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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    Hmmm.. once a stable version of EcoCraft comes out I will, first of all, test which mods are incompatible, then I will take note of all the animals and plants that the version has, so I can see which mods I will not need and which mods I'll need (But no matter what Fantastic Fishs' a keeper :) )




    It's not really a question of "which mod works and which doesn't". I'm sure other mods will be functionally compatible, but EC animals/plants must eat/grow to survive, unlike vanilla (and other mods) where they just wander. So Fantastic Fish (or other mods) will not be edible by EC animals, and will disrupt the entire ecosystem, just as in the real world.

    So any other mod that has conflicting / overlapping content (other animals, plants) is not supported and will basically "break" EC functionality. Just because EC doesn't have an animal and another mod does, does not mean another mod with that animal will "work" any better. It applies to all animals, plants, etc - anything EC adds advanced behavior to, regardless if it is in EC or not.

    I wont stop anyone from using other animal/plant mods, etc. However I will not be surprised when people come and say "my horse from mo creatures doesn't eat grass like the EC cow", or "I cant breed my fantastic fish using EC", or "I cant domesticate my Pams harvest craft crop". So just be prepared.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Hey why don't we make this easier? What mods AREN'T compatible?




    EcoCraft will work with other mods - its not a question about crashes. Its about how the functionality will behave. EcoCraft animals, plants, economy, etc are fueled by EC code that allow the geneticsand other advanced featues to work.

    That being said other mods are not programmed to use these features. So all other plant and animal mods, will not function the same as EC content. Since EVERYTHING in the mod interacts with everything else, the other mods content will interfere with EC content in ways not planned during the making of EC, and completely disrupt the immersive environment we are creating.

    So exotic birds, mo creatures fantastic fish, plant megapack, will all not have the advanced functionality unless those modders use the EcoAPI. I dont expect crashes, but I do expect that EcoCraft will be a completely different experience (and disrupted) when using other mods that add content similar to EC.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    No, it is mean to run with other mods made by the same team, and some other "standard" mods like crayfish's furniture, map writer, and maybe some other ones.

    EcoCraft will not modify the game too heavily, but the way the game will be played will be affected tremendously. So when adding in an incorrect/unsupported mod into the package, the experience could be severely altered basically making the core aspects of EcoCraft useless, or expose the opportunity to exploit differences between mods

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Avatar_Eddy»

    I eagerly await a first release of this amazing mod.


    Question though. Will the NPC's eventually become evolved enough to make Nuclear weapons such as bombs? And what about transportation? Will they evolve from horses and wagons to cars and planes?




    Quote from Starcraft1256»

    I remember them saying none of the technology will exceed the 1850's, so I don't know about planes and Atomic weapons, but carriages, horses, wagons, and small cars may be added.



    Quote from Avatar_Eddy»

    They actually stated that the weaponry will go up to modern day awhile back. This mod is supposed to be compatible with the Jurassic Craft mod. But I still wonder about transportation.


    Quote from Starcraft1256»

    Hmmm.. I think we may need a developer to answer this question..


    Currently, these are the "bounds" for EcoCraft. Technology will go to the 1890's, essentially before the "modern" era. (Electricty, Gasoline, etc).

    As for transportation in general, we will have some type of wagon that can be pulled by a variety of animals. We will also have some type automated transport system over roads or sea, however there will be a mandatory wait time to simulate the transportation.
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Great!

    Ooo Oooo I have an idea! Why not make food items placeable? So when animals eat it they're not eating items. We could place the food to get more details in the world.




    Quote from Starcraft1256»


    I support this idea! It would be better than just right clicking to feed mobs, why not place it in front of them?

    Also herbivores should eat flowers, mushrooms, leaves, and grasses, and carnivores first kill an animal, then stop vultures and scavengers from stealing their catch (If the carcass idea stays)?



    Were already planning something like this, alongside a lot of other items that will be placeable. Were also going to be adding something more than just the current "placeable items" on the ground ;)

    Quote from Starcraft1256»

    Another quick question (Number 42568, oh wait actually 42569) on the Dossier you made, will you make it so that crows actually chase sparrows into tall structures.. it would be really cool to see two medium birds fighting.



    Hmmmmm, haven't thought of this specific mechanism, but the AI will be able to attack and chase for food or territory, and then on the other side flee and seek safe shelter

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    I would like to know how many mobs you have actually done, like API, model, texture, coding, everything is done for that mob.


    P.S. If I used the /give command and the /summon command can I still get vanilla items and mobs..



    This questions brings up the major difference between EcoCraft and other mods, along with the style of EC as a whole. The AI system is what defines EC animals, and how they will interact with eachother. Therefore, its not a question of how much is done for each mob, but for the system in general.

