• 1

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from zombiepig333

    Nice! Been waiting for this mod to be continued! I liked these mobs so much more than the Mo' Creatures mobs because of how well they seemed to fit in with the environment.

    I am assuming you are planning on adding support with the biomes mods that are out there, right?


    Yes, I already have a system for it :)
    Posted in: WIP Mods
  • 69

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase


    Hey hey,


    It's me... that guy... you know the guy who always seems to disappear from the forums and then come back out of nowhere.... Yes! That guy! And guess what? I'm back again! Or.. almost that is. So many people have been waiting for this mod... I mean 46 users liked this thread and there are already 62 pages worth of posts while there has not even been a release yet! AAND it is in the WIP section, which is far less visited...


    Upcoming summer, I'm planning to revive this mod for either 1.7.10 or 1.8. No 1.6.4! I need 1.7 or higher because of its amazing packet handling system. So with that out of the way, I want to talk about the mod itself. Atmosmobs feels like such a masterpiece now that I look back at it. It brought in some amazing animals and I was able to give regular updates with tons of features. I love it. However, since then I really have grown in my game design skills. I started to use these in my Primitive Mobs mod. I feel like staying close to what Minecraft is and building upon that is such a key element to making a great mod. Although I feel like Atmosmobs did just that, I really want to challenge myself this time.



    ----------------------------


    As update 1, I want to announce that I will be teaming up with the talented team of the Jurassicraft mod. We will be merging that mod with the new Atmosmobs into a completely new mod! Don't worry, the focus of the Atmosmobs part of the mod will remain the same and I will still be fully involved. As mentioned above, I really need help developing the mod and these guys came to me offering help. Their kind offer will give Atmosmobs a chance to live on! Having it as a merge increases the quality and workflow of the mod so it seems like a logical choice. More from me soon!


    ----------------------------


    If you are interested read my design process below, else the only thing you should know is that this mod will be revived this summer... I can't say much else.


    A New Design




    When looking at the Minecraft community, there has never been 1 type of player. No-one likes every aspect of the game and certainly no-one likes every mod out there. Personally, I like to seperate the kinds of player in a few groups. Mind that this does not mean that you be in just one group, you will most likely be in multiple ones. Here they are (Yes, some are from Bartle):


    - Explorers, players that like to explore newly generated areas and make sure they map everything.

    - Completionists, players that like to complete all challenges that are set for them, like achievements.

    - Socializers, players that prefer to play with other players. They often discuss with players, trade and help others.

    - Killers, players that really enjoy defeating enemies and other players.

    - Collectors, players that like to get everything they see and make sure it is stored to check it out, organise it or use it.

    - Artists, players that love to stay creative in the game by creating structures etc.

    - Technicians, players that constantly use redstone for systems and machines.

    - Relaxers, players that simply play to relax and look around in their world or worlds of others.

    - Griefers, we all know what kind of player this is...

    - Contributors, players that play for testing their own and/or other's mods.


    You do not have to agree with me, but I think this covers most if not all players within this community. Some might even be overlapping. Anyway, looking at this, I feel the urge to make sure that as many people as possible would be content with my mod. Originally, this mod was mostly targeted towards Explorers and Relaxers. However, I want to make sure that the other players do not get bored as well. Can I accomplish this? Probably not, but I can at least try. Is it still Atmosmobs then? Well, mostly, but I will go over that later.


    I'm still working out the design at this moment, but I can say that it will add many different animals and use their potential to the fullest. I will update this thread with the full design soon. Last updated: 05/18/2015


    Sneak peak of the WIP structure of the mod. These sections are all intertwined by supporting eachother. It's still WIP but these are some of the activities I want to offer the player.



    Now in these spoilers are some connections between the sections as well as most features that each section will offer.


    Hunting



    - The player crafts box traps and baits them to get catches overtime

    - Bait is received from other hunting activities, fishing, bug catching and looting.

    - Specific creatures need specific types of bait. Experiment or ask NPCs.

    - Some creatures require a box trap to appear and some will only give certain resources when caught through box trapping.

    - The player can use a bow to hunt down larger animals.

    - In a simular fashion, the player can decide to melee them.

    - Both melee and ranged hunting allow for different drops.

    - The bow can also be used to snipe down birds, who will also drop loot.

    - Meat gained from hunting can be used for cooking or baiting. After cooking it can be used in combat (saturation).

    - Rare trophy drops can be used for home decoration.

    - Skin can be used for decoration, crafting armor and other objects.

    - Box trapped animals can often be tamed afterwards.

    - Feathers can be used in armor and potion making.

    - Some animals have chances to hold rare pieces of equipment, only obtained by hunting them down.

    - Animal species can be registered in the encyclopedia.

    - Hunting loot can be traded and sold to other players or Hunter villager NPCs.


    Fishing



    - Players can create different rods and lures to satisfy their fishing needs.

    - Bait is used to catch fish when rod fishing.

