heres one way to make a dino mod unique from all the other dino mods, make them spawn naturally in the overworld like cows and sheep, instead of that genectic mumbo jumbo cloney timey whimey timetraveling stuff, no dimensions, make them hostile and dangerous like lycanites or orespawns mods with an rpg survival element. and make it more about hunting and survival and make them extremely hard to kill and easy to die from. BAAM!! uniqueness
I think that to be truly unique, a mod like that would also have to add unique species of dinosaur-a speculative evolution mod, I guess.
Nah you're fine, it's an attempt by JurassicAlien who is currently making his own dino mod in secret "kingdoms of craftzoic" he was a brief modeler for the mod until he was discovered stealing models from the mod. His mod has models which are either like Chinese knockoffs knockoff or copy our style. Trust me that is by no means close to ours in terms of realistic, sticking to jurassic world, or even quality.
I don't know about that: I took a look at his models on Youtube, and they're actually pretty good.
Idea: Instead of adding specific species of dinosaur, why not create entirely new ones? After all, living in an environment with so many different animal groups would probably result in some amazing new species evolving.
Maybe another path could be some kind of genetic tinkerer, modifying animals and plants into new species, both useful and non-useful. Perhaps you could even find fossilized animals and use their genes to further augment your experiments!
Ah, OK. Personally, I think that they were created as a giant middle finger to everyone who constantly complains that Jurassic Park is inaccurate because the dinosaurs don't have feathers. "Oh, you want feathers? Here's your f*cking feathered dinosaurs!"
Also, perhaps instead of F&A's Failuresauri (I don't know the plural for it) being the result of failures in genetic engineering, maybe we could have something like the animals described here, here, and here instead. There'ssomanypossibilities: whynottryit? I don't think any mod has done anything like it before.
(Also, every individual word is a different link to somewhere. Pathetic, I know.)
Ah, OK. Thank you for the info! Though it would be cool if you could get something along the lines of those evolutions-if we're going to get as much freedom with genetics as Kashmoney says, it wouldn't be implausible...
Question: When Mumakil/Oliphaunts are added, can you please add some variants based on different prehistoric elephants?
For example, one variant could have shaggy fur and have a huge, curved main pair of tusks to mimic a wooly mammoth, while another has large tusks on its chin to reference Deinotherium. None of these variant oliphaunts have any stat changes, and spawn from the same spawn egg, making it easier to code in their spawn item.
Quick question: are the 'mega evolutions' in Jurassic World: The Game going to make an appearance here? Maybe you could get them by mixing together prehistoric DNA with that of the Wildcraft animals...
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I think that to be truly unique, a mod like that would also have to add unique species of dinosaur-a speculative evolution mod, I guess.
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I don't know about that: I took a look at his models on Youtube, and they're actually pretty good.
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Idea: Instead of adding specific species of dinosaur, why not create entirely new ones? After all, living in an environment with so many different animal groups would probably result in some amazing new species evolving.
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Um, while playing, I found a lot of grammatical errors: Fungle Grass, The Botony Mod, etc. Could you please fix this?
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Maybe another path could be some kind of genetic tinkerer, modifying animals and plants into new species, both useful and non-useful. Perhaps you could even find fossilized animals and use their genes to further augment your experiments!
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Ah, OK. Personally, I think that they were created as a giant middle finger to everyone who constantly complains that Jurassic Park is inaccurate because the dinosaurs don't have feathers. "Oh, you want feathers? Here's your f*cking feathered dinosaurs!"
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Ah, OK. Thank you! Please, take your time!
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Also, perhaps instead of F&A's Failuresauri (I don't know the plural for it) being the result of failures in genetic engineering, maybe we could have something like the animals described here, here, and here instead. There's so many possibilities: why not try it? I don't think any mod has done anything like it before.
(Also, every individual word is a different link to somewhere. Pathetic, I know.)
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Ah, OK. Thank you for the info! Though it would be cool if you could get something along the lines of those evolutions-if we're going to get as much freedom with genetics as Kashmoney says, it wouldn't be implausible...
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Question: When Mumakil/Oliphaunts are added, can you please add some variants based on different prehistoric elephants?
For example, one variant could have shaggy fur and have a huge, curved main pair of tusks to mimic a wooly mammoth, while another has large tusks on its chin to reference Deinotherium. None of these variant oliphaunts have any stat changes, and spawn from the same spawn egg, making it easier to code in their spawn item.
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You do realize that by definition, aliens would have to have lived on another planet, right?
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Quick question: are the 'mega evolutions' in Jurassic World: The Game going to make an appearance here? Maybe you could get them by mixing together prehistoric DNA with that of the Wildcraft animals...
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Maybe some frogs next?
Also, could you please explain the different choices for the new poll?
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Ah, OK! Great work on PrehistoriCraft, by the way! Can't wait for its release!
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Quick question: What is this 'Glade' mod?