Every time I try to load Jurassicraft 2.0, it just gives me this crash report:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: net.timeless.unilib.Unilib
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:538)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:214)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:413)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.timeless.unilib.Unilib
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:507)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: net/timeless/unilib/Unilib : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 159263168 bytes (151 MB) / 276557824 bytes (263 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1499 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1499.jar)
UC Forge{11.14.3.1499} [Minecraft Forge] (forge-1.8-11.14.3.1499.jar)
UC BiomesOPlenty{3.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.8-3.0.0.1388-universal.jar)
UC exoticbirds{1.0} [Exotic Birds] (Exotic Birds 1.0.1-1.8.jar)
UE JCAnimationAPI{1.2.5} [JurassiCraft AnimationAPI] (JurassiCraft-2.0.0-Prerelease.jar)
UE jurassicraft{2.0.0} [JurassiCraft] (JurassiCraft-2.0.0-Prerelease.jar)
UE net/timeless/unilib{${unilib_version}} [Unilib] (JurassiCraft-2.0.0-Prerelease.jar)
UC llibrary{0.3.5-1.8} [LLibrary] (LLibrary-0.3.5-1.8.jar)
UC plantmegapack{5.07} [Plant Mega Pack] (plantmegapack-5.07-1.8-1446.jar)
Loaded coremods (and transformers):
BOPLoadingPlugin (BiomesOPlenty-1.8-3.0.0.1388-universal.jar)
I love this idea! However, I do think that the ants need to have a bit more variety in their appearances-maybe ant larvae and an acid-spitting caste would work as well. Support
At first glance, you probably rolled your eyes when you saw this. "Oh, look," you probably thought to yourself. "Yet another Jurassicraft ripoff with no progress whatsoever being made on it." But appearances can be deceiving: welcome to the Primordial Land: A dimension where time stands still,
Getting to the Primordial Land
OK, that welcome is a bit early: you still need to get to the Primordial Land dimension first. How do you get there, you ask? Simple! All you need to do is find an Ancient Temple, a structure spawning in jungles that at first glance looks very similar to the vanilla jungle temple. But instead of the usual traps and treasure, the Ancient Temple houses a large statue-the Victorian Sculpture. Looking like a much smaller version of the dinosaur statues that were built for the Crystal Palace, these statues-which can be picked up and moved elsewhere-are activated by tossing two Eyes of Ender onto them: don't use them, just throw them onto the statue. The two orbs will fill the empty eye sockets of the statue, allowing it to activate. Now, simply right-click the statue with an empty hand to be teleported into the Primordial Land!
Terrain
The terrain of the Primordial Land is essentially that of the stereotypical lost world, with swamps and jungles covering most of its surface.
List of biomes:
-Primordial Swamp: This biome is covered by large trees that block out most light, leaving only small clearings of sunlight shining onto the ground. Ponds and lakes dot the swamps, and the ground is thick with mosses and ferns. The main animals here are dinosaurs, giant insects, a few carnivorous plants, and primordial aquatic beasts.
-Primal Jungle: Very similar to the Ancient Swamp, the Primal Jungle has fewer waterways than the swamp, but is much more dense with greenery. Trees twice as large as any giant jungle tree grow everywhere; the ground is cloaked in moss, ferns, and grasses; and the understory is composed of trees, giant mushrooms, tree ferns, and dozens of other large plants. The main species here are dinosaurs of immense size, as well as carnivorous plants and a few large mammals.
-Timeless Depths: The seas of the Primordial Land are home to massive sea monsters, sunken ruins, and forests of immense kelp. Some of the largest creatures in the mod live in this biome, and sailing across it is a risky endeavor.
-Prehistoric Plains: These large, open areas are covered in short grasses and ferns, constantly trimmed down by the many large animals of the area. Large mammals are fairly common here, but large dinosaurs also roam this region.
-Volcanic Mountains: Tall mountains composed of dark volcanic stone, the Volcanic Mountains biome is an imposing place indeed, with lakes of lava on the peaks of the mountains and large cave systems honeycombing their interiors. This region is home to a multitude of flying reptiles, and even a few immense apes.
Mobs
(Note: none of these images belong to me. They are creatures that I want to base the mobs of the Primordial Land off of.)