    - Nets can either be cast to catch fish directly, or left behind to catch more fish overtime. Cages work the same way but are mostly used for crabs, lobsters etc.

    - Different fish will have higher chances of biting and landing with the correct lures and bait. Most fish will have at least a slight chance with any lure but some rare ones will require a very specific lure and bait combo.

    - Bait is collected by bug catching mostly.

    - Lures are bought from NPCs or looted from dungeons.

    - Rods are crafted or bought. Stronger rods are more durable and have higher catch rates. Some will be looted from dungeons as well. There will be a specific rod for catching fish in lava.

    - Net and cage fishing can be supplimented with bait as well, but is not necessary. It just makes it faster.

    - Fish and crustaceans can be registered in the encyclopedia. They can also be displayed in your own acquarium.

    - Fish can be cooked for nutrition.

    - The player can rush in and kill fish with their sword or bow, but they will only receive the fish meat item.

    - Larger fish need to be caught using harpoons. Swords and bows will hardly damage them.

    - Larger fish can be stored in acquaria as well, but will require larger ones.

    - Some fish will be able to breed, some won't.

    - After a "perfect" catch the player will be notified that the fish they caught is excellent. The player can then convert this fish into a trophy to hang on the wall or display otherwise.

    - Crustaceans often hold treasure and their scales can be used for armor.

    - Whales will have some cool features.


    More soon....


    Planning


    First of all, I am wondering if some people are willing to help me. I need some modellers, texturers and coders if they are willing to spend some time on this, this summer. Make sure you show proof that you can actually help. I, myself, will not be starting on this mod until this school year has officially ended and I have finished all my work for that. Then, we will make this mod for 1.7.10 or 1.8 and make it as big as we can while keeping it stable. After that, I might actually leave Minecraft forever, but I really need to go out with a BANG. This will be it.


    Thanks for reading and let me know if you are interested. I can't guarentee a quick answer, but I will read it.


    I wonder how many people read this change :P I will not post an update post so I really wonder.... cheers!


    Old Stuff:


    Previews and Spoilers:
    Featured Videos: New Chameleon Preview
    New Butterflies Preview

    Featured Image: Chameleon Sphax Textures

    More Images:

    Butterfly Jar

    Fox Model

    Moose Model

    Polar Bear Model

    Design Idea List
    It's happening

    Butterflies
    - Many species with unique spawn conditions
    - Catch them, research and make them your buddy
    - Encyclopedia to be able to keep track of your findings
    - Showcase + placeable jar to decorate your house
    - Share info with your friends
    Chameleon
    - Change colors according to texture of the block it stands on (texture pack + mod compatible)
    - Make it walk up walls
    - Make it attack bugs with its tongue
    Fox
    -

    Progress (updated 03-12-14)
    (I removed future feature list as some things were changed and it is too much work to keep it updated. It has been saved by me though, for future reference)

    Please leave feedback and don't ask for builds :)

    Posted in: WIP Mods
  • 0

    posted a message on Presence Footsteps - An overly complicated sound enhancement mod
    Amazing mod, Hurricaaane. Definitely one of those must-haves out there. It's also great to see that you are still into modding :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] The Butterfly Mod v1.1 [McForge] updated by Grim3212!
    Quote from Wolfking_Warrior

    Dear DaveyX0,

    This is one of my favorite mods, but it hasn't been updated for a long time.
    I know that you also work on the "AtmosMobs Mod" (another one of my favorites :) ), but could you take the time to update the Butterfly mod? (Maybe even add more butterflies?)

    Thanks!

    -Wolfking_Warrior


    I think I will try to integrate it into Atmosmobs in some way ^^
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    I have a question to people who still follow this mod:

    Should I stick to the Minecrafty eyes like I did for the Bison or go with the more realistic feel as shown with the Moose above?

    I ask because I just think those eyes are something characteristic that Moyang will always try to keep in their mob designs. I would love to keep within the tradition but maybe you guys really don't like it and would love to see more realism.

    Let me know what you think.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    Yo, Ive been working gradually on this. Some art still has to be done so Im also working on that. I have some great ideas to implement in this mod. I can't really say when its finished though. It's hard to tell.

    Also, Im not sure if I ever showed it yet but it's time for a Guess That Mob!

    This first one shouldn't be too hard :)


    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from epiccraft3313

    i said that before why friendly slimes make damage


    .... Yeh like Serrix said, and even if I was online I often acknowledge bugs without responding because I instantly start fixing it. Feedback often gets a response though.
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from DraxisWuf

    Are you still using global entity IDs, or have you switched yet to unique IDs yet?


    Mod specific ones, so they are bound to my mod and can't interfere with other mods. So yeh, unique IDs.
    Quote from Too-DAMN-Much

    strange, i thought they did less damage at base than a standard creeper so they don't instagib you for vanilla players? maybe i'm hallucinating though, could have sworn it was a heart or two less damage than the plain variety, either way being one shot killed in the best armor vanilla can muster does seem quite a bit much indeed.