    Mobs can walk around, gather items, store items, and do simple work on blocks. Right now we are working on allowing them to make basic decisions as to what the best option for their own survival is.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    Although it is kinda creepy, I mean an entire page without a single EcoCraft mod question answered by a developer.. this may mean something large.. the apocalypse :blink: ?!


    Nah. I think all questions asked were just answered by other people already
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Oh and I have another question (sorry I have so many) you know what spinoraptor said? Where bees can collect pollen and actually go inside a beehive? Well I was wondering could this actually happen? Like make an ai system where bees go to flowers and you could add in pollen and once they collect enough pollen they go to their beehives? This would be much better than in a mod (I forgot what's it's called) where the bees are items. Not actual mobs.



    Quote from Starcraft1256»

    Pam's HarvestCraft and Forestry were the mods you were thinking of. They only have item bees and bee hives. I wouldn't be surprised if they could do this, I mean I've seen DaveyX0 from AtmosMobs do the beehive part, but not the pollen part, and he's on the team for ecocraft!


    How did you guys know what were going to do for EcoCraft Bees? :P
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Quick question are y'all going to be changing ever minecraft mob? Like the ocelot chicken sheep squid ext? Oh and I saw the dolphin and rabbit on your deviant art ;) they look amazing! Can't wait to have ecocraft installed!


    Yessir!
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Mo creatures will be compatible, but it is not recommended to use other animal mods. They wont have the functionality required to play EC properly

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Death_Apostle»

    Posting in order to follow


    Also, I have an honest-to-god question; Will potions still be usable when the mod is released, or will they be non-brewable?


    We will have a new system to add upgrades to items and ways to achieve the effects of potions, however the vanilla potions will most likely only be available through a config option.
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    Also to fix compatibility issues with other mods can you make it so that the wild animals (jungle fowl for example) still have the same mob ID as the vanilla version (chicken)? This would help with compatibility with biome mods (biome's O plenty for example), and other mods concerning animals and spawning. Also on deviant I absolutely love the dolphin, but where is the bunny..


    Hmmm we'll look into the animal ID's. We definitely will make sure things spawn in biomes properly. And we haven't "removed" vanilla mobs (we actually haven't completely removed much), only that when a mob is spawned in game is is quickly replaced by the EC animal equivalent.
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from crunkazcanbe»

    So this is just going to be another terrafirmacraft ? This mod is going to be one of those that make MC so hard you get mad ,and quit ? Games are meant to be fun ,and I like mods that are not to hard ,but also add alot to the game to do . Those mods tend to be fun .


    :P Definitely not changing as much as TerraFirmaCraft, but we have goals that go beyond any minecraft mod (or game) made, so we'll have to sacrifice some compatibility. This mod is actually designed to make MC easier by avoiding useless recipes and making villagers actually do work for you, instead of fancy tile entites / blocks.

    Quote from Starcraft1256»

    Quick question I have for the team. Will all the revamped vanilla mobs be in the first snapshot (including first stages and domesticated stages), or will only a few revamped mobs be in the snapshot (Cotton tail for example)?


    We don't have all the vanilla mobs done yet, but I would prefer to have them replaced first, but as of now an animal list hasn't been finalized for the first snapshot.
    Posted in: WIP Mods
  • 0

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from SpinoRaptor»

    ECOCRAFT I have an Idea! Since bees are a MAJOR part of ecosystems I assume you guys are already going to add bees, but I have an idea. Like the genesis the megeneura goes and lays there eggs on blocks. Like this why not make bees pollinate flowers? Also there could be beehives where the bees go into it. Like a hollow block that mobs can actually go into it. (bees) :D


    Yep! Were working on making ALL plants grow right now... Bees would make flowers and crops grow faster :)
    Quote from crunkazcanbe»


    I started playing JC on 1.7.10 then they moved it to 1.8 so I had to toss it out of my pack because they abandoned it for 1.7 ,and left it half finished just to move to a version of MC that hardly has a player base or many mods at all to for that matter on it . :/ Made no since to me also considering some of the mod makers for some of the most popular mods said they where skipping 1.8 . Guess all the awesome packs for 1.7 will not have JC in it . OH Well I am playing the other Big dinosaur mod for 1.7 now since I had to toss JC out . Guess it will be the same for EcoCraft.


    Yes we are only for 1.8, we look forward not back. Additionally, while we are designing the game to be compatible with other mods, EcoCraft changes many things and adds an interactive and real life (simulated) economy. Therefore, a lot of other mods that add a lot of items will ruin the EC economy simply by being added because the other mods do not fit a "real simulated economy". Not much we can do about that.
    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Are you guys thinking on adding meerkats?


    Yes eventually
    Posted in: WIP Mods
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