Megalosaur
Image:
(Mod version would have more armor plating down the back)
A colossal crocodilian predator, megalosaurus are amphibious predators that hide underneath the surface of the water, bursting out to attack passing prey. Slow-moving on land, it is possible to put a megalosaur to good use: if it is somehow lured into a moat or an ocean, it makes an excellent way to stop monsters-and rival players!-from approaching by water.
Will vanilla animals still be able to be spawned in in Creative Mode?
EDIT: Or better yet, will it be enabled in the config to either have these new mobs replace the vanilla ones or spawn alongside them? Or maybe villages could occasionally have vanilla animals as domesticated versions of the creatures you see roaming around-if they've been around for a while, it would make sense for them to have domesticated strains of animals.
Markor: Mountain goat with corkscrew horns. Spawns in extreme hills. Drops brown wool and raw goat meat. Can be bred with grass. Passive to players.
Ibex: Mountain goat with large curved horns. Spawns in extreme hills. Drops leather and raw goat meat. Can be bred with grass. Passive to players.
Bighorn sheep: A mountain-dwelling wild sheep with large curled horns. Spawns in extreme hills. Drops leather and raw goat meat. Neutral to players, headbutting them for 2-3 damage when attacked and launching you a few blocks into the air. Can be bred with grass.
Mountain goat: A species of shaggy-furred white goat. Spawns in extreme hills. Drops white wool and raw goat meat. Passive to players.
Muskox: The largest living goat species; a brown-furred shaggy goat that looks more like an ox. Spawns in tundra biomes. Drops brown wool and raw goat meat. Passive to players; will attack wolves and wild wolves.
Woodland muskox: An extinct species of muskox with thinner wool and much larger horns, woodland muskox are untamable animals that spawn in taiga and forest biomes. Neutral to players, they will use their horns to gore for 3-4 damage, and drop the same things as normal muskox, but have a lower chance to drop wool. They may also drop woodland muskox horns, which can be used to make a wall trophy of the same name.
Note: all of these species can be milked.
Goat meat: Drops from goats. Can be cooked into goat steak. Heals 1.5 hunger when raw, and 4 hunger when cooked.
Bovids:
Yak: A large, shaggy species of bovid. Can be sheared for wool and tamed with wheat or bred with grass. When tamed, chests can be put on it for use as a pack animal. Spawns in extreme hills. Drops beef and brown wool, although it can be dyed to get different colors. Passive to players.
Aurochs: A large bull-like animal with a pair of large, curved horns. Can be bred with wheat and tamed with apples. When tamed, it can be used as a mount or a pack animal. Spawns in forests and megataiga. Neutral to players; will charge forwards and gore for 2-4 damage. Passive to players. Drops leather, beef, and aurochs horns, which can be crafted into a wall trophy.
Gaur: A huge species of brown bovid with short horns and a large body. Spawns in jungle biomes. Can be bred with wheat and tamed with apples; once tamed, it makes for a handy, if slow, mount, as it can carry chests as well as a saddle. Passive to players. Drops leather and beef.
African buffalo: A massive species of cow with dark brown fur and large horns. Spawns in savannah biomes. Neutral to players; will charge forwards for 4-5 damage and is immune to arrows-they just bounce off the fused bone covering on their skulls. Will attack big cats on sight. Drops leather and beef. A subspecies exists with massive horns, each two blocks long. This subspecies, the Pelorovis, is larger and has more health than the average African buffalo, and can do 6-7 damage with its massive horns. Pelorovis can also drop Pelorovis horns, which can be used to craft a wall trophy of the same name.
Bison: Spawns in plains biomes. Passive to players. Can be bred with wheat. Drops fur, leather, bones, and bison meat. Sometimes, bison with large horns like those of an a gaur or an Ankole Watusi cattle will spawn. These two species of prehistoric bison ( the steppe and giant bison, respectively ) are larger than other bison, cannot be tamed, and are neutral to players, goring them for 5-6 damage. Each species will drop their horns, which can be crafted into wall trophies of the same name.
Water buffalo: Spawn in jungle biomes. Passive to players, and can be bred with wheat or tamed with apples. When tamed, these animals can be used to carry as much as 4 chests' worth of items. Drops beef and leather.
