- Daveyx0
- Registered Member
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Member for 13 years, 4 months, and 17 days
Last active Sat, Mar, 28 2020 08:01:34
- 47 Followers
- 1,501 Total Posts
- 948 Thanks
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Aug 18, 2011Daveyx0 posted a message on 1.8 Updates: First Ravines, Now RiversGiant Mushroomzz? This looks epic!Posted in: News
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Aug 2, 2011Daveyx0 posted a message on 1.8 Updates: Endermen or Farlanders?Posted in: NewsQuote from Equeon
Please don't post misleading information.
"/v/ is petitioning me to change the name from "Endermen" to "Farlanders". How about we just rename the "far lands" to "the end" instead? ;D"
This means Notch likes the name enough to change the name of the Farlands. He is NOT considering a new name.
^^^^^^ This ^^^^^^ Don't do this poll to MAKE Notch change the name into Farlanders while he doesn't want to. - To post a comment, please login.
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Yes, I already have a system for it
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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.
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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!
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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.
- 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 I will not post an update post so I really wonder.... cheers!
Old Stuff:
Featured Videos: New Chameleon Preview
New Butterflies Preview
Featured Image: Chameleon Sphax Textures
More Images:
Fox Model
Moose Model
Polar Bear Model
Design Idea List
It's happening
- 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
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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
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I think I will try to integrate it into Atmosmobs in some way ^^
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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.
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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
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.... 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.
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Mod specific ones, so they are bound to my mod and can't interfere with other mods. So yeh, unique IDs.
You just need to move around and avoid the TNT... it really isn't hard to kill them without getting killed even without armor.
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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. Standing in the middle of the blast can be quite deadly indeed.
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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
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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.
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Check the changelog for details!
Have a nice day and enjoy!
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@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
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- 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:
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Im not planning to make it like that ^^ I'm working on my own spawn system (hope it works with others though)