug test two separate versions.
The current update list has grown much larger now:
~Mu Buneary
~Zergling Nincada
~Raptor Zergling Nincada
~Crackling Nincada (full moon mob)
~Bow of Kindred
~Clay Skitty
~Clay Commander Delcatty (mini-boss mob)
~Voorst Mightyena (mini-boss mob)
~a few random food items
Delcatty and Mightyena are important reintroduction of the mini-boss tier because it opens up the rare drop option for Blessing of Arceus. I am having a lot of game balance issues with Delcatty. A 1.7.10 mob like that doesn't translate well to 1.11.
The only thing I would recommend is the ability to adjust the spawn rates. The Pokemon mobs seem a bit rare compared to how many vanilla mobs spawn in comparison.
(btw this is the only mod that i know that will have zergling)
I am pretty proud of my Zerglings. I tried to give mine a bit of a bounce to their run like they have in the Starcraft II cinematics, especially the faster Raptor variations. Almost three years old now, the Zergling Nincadas are finally going to be in a public version of the mod (though the name is different, I still would call this the same mod as PokemonMD). They've been pulled three times in the past for 1.6.4, 1.7.2, and 1.7.10.
I saw the Starcraft mod had a model built but knowing enough about mob modeling, it will have terrible animating in game. xD Awesome model with robot swinging legs.
The only thing I would recommend is the ability to adjust the spawn rates. The Pokemon mobs seem a bit rare compared to how many vanilla mobs spawn in comparison.
Oh did you get it to work for 1.11.2? I'm sincerely surprised if you did because when I updated the environment to 1.11.2, I had nearly 300 errors I had to fix.
If you did, I know why the spawns are not working. There is a bug with Forge 1.11.2 with the Biome Dictionary that broke how my spawns work. I rewrote spawns complexly to get around this bug for when I release an actual 1.11.2 version later this week.
--------------------------------------
Here is the changelog I'll be releasing with the next mod update hopefully later this week.:
Kindred Legacy Changelog
Version 1.1
------------------------------
New Content
~Added Mu Buneary mob
~Added Zergling Nincada mob
~Added Raptor Zergling Nincada mob
~Added Crackling Nincada full moon mob
~Added Clay Skitty mob
~Added Clay Commander Delcatty mini-boss mob
~Added Voorst Mightyena mini-boss mob
~Added Foxcraft Fennekin Poketamable
~Added Silkscreen Ribbon armor piece
~Added Bow of Kindred weapon
~Added food items: Crispy Squid Tentacle, Huge Squid Tentacle, and Sahra Specialty
~Added material: Hunter's Charm
------------------------------
Changes/Adjustments
~Added full water avoidance to Armored Shinx, Clay Purrloin, and Clay Espurr
~Removed Weakness cast by Clay Espurr, Infested Deerling, and Snow Sorceress Braixen
------------------------------
Other
~Completely rewrote how spawn locations work, which fixes several unintended spawn locations
~Fixed Armored Shinx's loot table error
---------------------------------------------------------
Things I want to look into after this update:
1) I badly want some means of teleport that is fair and balanced.for my survival games. I am looking at doing something similar to Zelda Sword Skills' Ocarina of Time but with better control over where you go but limited on when and where you can use it.
2) Nearly ever major concept that made up Bloodmoon Ninetales is in the mod now. Only Fire Blast is the remaining unknown on how it will translate to the new Minecraft. This makes the Ninetales along with Ionian Ninetales more possible for the next update or update after.
3) A config file to address spawns (such as was a concern above). I still do not know how to make config files but now with my rewritten spawn coding, it is more possible for me to write something that can change the values.
4) A Poketamable mount. I really like horses but they are terrible and obnoxious to manage since leashes still don't work that well. I did have a Kyuubimon Ninetales mob model built but now I'm concerned with animating it. I think I need wait on it until I can address actual horizontal velocity rather than Minecraft's default absolute velocity. I also tried Pixelmon for the first time not too long ago. I really liked how they handled flying mounts and is something I'd like to consider too.
5) Portable storage. With still no backpack mod in 1.11-ish I feel I need to take into my own hands a means of storage you can carry with you. I would like to make it so you can add portable storage to a Poketamable, especially Okami Umbreon or to whatever mount I come up with above.
So that is my hopeful to do list besides adding old mobs here and then. Not all in the next update but something I'd like to eventually.
I'm the type that just tries things often. So far (with obtaining everything from creative mode) the mod works fine. I was able to find Braixen and Fennekin spawning naturally. I haven't searched exhaustively for the others.
So it looks like you're doing great so far! I should note that I was only running this mod, as is my practice when confirming whether or not something works.
