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    posted a message on Fauna and Ecology Mod

    Hey, Sargeant_789575 will be away for a bit so I'm letting everyone know we have a 1.12 version up on CurseForge at https://minecraft.curseforge.com/projects/fauna-and-ecology


    and a Wiki at https://fauna-and-ecology-mod.wikia.com/wiki/Fauna_and_Ecology_Mod_Wiki


    You can find screenshots and info there and at the Discord.

    Posted in: Minecraft Mods
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    posted a message on Breeding, Taming, and New Mobs Mod

    Hi. I am working on a mod a bit like this doing the code and we could certainly use another artist.


    The idea was to create a flexible mod focused on ecology that could run with different options, particularly mimicking the animal behavior in Fossils and Archaeology so that all animals could be under a similar rule set. The animals can also be run vanilla style, or between. Compatibility and options are a focus of the mod so hopefully it can accommodate what you were hoping for.


    Basically they have happiness, hunger, sex, can be tamed, domesticated species can be made by breeding wild ancestors (aurochs to cows), many species have individual variances like horses in things like health, milk production, etc. Animals that were alive at the Holocene's start (like quagga and dodo) can wild spawn and others will be relivable using means compatible with F&A. There are also some new early game crafting options and more variety of animal drops.


    For Minecraft you can use plugin for normal modelers but Tabula is easiest according to most. Animations wind up being tied into the code and can vary greatly in implementation.


    I don't use Skype much so I'm sending you a Discord link for now.

    Posted in: Requests / Ideas For Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    If makes you feel any better I was surprised. I was like bug fixes, cool, look at changelog, that's not a bugfix! Then I realized the screenshot showed a Parasaurolophus and felt silly. Also as excited as I am about the Therizinosaurus the Parasaurolophus and Dryosaurus definitely round out the line up since we didn't have anything in their niche.


    The new updates have been great. I think my favorite feature in 7.3 is the item tweaks (eggs are food!) and the new tar but I voted for AI since that wasn't in the poll.


    I am actually a tad mixed on the AI, when some prehistoric creatures like dodos still used vanilla AI patterns things seemed to work well. Now my dodos are using totally different mechanics than their chicken cousins and it's weird. Are there any plans to extend the AI to vanilla animals, at least an option, now that pretty much everything uses it?


    To start a different dino argument, wasn't Therizinosaurus possibly an insectivore or omnivore?

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from drybones967»

    its minecraft, it has flying squids.

    Actually http://voices.nationalgeographic.com/2013/02/20/scientists-unravel-mystery-of-flying-squid/


    may i ask wouldnt it make more sense for sabretooth cat to be born from ocelots?

    Well the thing is Mammoths don't need anything special. Woolly Rhinos don't either. I honestly think the way Quagga work is a bit silly. I've not had any horses on one map, so to get a Quagga I kill a cow, tossed the leather in the extractor, got horse DNA because logic, and cloned myself a horse to make a Quagga. So if I can make a horse out of cow and I can incubate a Mammoth in a pig it's kinda weird to need the horse in the first place. Then again Horses from Cow leather should probably be addressed in it's own right.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    I have gotten the Biome indicator to work in 1.7.10, but it may be erratic.

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from drybones967»

    the whole idea of DLC mods doesn't feel right to me. If a mod developer wants to make DLCs, that's fine, but make them larger DLCs instead of having one for every dinosaur. Also stop fighting about raptors. Honestly, Utah-raptor is a cool idea, but it is way overused. Austroraptor is lesser known, but has cooler features.


    My idea would be a larger pack, though it may start out as one or two. I might also do things like compatibility tweaks for other mods (Scarab Scythes with BoP, etc.). I have a friend who wants to make a couple tracks into music discs and so on.

    So we'd definitely be talking a packaged add-on, not ala carte dinos.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from smallpred»

    Code is basically the DNA of a program so people who write code are coders and what they do is coding.Hopefully this helps :D

    Bingo, Program DNA!