Great blue ox: Largest of the bovids, these huge blue-furred, massive-horned animals can stand almost 3 blocks tall at the shoulder. Extremely rare, they can be tamed with apples to use as mounts and pack animals. They're neutral to players, using their massive horns to gore for 6-7 damage. Spawns in taiga and megataiga biomes, and drops blue fur and blue oxen horns, which can be used to craft a wall trophy of the same name.
Blue fur: Drops from great blue oxen. Can be crafted into blue fur armor, which has the strength of gold armor, the durability of iron armor, and a strength buff on the wearer of a complete set.
Bison meat: Drops from bison. Heals 1 hunger raw and 4 hunger cooked.
New achievement: Trophy Hunter. To get this achievement, you must craft wall trophies of all of the exotic horned animals in the mod.
Deer:
Moose: Spawns in forests, taiga, and megataiga biomes. Neutral to players, goring with its antlers for 4-5 damage. Females don't have antlers. Drops fur and venison.
Elk: Spawns in forest and extreme hills biomes. Females lack antlers, and males will occasionally fight each other in non-lethal matches. Neutral to players, using its antlers to inflict 3-4 damage. Drops fur and venison.
Reindeer: Spawns in tundra and taiga biomes. Both males and females have antlers. Passive to players, and can be bred with wheat. By taming them with apples, it's possible to ride reindeer after putting a saddle on them. Drops fur and venison.
Bush antlered deer: A large deer species with 1.5-block-long antlers that spawns in forest and megataiga biomes. Neutral to players, attacking for 4-5 damage. Drops fur, venison, and their antlers, which can be crafted into wall trophies of the same name.
Megaloceros: A massive deer species sporting 2-block-long antlers that spawns in forest biomes. Neutral to players, attacking for 5-6 damage. Can be tamed with apples, after which the deer can be mounted and ridden. Drops fur, venison, and their antlers, which can be crafted into a wall trophy of the same name.
Venison: Drops from all deer. Heals 1.5 hunger when raw, and 4 hunger when cooked.
Beluga sturgeon: Spawns in river biomes; sizes range from 2 to 4 blocks long. Drops raw fish and raw caviar. Passive to players.
Arapaima: Spawns in jungle biomes; sizes range from 1 to 3 blocks long. Drops raw fish; will also attack smaller fish, even piranhas. Neutral to players.
Mekong giant catfish: Spawns in swamp biomes: sizes range from 2 to 3.5 blocks long. Drops raw fish. Passive to players.
Giant snakehead: Spawns in swamp biomes; sizes range from 2 to 3 blocks long. Drops raw fish; will attack and kill anything smaller than it that gets near it; can also haul itself onto land for a short period of time. Extremely hostile to players. Does 3-5 damage.
Taimen: Spawns in taiga biomes; sizes range from 1 to 3 blocks long. Drops raw salmon. Passive to players.
Alligator gar: Spawns in swamp biomes; about the same size as a crocodile. Drops raw fish; will attack crocodiles on sight and will hunt smaller fish and animals. Neutral to players. Does 3-5 damage.
Nile perch: Spawns in swamp biomes; about the size of a vanilla wolf, but can be as big as a large black bear. Drops raw fish; will eat any smaller fish it can catch. Neutral to players. Does 1-3 damage.
Wels catfish: Spawns in forest biomes; ranges from 2 to 4.5 blocks in length. Drops raw fish; attacks and eats anything smaller than it in the water. Hostile to players. Does 2-3 damage.
Piraiba catfish: Spawns in jungle biomes; ranges from 2 to 3 blocks long. Drops raw fish; attacks and eats anything smaller than it in the immediate radius. Neutral to players. Does 2-3 damage.
Goliath tigerfish: Spawns in jungle and swamp biomes; ranges from 1 to 2 blocks long. Drops raw fish; attacks and kills virtually anything else in the water. Hostile to players. Does 4-5 damage.
Chinook salmon: Spawns in tundra and ocean biomes; sizes range from 1 to 2 blocks long. Drops raw salmon. Passive to players.
Goonch catfish: Spawns in swamp biomes; sizes range from 1 to 2.5 blocks long. Drops raw fish; will attack and kill anything smaller than it. Hostile to players. Does 3-4 damage.
Chinese paddlefish: Spawns in river biomes; sizes range from 1 to 2 blocks long. Drops raw fish. Passive to players.