If you're looking to make a mount (I know nothing about making MC mods) you might want to consider a Ponyta. It seems that'd be the easiest.
1) the mount(s) should be variable maybe (multiple ones maybe)
2) the bow is gonna be nice, but the mobs are a bit OP, maybe add some more weapons to fight them (my litle brother loves the zealot pawniards and always wanted psi blades as weapons (could be an idea ;p )
Rollback Post to RevisionRollBack
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
Well, after playing long enough I can confirm that it isn't compatible with 1.11.2 as-is. I'm not sure how those few braixen appeared but after hours on a world I didn't spot any naturally generating.
Guess I'll eagerly await the 1.11.2 update. I'm hoping you have time to finish it this weekend like you planned! I'm dying to use this mod. It looks so fun. (I tested the pets via creative).
1) the mount(s) should be variable maybe (multiple ones maybe)
2) the bow is gonna be nice, but the mobs are a bit OP, maybe add some more weapons to fight them (my litle brother loves the zealot pawniards and always wanted psi blades as weapons (could be an idea ;p )
Yah, the mod does need good weapons. c.c Though my problem is with the tiny/little mobs in long grass.
PokemonMD did have a "psi blade" like weapon in the coding but never really got implemented out of laziness. If and when I bring back the Mystic tech and mobs, I will likely add it officially. Until I figured out if and how I'll re add the mystic tech stuff, mobs like Proxy Pylon Carbink, Zealot Pawniard, and Tiberium Growlithe won't be added.
-------------------------------------------
I just finished the documentation on the last piece of the mod. I hope to release the update either later today or tomorrow. ^^ The documentation is important as that is how I find bugs occasionally that I might not catch in my personal Survival play.
Yah, the mod does need good weapons. c.c Though my problem is with the tiny/little mobs in long grass.
PokemonMD did have a "psi blade" like weapon in the coding but never really got implemented out of laziness. If and when I bring back the Mystic tech and mobs, I will likely add it officially. Until I figured out if and how I'll re add the mystic tech stuff, mobs like Proxy Pylon Carbink, Zealot Pawniard, and Tiberium Growlithe won't be added.
-------------------------------------------
I just finished the documentation on the last piece of the mod. I hope to release the update either later today or tomorrow. ^^ The documentation is important as that is how I find bugs occasionally that I might not catch in my personal Survival play.
Woo! I'm excited. Is the Umbreon supposed to glow in the dark?
Also, I think I'll start repping this mod.
Woo! I'm excited. Is the Umbreon supposed to glow in the dark?
Also, I think I'll start repping this mod.
As in a light source? Nah, I haven't found a way to do that but I have not checked if its more possible to do that now than it was in 1.7.10.
-----------------------------
Didn't take as long as I thought it would today. I uploaded the Kindred Legacy 1.1 update for Minecraft 1.11.2 to Curse Forge. It just needs to be approved!
As in a light source? Nah, I haven't found a way to do that but I have not checked if its more possible to do that now than it was in 1.7.10.
-----------------------------
Didn't take as long as I thought it would today. I uploaded the Kindred Legacy 1.1 update for Minecraft 1.11.2 to Curse Forge. It just needs to be approved!
This is what I'm talking about. I wasn't sure if that was a feature (so we could see the black Pokemon at night) or I was getting a graphical glitch from my Shader (SUES).
This is what I'm talking about. I wasn't sure if that was a feature (so we could see the black Pokemon at night) or I was getting a graphical glitch from my Shader (SUES).
Uuuh, that's definitely a bug. I'm not sure what is happening there.
Do you have some visual mods installed? Cause I don't know otherwise. Neither of my machines do a glow glitch like that. In the past I had a problem with glow differences but I haven't had them in a long time and even they they were not like that.
--------------------------------------
Uuuuuung, I thought I fixed the Nether spawning mobs problem (and assumably the End spawns are a problem too). Its what I get for not testing the Nether. NEXT UPDATE.
Uuuh, that's definitely a bug. I'm not sure what is happening there.
Do you have some visual mods installed? Cause I don't know otherwise. Neither of my machines do a glow glitch like that. In the past I had a problem with glow differences but I haven't had them in a long time and even they they were not like that.
--------------------------------------
Uuuuuung, I thought I fixed the Nether spawning mobs problem (and assumably the End spawns are a problem too). Its what I get for not testing the Nether. NEXT UPDATE.
I'm guessing it's something to do with either Optifine or Sonic Ether's Unbelievable Shaders. Now that I know it's not intentional, I'll probably look into SEUS since I suspect it's that.
Although, it's kind of nice being able to see him during the nighttime. During the day you barely notice it, haha.