    You just need to move around and avoid the TNT... it really isn't hard to kill them without getting killed even without armor.
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from MySanity

    In my hardcore world, I had full diamond enchanted and full health, yet I was killed by a rocket creeper -_-


    Maybe their explosion strength is a bit much?


    Well, its the same as normal TNT and to my experience they are quite rare. Unless you have found multiple until now then I should test some more.

    Pro tip: Use arrows on them. :P Standing in the middle of the blast can be quite deadly indeed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from DraxisWuf

    Glad to have you back, Davey. Unfortunately the latest version has been filling my prompt with this error and causing a bit of lag, it would seem:

    2013-06-27 14:03:05 [INFO] [STDERR] "Silently" catching entity tracking error.
    2013-06-27 14:03:05 [INFO] [STDERR] net.minecraft.util.ReportedException: Adding entity to track
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72785_a(EntityTracker.java:225)
    2013-06-27 14:03:05 [INFO] [STDERR] at cpw.mods.fml.common.registry.EntityRegistry.tryTrackingEntity(EntityRegistry.java:363)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72786_a(EntityTracker.java:66)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.WorldManager.func_72703_a(SourceFile:24)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.World.func_72923_a(World.java:1588)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72923_a(WorldServer.java:935)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.World.func_72868_a(World.java:3739)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:1073)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:150)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:36)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:172)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:300)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:276)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:408)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
    2013-06-27 14:03:05 [INFO] [STDERR] Caused by: java.lang.IllegalStateException: Entity is already tracked!
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72785_a(EntityTracker.java:205)
    2013-06-27 14:03:05 [INFO] [STDERR] ... 23 more
    This is in conjunction with Mo Creatures and the latest Forge version, if that helps.


    Latest or recommended? I use the recommended forge build for my modding. I can't seem to replicate the error in my console on both client and server :(
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from Arkenor

    I am so happy to be able to use Primitive Mobs again. Long have I waited for this day!

    And now the questions.

     I:"Sheepman Frequency (monster)"=60
    I:"Sheepman Smith Frequency (monster)"=40


    That looks very high compared with everything else, I'm used to comparing spawn weights to decide how to balance things, as I have some other mod creatures in the nether too.

    My other thought is that Primitive Mobs, as an old mod with a proud history, is using default IDs in the modern block ID range for its items. I'm told that can lead to consequences (at any rate, the Forge folks were asking people not to do it), so perhaps going forward it might be safer to choose something in the modern item ID range. I've made that change already myself, of course.


    Hmm I haven't heard of that yet. Maybe I should. Any suggested IDs?

    The sheepman frequency should be fine unless you add a mob with a low frequency. The frequency of Pigmen is 100 in the Nether. Also don't add them to other biomes with that spawn rate.

    A small problem: I think Biomes O Plenty's Promised Land does not contain any mobs whatesoever ;however my mobs spawn there now.... woops. I will fix this along with other problems that people will encounter.
    Posted in: Minecraft Mods
  • 2

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Herpaderp, there it is :P Fixed most bugs I wasn't able to fix before I had my break. New content will arrive in the 1.6 update!

    Check the changelog for details!

    Have a nice day and enjoy!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    I think my idea for taming a bear would go through adoption of some sorts. First gain trust of one of the parents and then make it so it mates with another bear. Then you are allowed to adopt the bear cub. Sounds like a balanced way of taming a bear. It takes time and seems quite hard as bears are not fond of players too much. Gaining trust would probably involve feeding fish and making them mate would involve feeding honey :3

    @Icebreaker I will not remove those features, it would give the fish less of a purpose and dodo's are pretty crazy as they are ,so why not have a crazy feature? Vanilla != Realism
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    Thanks for all the support guys! Answering individually will be a pain so here are some overall responses:

    - Mo Creatures is a great mod and I seem to always come back to it, but for me it just misses that 16x16 feel. It currently doesn't have that, which is one of the reasons why I started this mod. Having Atmosmobs and Mocreatures alongside eachother is great but it just sucks that there are duplicate mobs now.
    - Thanks for the compliments on the scales of the mobs! That took some time!
    - Spawning in Minecraft is like a Mob coders worst enemy (at least in my experience). So many things can go wrong and it just always turns out slightly off. I'll do my best and I hope I can recieve feedback on the spawn rates like usual :)
    - The cacoon idea is great! I just need to make sure that the game doesn't have to check too many variables while the each bug would be growing. Should be a piece of cake. I also need to make sure that the player somehow notices them.
    - Here yah go, MushroomSock:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    Quote from oZode

    I'll download this mod over mo creatures any day provided there's no mandatory spawner I must download with it.


    Im not planning to make it like that ^^ I'm working on my own spawn system (hope it works with others though)
    Posted in: Minecraft Mods
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