White sturgeon: Spawns in river biomes; sizes range from 1 to 3 blocks long. Drops raw fish. Passive to players.
Kaluga: Spawns in river and ocean biomes; sizes range from 1 to 3.5 blocks long. Drops raw fish. Neutral to players. Does 1-2 damage.
Giant freshwater stingray: Spawns in river and swamp biomes; sizes range from 2 to 4 blocks long and 2 to 5 blocks wide. Drops raw fish. Neutral to players. Does 2-3 damage.
Ocean sunfish: Spawns in ocean biomes; 3.5 blocks long and 3 blocks tall. Will occasionally leap out of the water. Passive to players.
Well, either your aunt's friends had a weird sense of humor, or you're trying to pull a fast one: people have been seeing the Beast of Bray Road for over 50 years now.
Also, am I the only one here who thinks that the spikes on Mokole-Mbembe and Kasai Rex need to be redone? They just don't really fit with the rest of the model-maybe making curve slightly would make them look a bit better.
Question: Could it be possible to make Ecocraft into various 'packs'? For a good example, look at Reasonable Realism: it's got separate modules for its different realism "overhauls", for lack of a better term-one for animals, one for minerals, etc. This way, if you want more realistic animals but no realistic minerals, you can just download the Reasonable Realism animals module and the core module, rather than downloading the whole mod and dealing with stuff you don't want.
So, would it be possible to set up Ecocraft to have separate 'modules': a module for villages, one for tools, one for animals, etc.? To make it even easier, you could also have a download that contains all of the modules together.
(Note: this certainly not an attempt to try to make diamond tools possible while playing this mod without changing Ecocraft's purpose. Why would you ever think that?)
0
Every time I try to load Jurassicraft 2.0, it just gives me this crash report:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: net.timeless.unilib.Unilib
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:538)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:214)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:413)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.timeless.unilib.Unilib
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:507)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: net/timeless/unilib/Unilib : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 159263168 bytes (151 MB) / 276557824 bytes (263 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1499 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1499.jar)
UC Forge{11.14.3.1499} [Minecraft Forge] (forge-1.8-11.14.3.1499.jar)
UC BiomesOPlenty{3.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.8-3.0.0.1388-universal.jar)
UC exoticbirds{1.0} [Exotic Birds] (Exotic Birds 1.0.1-1.8.jar)
UE JCAnimationAPI{1.2.5} [JurassiCraft AnimationAPI] (JurassiCraft-2.0.0-Prerelease.jar)
UE jurassicraft{2.0.0} [JurassiCraft] (JurassiCraft-2.0.0-Prerelease.jar)
UE net/timeless/unilib{${unilib_version}} [Unilib] (JurassiCraft-2.0.0-Prerelease.jar)
UC llibrary{0.3.5-1.8} [LLibrary] (LLibrary-0.3.5-1.8.jar)
UC plantmegapack{5.07} [Plant Mega Pack] (plantmegapack-5.07-1.8-1446.jar)
Loaded coremods (and transformers):
BOPLoadingPlugin (BiomesOPlenty-1.8-3.0.0.1388-universal.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '2.1 ATI-1.24.38' Renderer: 'AMD Radeon HD 6770M OpenGL Engine'
0
Didn't you guys reach a Patreon goal where you would make 1.7 releases as you went?
0
Also, I found some images that may prove useful as reference images:
0
Could there possibly be a device added that keeps dragons at a certain size?
0
I found a few mods that you might be able to use for this:
https://sites.google.com/site/grimsmods/individual-mods/koi
https://sites.google.com/site/grimsmods/individual-mods/makoto-s-animals
https://sites.google.com/site/grimsmods/individual-mods/ice-pixie
0
I love this idea! However, I do think that the ants need to have a bit more variety in their appearances-maybe ant larvae and an acid-spitting caste would work as well. Support
0
Ah, OK. Thanks for telling me-that's actually one of the things I suggested in my comment!
