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    posted a message on Realistic Animal Drops Mod; Textures Finished, Coder Needed
    Quote from nathjcj»

    I may be able to do this but I need details.


    Like specifically every single thing needs to be done, or just more specific overall? I'll just give both.

    Animals still drop items like normal, they just drop more and different things, for example a Pig:
    1 Pig Hide
    2-3 Raw Pork
    1-2 Raw Fat
    2 Meaty Bone
    1 Raw Organs
    Somethings can be eaten, others used as furnace fuel, some as fertilizer like bone meal (such as feces), and almost everything can be crafted into different things. There's also a knife that is required for some recipes that should have 1 durability lost every time used, and a needle has similar use. Some recipes create multiple outputs (Bone -> 2 Bone Shards and 1 Raw Marrow). And sheep can be milked for Sheep Milk, and animals drop things like chickens laying eggs (feces mainly).
    I think that covers all the grounds this mod takes, incase it was something you didn't know if you could do. But if you are just looking for everything that needs to be done to do it, I can put you in the PM that me, the old coder, and the other texturer use. There's also a Dropbox that contains all the textures and explains almost everything in the mod, I'll probably revise it today to make it 100%. So hopefully that answered the question in some way, cheers.
    Posted in: Requests / Ideas For Mods
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    posted a message on Realistic Animal Drops Mod; Textures Finished, Coder Needed

    Hello, I am Sargeant, and I am in need of a new coder for my already released but sorely outdated mod; Realistic Animal Products and Drops mod (RAPAD). My original coder is going through life right now and will for the most part be unable to help me get the next stage released, so I've come here seeking help from you guys.

    Lets start with the mod itself: RAPAD is a mod based around the idea that animals have more than 1-3 Raw Porkchops in them. They have bones, and skin, and organs, and tendons, and fat. And MC being a survival game, these products would be useful for all sorts of things. So RAPAD adds just that: different furs and hides for all the animals, all animals drop their own meat, many animals have fat for cooking, and so on. For some more information, you can also click my old banner at the bottom to go the original page.

    But, the old version is a mere shell of what I have in mind. In the incomplete version, I've overhauled many vanilla animal products and systems, with there being different animal fibers to make cloth, and oil made from animal fat, and small animals dropping their bodies, and bone tools, and many other things. So yeah, I have a lot of things set up for this "1.1" version, most of it fully textured. But this also means the original version is almost useless as everything has gotten changed, but I can still get the source code if needed. I'd also like to get it past its current 1.7.10 version, either to 1.8 or all the way to 1.10.


    Now this is where you people come in. Because my old coder stepped back a bit into 1.1's development on my end, everything is thought out and for the most part textured, but that's it. I can't code for the life of me, so I'm hoping an at least somewhat experienced coder/modder would be willing to partner with me to finish it up. As I've shown, the majority of the mod is items and drops, with a few simple blocks, armor, and tools. That's about it, thank you for reading. Feel free to ask any questions needed.


    Oh, and I do have a Discord if someone would prefer communicate that way if they're interested.

    Posted in: Requests / Ideas For Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    I'm thinking of making a multiple part idea string dealing with obtaining DNA because the current system can use an improvement:
    So, for the first one: Tar

    On a more general level, tar is pretty good already. I like that it's a very slow liquid that you sink into, but instead of causing damage directly, shouldn't it suffocate you like water? And it should probably very rarely spawn in most flat biomes (excluding deserts and ice plaines), but still most commonly in swamps. The La Brea Tar Pits was basically a savanna at the time, so tar pits aren't confined to swamps.
    Anyway, onto the actual analyzing stuff. Instead of tar drops being what you analyze, I think it should be tar buckets that are sifted. This seems more appropriate, as buckets could hold more bones (instead of a "drop") and sifting is closer to how they actually get bones out. Plus farming tar slimes isn't as profitable anymore.


    Things you can get from sifted tar buckets:
    Tar Bones (=Fossil)
    Tar Seeds
    Tar Drop
    Stick
    Broken Tablet
    Pottery Fragment


    Now, for the DNA. Having all Cenozoic species come from a tar pit isn't particularly realistic. Correct me if I'm wrong, but only animals as late as the late Pleistocene are found in active tar pits. So that would eliminate the terror birds and Gastornis.
    Plus the snowy animals would never come across an active tar pit (again, correct me if I'm wrong) so that gets rid of the woolly mammoth and Elasmotherium.
    So, we're left with Smilodon, Quagga, Wolf, and Dodo, but it could also include farm animals that got trapped recently. Thus:


    Analyzed Tar Bones:
    Above Animal DNA
    Tar Drop
    Bone Meal


    Analyzed Tar Seeds:
    Extant Plant Seeds
    Tar Drop


    The chance of DNA would be decently high.

    Tar drops can be crafted into a tar bucket and vice versa, and can be used to craft torches and sticky pistons, and dye things black.