Not much has been done on the mod lately. It's really hard to get myself to sit down and do this over other hobby work. With freelance illustration, I can tell myself to sit down for an hour or two and draw and know I'm making $15 every hour. With this mod, I make absolutely nothing.
The next update so far has technically four new mobs added and an item:
~Mu Buneary
~Zergling Nincada
~Raptor Zergling Nincada
~Crackling Nincada
~Silkscreen Ribbon headpiece (grants poison/wither immunity)
Crackling Nincada is supposed to be a very fierce Full Moon mob but I haven't added anything yet to make it really worth fighting. I'm still thinking that thru.
haihaihaihai Spiky!
Long time no see!!!
I am Eva_the_Eagle's new account.
This mod sounds amazing!
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
For a while I was thinking pretty hard on back porting it to 1.10.2 but I doubt I will now with how little I work on modding now. (only a few hours a week) I think I would have a stronger motive to back port this clean coded version to 1.7.10 where more valuable adventure mods are like Twilight Forest if I do a back port at all.
Hiya! Nice to see you again. ^^ Thanks!
So I am finally modding again fairly regularly. I wanted to put a question up.
Should I release the next update for Minecraft 1.11 or just skip it and go straight to 1.11.2? Personally, I want to skip and go to 1.11.2. All the mods I personally play are already updated to 1.11.2.
Skipping 1.11 would save me having to bug test two separate versions.
The current update list has grown much larger now:
~Mu Buneary
~Zergling Nincada
~Raptor Zergling Nincada
~Crackling Nincada (full moon mob)
~Bow of Kindred
~Clay Skitty
~Clay Commander Delcatty (mini-boss mob)
~Voorst Mightyena (mini-boss mob)
~a few random food items
Delcatty and Mightyena are important reintroduction of the mini-boss tier because it opens up the rare drop option for Blessing of Arceus. I am having a lot of game balance issues with Delcatty. A 1.7.10 mob like that doesn't translate well to 1.11.
nice!!!
this is one of my fav mods btw
(i'm excited for the necromancer delphox (on deviantart))
(btw do you know rainworld, it would be awsome to see some rainworld creatures in this mod (squidcadas for example))
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
Thanks!
I still look forward to trying to get Necromancer Delphox in the mod. ^^
Never heard of Rainworld. Looked it up and it doesn't particularly interest me right now, sorry. ^^;
that's ok
at least the mod will have descent zerglings
(btw this is the only mod that i know that will have zergling)
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
Anyone know if this is compatible with 1.11.2? I see it's listed as 1.11 compatible.
So far I don't see the mobs spawning and I can't pull up the GUI (they sit). The items show up in the creative mode though.
Yeah, you're good. ^ ^
Never mind. Figure it out.
The only thing I would recommend is the ability to adjust the spawn rates. The Pokemon mobs seem a bit rare compared to how many vanilla mobs spawn in comparison.
I am pretty proud of my Zerglings. I tried to give mine a bit of a bounce to their run like they have in the Starcraft II cinematics, especially the faster Raptor variations. Almost three years old now, the Zergling Nincadas are finally going to be in a public version of the mod (though the name is different, I still would call this the same mod as PokemonMD). They've been pulled three times in the past for 1.6.4, 1.7.2, and 1.7.10.
I saw the Starcraft mod had a model built but knowing enough about mob modeling, it will have terrible animating in game. xD Awesome model with robot swinging legs.
Oh did you get it to work for 1.11.2? I'm sincerely surprised if you did because when I updated the environment to 1.11.2, I had nearly 300 errors I had to fix.
If you did, I know why the spawns are not working. There is a bug with Forge 1.11.2 with the Biome Dictionary that broke how my spawns work. I rewrote spawns complexly to get around this bug for when I release an actual 1.11.2 version later this week.
--------------------------------------
Here is the changelog I'll be releasing with the next mod update hopefully later this week.:
Kindred Legacy Changelog
Version 1.1
------------------------------
New Content
~Added Mu Buneary mob
~Added Zergling Nincada mob
~Added Raptor Zergling Nincada mob
~Added Crackling Nincada full moon mob
~Added Clay Skitty mob
~Added Clay Commander Delcatty mini-boss mob
~Added Voorst Mightyena mini-boss mob
~Added Foxcraft Fennekin Poketamable
~Added Silkscreen Ribbon armor piece
~Added Bow of Kindred weapon
~Added food items: Crispy Squid Tentacle, Huge Squid Tentacle, and Sahra Specialty
~Added material: Hunter's Charm
------------------------------
Changes/Adjustments
~Added full water avoidance to Armored Shinx, Clay Purrloin, and Clay Espurr
~Removed Weakness cast by Clay Espurr, Infested Deerling, and Snow Sorceress Braixen
------------------------------
Other
~Completely rewrote how spawn locations work, which fixes several unintended spawn locations
~Fixed Armored Shinx's loot table error
---------------------------------------------------------
Things I want to look into after this update:
1) I badly want some means of teleport that is fair and balanced.for my survival games. I am looking at doing something similar to Zelda Sword Skills' Ocarina of Time but with better control over where you go but limited on when and where you can use it.