1
At first glance, you probably rolled your eyes when you saw this. "Oh, look," you probably thought to yourself. "Yet another Jurassicraft ripoff with no progress whatsoever being made on it." But appearances can be deceiving: welcome to the Primordial Land: A dimension where time stands still,
Getting to the Primordial Land
OK, that welcome is a bit early: you still need to get to the Primordial Land dimension first. How do you get there, you ask? Simple! All you need to do is find an Ancient Temple, a structure spawning in jungles that at first glance looks very similar to the vanilla jungle temple. But instead of the usual traps and treasure, the Ancient Temple houses a large statue-the Victorian Sculpture. Looking like a much smaller version of the dinosaur statues that were built for the Crystal Palace, these statues-which can be picked up and moved elsewhere-are activated by tossing two Eyes of Ender onto them: don't use them, just throw them onto the statue. The two orbs will fill the empty eye sockets of the statue, allowing it to activate. Now, simply right-click the statue with an empty hand to be teleported into the Primordial Land!
Terrain
The terrain of the Primordial Land is essentially that of the stereotypical lost world, with swamps and jungles covering most of its surface.
List of biomes:
-Primordial Swamp: This biome is covered by large trees that block out most light, leaving only small clearings of sunlight shining onto the ground. Ponds and lakes dot the swamps, and the ground is thick with mosses and ferns. The main animals here are dinosaurs, giant insects, a few carnivorous plants, and primordial aquatic beasts.
-Primal Jungle: Very similar to the Ancient Swamp, the Primal Jungle has fewer waterways than the swamp, but is much more dense with greenery. Trees twice as large as any giant jungle tree grow everywhere; the ground is cloaked in moss, ferns, and grasses; and the understory is composed of trees, giant mushrooms, tree ferns, and dozens of other large plants. The main species here are dinosaurs of immense size, as well as carnivorous plants and a few large mammals.
-Timeless Depths: The seas of the Primordial Land are home to massive sea monsters, sunken ruins, and forests of immense kelp. Some of the largest creatures in the mod live in this biome, and sailing across it is a risky endeavor.
-Prehistoric Plains: These large, open areas are covered in short grasses and ferns, constantly trimmed down by the many large animals of the area. Large mammals are fairly common here, but large dinosaurs also roam this region.
-Volcanic Mountains: Tall mountains composed of dark volcanic stone, the Volcanic Mountains biome is an imposing place indeed, with lakes of lava on the peaks of the mountains and large cave systems honeycombing their interiors. This region is home to a multitude of flying reptiles, and even a few immense apes.
Mobs
(Note: none of these images belong to me. They are creatures that I want to base the mobs of the Primordial Land off of.)
Megalosaur
Image:
(Mod version would have more armor plating down the back)
Health: 25 hearts
Alignment: Neutral
Attack strength: 4-6 damage
Spawns in: Primordial Swamp
Drops: Dinosaur hide, dinosaur meat, dinosaur tooth
A colossal crocodilian predator, megalosaurus are amphibious predators that hide underneath the surface of the water, bursting out to attack passing prey. Slow-moving on land, it is possible to put a megalosaur to good use: if it is somehow lured into a moat or an ocean, it makes an excellent way to stop monsters-and rival players!-from approaching by water.
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Will vanilla animals still be able to be spawned in in Creative Mode?
EDIT: Or better yet, will it be enabled in the config to either have these new mobs replace the vanilla ones or spawn alongside them? Or maybe villages could occasionally have vanilla animals as domesticated versions of the creatures you see roaming around-if they've been around for a while, it would make sense for them to have domesticated strains of animals.
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Also, a few new types of ungulate would be cool:
Goats:
Markor: Mountain goat with corkscrew horns. Spawns in extreme hills. Drops brown wool and raw goat meat. Can be bred with grass. Passive to players.
Ibex: Mountain goat with large curved horns. Spawns in extreme hills. Drops leather and raw goat meat. Can be bred with grass. Passive to players.
Bighorn sheep: A mountain-dwelling wild sheep with large curled horns. Spawns in extreme hills. Drops leather and raw goat meat. Neutral to players, headbutting them for 2-3 damage when attacked and launching you a few blocks into the air. Can be bred with grass.
Mountain goat: A species of shaggy-furred white goat. Spawns in extreme hills. Drops white wool and raw goat meat. Passive to players.
Muskox: The largest living goat species; a brown-furred shaggy goat that looks more like an ox. Spawns in tundra biomes. Drops brown wool and raw goat meat. Passive to players; will attack wolves and wild wolves.