    Quote from smallpred»

    Reason why they aren't adding utahtaptor is because there will be too many dromeasaurs if it's added,cause in the future(possibly)austroraptor and micro raptor will be added.

    You know I think if people knew Austroraptor was on the list you'd have fewer complaints about Utahraptor's absence. It's a bit of a toss up to argue which will feel more distinct from the others in play but Austroraptor sounds cooler in my opinion and definitely fills the big raptor niche.

    Here's a possible solution to this: Create packs with other dinosaurs that could be added to the main mod to add more dinosaurs. It could be swapped out/mixed-and-matched and wouldn't mess with the main mod code, just add more content. If you don't want em, don't add em.

    I would be willing to help with this when I have more time. I can code and do a bit of art. While I do like obsessively long lists I'd keep the Minecraft/F&A simplicity going by prioritizing distinct stuff the main team just doesn't have time for. An extra raptor or two sure, especially if you have mechanics ideas, but I don't think any more than that is needed regardless. Of course someone else can go ahead and make extensive lists for closely related groups if they want.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    RE: Animations, 1.9 is going to have Aggro mode animations for mobs. Minecraft itself isn't keep to a minimal animation format any longer. I do agree that besides "normal" animations and an aggro stance the animations should be fairly minimal. It would be weird if dinos were doing all matter of things while cows just blink and walk. If toggling is possible it would be great though.


    As to the Spino, the question is how long were the legs and how did it carry itself?


    It almost certainly didn't move like a T-rex but we can't be sure it was a quadraped. Frankly I just found out Pangolins can walk bipedal and looking at some shots of them they seem like a pretty good model for how a Spino might have moved. If you take a look at the F&A Spino and compare you'll notice it does have shorter legs and a low build compared to many reconstructions.

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

    What do you mean it's not quadrupedal? Just look at this...


    An older version of the quadrapedal spinosaur


    Seriously though this animal is nearly unrecognizable from the one in my books as a toddler. I am not going to be too surprised if it turns out the current model is still wrong.


    That said it certainly seems more likely it was semi-quadrupedal and not an obligate quadruped. It hardly has the massive legs of the JP3 version by most reconstructions. Ibrahim's revision is likely flawed but it could very well be a step in the right direction. http://www.skeletaldrawing.com/home/theres-something-fishy-about-spinosaurus9112014


    As for the plants. There was a screenshot of a bunch of new ones just before everyone started suggesting more if you back up thread a bit.


    As for the avian dinos. Microraptor and Therizinosaurs are among my favorites so I'd be down. Though how much more bird like is Therizinosaurs than Velociraptor or some of the others in mod already?

    will you have a config option to turn off animation? it may cause lag on worlds and i like my minecraft mobs blocky and simple

    The new animations aren't going with new skeletons or models from what I understand. This is still the blocky-est dino mod. If you want animation in general turned off this seems like a feature for a generic base mod. I mean if F&A turned off animations for everything it would be weird and not having animations on ONLY the F&A stuff seems even weirder.

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

    Could some one recomend me some mods that play nice with this mod? i just have animals + and doggytalents i would like to expand it.


    I am using Biomes O Plenty for more flexible vegetation and the new items. Also ForgeEssentials and CustomNPCs but those are rather generic util mods. This list may help http://fossils-archeology.wikia.com/wiki/Modpacks

    Quote from PCAwesomeness»

    1: Does it really matter when this mod has a better community...


    2: Not dinosaurs, but I agree.


    1. Popularity has it's advantages. Though quality does outweight quantity in community.


    2. I want more dinosaurs, there's a ton of nice unimplemented models. On the other hand OTHER prehistoric mobs are nice too and this honestly is one area where the two mods are dead even, with nearly identical sizes of lists with just a few differences. I favor F&A for better meshing with the rest of Minecraft and having more "extra" features like Archaeology.


    As to the DNA I think one icon style would be good. Weird that Coelcanths are green while most, including other present day animals, are orange. Also prehistoric mammal DNA should be easier to find and present in fossils.

    Posted in: Minecraft Mods
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