2) Nearly ever major concept that made up Bloodmoon Ninetales is in the mod now. Only Fire Blast is the remaining unknown on how it will translate to the new Minecraft. This makes the Ninetales along with Ionian Ninetales more possible for the next update or update after.
3) A config file to address spawns (such as was a concern above). I still do not know how to make config files but now with my rewritten spawn coding, it is more possible for me to write something that can change the values.
4) A Poketamable mount. I really like horses but they are terrible and obnoxious to manage since leashes still don't work that well. I did have a Kyuubimon Ninetales mob model built but now I'm concerned with animating it. I think I need wait on it until I can address actual horizontal velocity rather than Minecraft's default absolute velocity. I also tried Pixelmon for the first time not too long ago. I really liked how they handled flying mounts and is something I'd like to consider too.
5) Portable storage. With still no backpack mod in 1.11-ish I feel I need to take into my own hands a means of storage you can carry with you. I would like to make it so you can add portable storage to a Poketamable, especially Okami Umbreon or to whatever mount I come up with above.
So that is my hopeful to do list besides adding old mobs here and then. Not all in the next update but something I'd like to eventually.
I'm the type that just tries things often. So far (with obtaining everything from creative mode) the mod works fine. I was able to find Braixen and Fennekin spawning naturally. I haven't searched exhaustively for the others.
So it looks like you're doing great so far! I should note that I was only running this mod, as is my practice when confirming whether or not something works.
If you're looking to make a mount (I know nothing about making MC mods) you might want to consider a Ponyta. It seems that'd be the easiest.
1) the mount(s) should be variable maybe (multiple ones maybe)
2) the bow is gonna be nice, but the mobs are a bit OP, maybe add some more weapons to fight them (my litle brother loves the zealot pawniards and always wanted psi blades as weapons (could be an idea ;p )
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
Well, after playing long enough I can confirm that it isn't compatible with 1.11.2 as-is. I'm not sure how those few braixen appeared but after hours on a world I didn't spot any naturally generating.
Guess I'll eagerly await the 1.11.2 update. I'm hoping you have time to finish it this weekend like you planned! I'm dying to use this mod. It looks so fun. (I tested the pets via creative).
Yah, the mod does need good weapons. c.c Though my problem is with the tiny/little mobs in long grass.
PokemonMD did have a "psi blade" like weapon in the coding but never really got implemented out of laziness. If and when I bring back the Mystic tech and mobs, I will likely add it officially. Until I figured out if and how I'll re add the mystic tech stuff, mobs like Proxy Pylon Carbink, Zealot Pawniard, and Tiberium Growlithe won't be added.
-------------------------------------------
I just finished the documentation on the last piece of the mod. I hope to release the update either later today or tomorrow. ^^ The documentation is important as that is how I find bugs occasionally that I might not catch in my personal Survival play.
Woo! I'm excited. Is the Umbreon supposed to glow in the dark?
Also, I think I'll start repping this mod.
As in a light source? Nah, I haven't found a way to do that but I have not checked if its more possible to do that now than it was in 1.7.10.
-----------------------------
Didn't take as long as I thought it would today. I uploaded the Kindred Legacy 1.1 update for Minecraft 1.11.2 to Curse Forge. It just needs to be approved!
This is what I'm talking about. I wasn't sure if that was a feature (so we could see the black Pokemon at night) or I was getting a graphical glitch from my Shader (SUES).
Uuuh, that's definitely a bug. I'm not sure what is happening there.
Do you have some visual mods installed? Cause I don't know otherwise. Neither of my machines do a glow glitch like that. In the past I had a problem with glow differences but I haven't had them in a long time and even they they were not like that.
--------------------------------------
Uuuuuung, I thought I fixed the Nether spawning mobs problem (and assumably the End spawns are a problem too). Its what I get for not testing the Nether. NEXT UPDATE.
I'm guessing it's something to do with either Optifine or Sonic Ether's Unbelievable Shaders. Now that I know it's not intentional, I'll probably look into SEUS since I suspect it's that.
Although, it's kind of nice being able to see him during the nighttime. During the day you barely notice it, haha.