Woodland muskox: An extinct species of muskox with thinner wool and much larger horns, woodland muskox are untamable animals that spawn in taiga and forest biomes. Neutral to players, they will use their horns to gore for 3-4 damage, and drop the same things as normal muskox, but have a lower chance to drop wool. They may also drop woodland muskox horns, which can be used to make a wall trophy of the same name.
Note: all of these species can be milked.
Goat meat: Drops from goats. Can be cooked into goat steak. Heals 1.5 hunger when raw, and 4 hunger when cooked.
Bovids:
Yak: A large, shaggy species of bovid. Can be sheared for wool and tamed with wheat or bred with grass. When tamed, chests can be put on it for use as a pack animal. Spawns in extreme hills. Drops beef and brown wool, although it can be dyed to get different colors. Passive to players.
Aurochs: A large bull-like animal with a pair of large, curved horns. Can be bred with wheat and tamed with apples. When tamed, it can be used as a mount or a pack animal. Spawns in forests and megataiga. Neutral to players; will charge forwards and gore for 2-4 damage. Passive to players. Drops leather, beef, and aurochs horns, which can be crafted into a wall trophy.
Gaur: A huge species of brown bovid with short horns and a large body. Spawns in jungle biomes. Can be bred with wheat and tamed with apples; once tamed, it makes for a handy, if slow, mount, as it can carry chests as well as a saddle. Passive to players. Drops leather and beef.
African buffalo: A massive species of cow with dark brown fur and large horns. Spawns in savannah biomes. Neutral to players; will charge forwards for 4-5 damage and is immune to arrows-they just bounce off the fused bone covering on their skulls. Will attack big cats on sight. Drops leather and beef. A subspecies exists with massive horns, each two blocks long. This subspecies, the Pelorovis, is larger and has more health than the average African buffalo, and can do 6-7 damage with its massive horns. Pelorovis can also drop Pelorovis horns, which can be used to craft a wall trophy of the same name.
Bison: Spawns in plains biomes. Passive to players. Can be bred with wheat. Drops fur, leather, bones, and bison meat. Sometimes, bison with large horns like those of an a gaur or an Ankole Watusi cattle will spawn. These two species of prehistoric bison ( the steppe and giant bison, respectively ) are larger than other bison, cannot be tamed, and are neutral to players, goring them for 5-6 damage. Each species will drop their horns, which can be crafted into wall trophies of the same name.
Water buffalo: Spawn in jungle biomes. Passive to players, and can be bred with wheat or tamed with apples. When tamed, these animals can be used to carry as much as 4 chests' worth of items. Drops beef and leather.
Great blue ox: Largest of the bovids, these huge blue-furred, massive-horned animals can stand almost 3 blocks tall at the shoulder. Extremely rare, they can be tamed with apples to use as mounts and pack animals. They're neutral to players, using their massive horns to gore for 6-7 damage. Spawns in taiga and megataiga biomes, and drops blue fur and blue oxen horns, which can be used to craft a wall trophy of the same name.
Blue fur: Drops from great blue oxen. Can be crafted into blue fur armor, which has the strength of gold armor, the durability of iron armor, and a strength buff on the wearer of a complete set.
Bison meat: Drops from bison. Heals 1 hunger raw and 4 hunger cooked.
New achievement: Trophy Hunter. To get this achievement, you must craft wall trophies of all of the exotic horned animals in the mod.
Deer:
Moose: Spawns in forests, taiga, and megataiga biomes. Neutral to players, goring with its antlers for 4-5 damage. Females don't have antlers. Drops fur and venison.
Elk: Spawns in forest and extreme hills biomes. Females lack antlers, and males will occasionally fight each other in non-lethal matches. Neutral to players, using its antlers to inflict 3-4 damage. Drops fur and venison.
Reindeer: Spawns in tundra and taiga biomes. Both males and females have antlers. Passive to players, and can be bred with wheat. By taming them with apples, it's possible to ride reindeer after putting a saddle on them. Drops fur and venison.
Bush antlered deer: A large deer species with 1.5-block-long antlers that spawns in forest and megataiga biomes. Neutral to players, attacking for 4-5 damage. Drops fur, venison, and their antlers, which can be crafted into wall trophies of the same name.
Megaloceros: A massive deer species sporting 2-block-long antlers that spawns in forest biomes. Neutral to players, attacking for 5-6 damage. Can be tamed with apples, after which the deer can be mounted and ridden. Drops fur, venison, and their antlers, which can be crafted into a wall trophy of the same name.
Venison: Drops from all deer. Heals 1.5 hunger when raw, and 4 hunger when cooked.
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I want to see some larger species of fish:
Beluga sturgeon: Spawns in river biomes; sizes range from 2 to 4 blocks long. Drops raw fish and raw caviar. Passive to players.
Arapaima: Spawns in jungle biomes; sizes range from 1 to 3 blocks long. Drops raw fish; will also attack smaller fish, even piranhas. Neutral to players.
Mekong giant catfish: Spawns in swamp biomes: sizes range from 2 to 3.5 blocks long. Drops raw fish. Passive to players.
Giant snakehead: Spawns in swamp biomes; sizes range from 2 to 3 blocks long. Drops raw fish; will attack and kill anything smaller than it that gets near it; can also haul itself onto land for a short period of time. Extremely hostile to players. Does 3-5 damage.
Taimen: Spawns in taiga biomes; sizes range from 1 to 3 blocks long. Drops raw salmon. Passive to players.
Alligator gar: Spawns in swamp biomes; about the same size as a crocodile. Drops raw fish; will attack crocodiles on sight and will hunt smaller fish and animals. Neutral to players. Does 3-5 damage.
Nile perch: Spawns in swamp biomes; about the size of a vanilla wolf, but can be as big as a large black bear. Drops raw fish; will eat any smaller fish it can catch. Neutral to players. Does 1-3 damage.
Wels catfish: Spawns in forest biomes; ranges from 2 to 4.5 blocks in length. Drops raw fish; attacks and eats anything smaller than it in the water. Hostile to players. Does 2-3 damage.
Piraiba catfish: Spawns in jungle biomes; ranges from 2 to 3 blocks long. Drops raw fish; attacks and eats anything smaller than it in the immediate radius. Neutral to players. Does 2-3 damage.
Goliath tigerfish: Spawns in jungle and swamp biomes; ranges from 1 to 2 blocks long. Drops raw fish; attacks and kills virtually anything else in the water. Hostile to players. Does 4-5 damage.
Chinook salmon: Spawns in tundra and ocean biomes; sizes range from 1 to 2 blocks long. Drops raw salmon. Passive to players.
Goonch catfish: Spawns in swamp biomes; sizes range from 1 to 2.5 blocks long. Drops raw fish; will attack and kill anything smaller than it. Hostile to players. Does 3-4 damage.
Chinese paddlefish: Spawns in river biomes; sizes range from 1 to 2 blocks long. Drops raw fish. Passive to players.
White sturgeon: Spawns in river biomes; sizes range from 1 to 3 blocks long. Drops raw fish. Passive to players.
Kaluga: Spawns in river and ocean biomes; sizes range from 1 to 3.5 blocks long. Drops raw fish. Neutral to players. Does 1-2 damage.
Giant freshwater stingray: Spawns in river and swamp biomes; sizes range from 2 to 4 blocks long and 2 to 5 blocks wide. Drops raw fish. Neutral to players. Does 2-3 damage.
Ocean sunfish: Spawns in ocean biomes; 3.5 blocks long and 3 blocks tall. Will occasionally leap out of the water. Passive to players.
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Are you going to add prehistoric whales as well?
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Sweet!
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Well, either your aunt's friends had a weird sense of humor, or you're trying to pull a fast one: people have been seeing the Beast of Bray Road for over 50 years now.
Also, am I the only one here who thinks that the spikes on Mokole-Mbembe and Kasai Rex need to be redone? They just don't really fit with the rest of the model-maybe making curve slightly would make them look a bit better.
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Question: Could it be possible to make Ecocraft into various 'packs'? For a good example, look at Reasonable Realism: it's got separate modules for its different realism "overhauls", for lack of a better term-one for animals, one for minerals, etc. This way, if you want more realistic animals but no realistic minerals, you can just download the Reasonable Realism animals module and the core module, rather than downloading the whole mod and dealing with stuff you don't want.
So, would it be possible to set up Ecocraft to have separate 'modules': a module for villages, one for tools, one for animals, etc.? To make it even easier, you could also have a download that contains all of the modules together.
(Note: this certainly not an attempt to try to make diamond tools possible while playing this mod without changing Ecocraft's purpose. Why would you ever think that?)