    Overall, the point is that tar pits are limited to recently extinct species, which would be realistic and would make those species the easiest to find and clone, which makes sense.


    Don't worry, the animals removed from tar pits (the birds and snow animals) can be found elsewhere in my later ideas. Permafrost is next. Cheers.

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    Is it possible to Dr. Zhark's Custom Mob Spawner work with this? Because I haven't been able to get them spawn naturally, but I haven't played around that long with it. If you can't, is there any other mod that would accomplish the same thing? I'm fine if they spawn as babies.

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    I'm going to talk to PCAwesome somewhere else to stop this feather arguement from being spammed here, so I'll move onto something new:

    DNA Textures.
    Now, I hope I won't be lynched when I say I don't like most of the animal DNA textures (the actual symbol for them, not the orange circle), primarily the vanilla farm animals and Cenozoic species. Some just looked weird, or had weird colors, and other were just overall inconsistent with each other. So, I decided to make my own versions of them:

    *I also included Dilophosaurus because it appears to still have its frill (or its just really brainy) **The chicken and horse aren't different, but I kept them to compare them with the others. The terror bird and quagga are just one color now, but no other difference.

    I fixed some of the other theropods too, but I wanted to show these ones first. Tell me what you guys think, which version is better?

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ErikC17»

    Can you show me the papper that confirms it (not trying to be rude, I just want to be sure). If there isn't one I would highly suggest waiting before making a claim about feathers and dinosaurs or this will turn in to something similar to the Spinosaurs situation we had a while back where people watch a documentary and take it for 100% pure facts which it really isn't. That lead to people coming from far and wide making claims on how the anatomy of a long extinct animal worked when they didn't have any knowledge, experience or even the slightest understanding on how something so complex like an animal functions.

    Kulindadromeus is my evidence that Dryosaurus and other relatives probably had feathered, but here's the paper anyway (I think you need to register to read it, but you can find the same information elsewhere by looking up Kulindadromeus).

    http://science.sciencemag.org/content/345/6195/451
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»


    We mean no new content as in, the next update is going to be a simple port to 1.10.2. New version and bug fixes, yes, but no new mobs or such.

    As for the feathers, we aren't going to add feathers for mobs that there isn't evidence for. That doesn't mean they never had feathers, but we aren't going to take that sort of creative license unless we have some sort of convincing evidence (it's kind of like dilo venom spitting; you can claim there isn't evidence against and call it creative license, but that doesn't make it realistic, you know?). I'll bring up dryosaurus with the team, but at least from my personal knowledge, I don't know of any evidence of feathers in your other suggestions.


    Hope this calms the debate a little bit!


    Yeah, no carnosaur has good evidence of being feathered yet, I was just defending the plausibility. I understand it would be decently speculative, so I see why you wouldn't want to do it.
    Dryosaurus on the other hand has pretty good evidence, as I've already stated, so I do hope you guys decide to give it a feathering covering at some point.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from PCAwesomeness»

    Feathered Allosaurus, Ceratosaurus, and Dryosaurus make no sense, especially since we have skin impressions from the former two and the latter's relatives.


    Yeah, no, I'm going to fight you on that, especially with the wording that it makes "no sense".


    Allosaurus: The skin impressions are 30cm around and are from the shoulder, they could have likely still had quills along the neck, arms, or tail, or feather fuzz over most of their bodies.
    Ceratosaurus: There's no skin impressions of Ceratosaurus, only from it's somewhat close relative Carnotaurus, but the two aren't even in the same family. Like Allosaurus, it could have been covered in quills or feather fuzz.
    Dryosaurus: Easily the most defendable case; Kulindadromeus had most of its body covered in feathers and is a basal Ornithician, Dryosaurus has no reason to not be covered similarly. Thecleosaurus may have even had quills, but this is debated.


    You should note I never said "fully covered in pennaceous feathers". No, just feathers in general instead of completely naked, as they possibly were feathered (and most likely were in the case of Dryosaurus).

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»


    The anky and theropod changes are something to keep in mind going forward, I agree. I doubt they'll be changed for the next update though because as we keep saying, there'll be no new content.


    The proportion changes I think would be too hard to pull off. The way growth currently works in the mod is that it slowly but consistently grows, not that it jumps between selected sizes as it gets bigger. The slow growth system would make it hard to change proportions because the different body shapes of babies/adults would require different models (and textures) and somehow they would have to smoothly transition between the two in game. If that makes sense.

    Thanks for the love!



    Sorry, I just started following this page (again), what do mean about no new content? Like the next update will be bug fixes?

    Well, I do have some other things I've found inaccurate that you may or may not want to fix at some point;
    -Stegosaurus probably didn't have sexually dimorphic plates like that one paper said a while back, both plates should look very similar or the same in shape.
    -Because we have impressions from a Triceratops' back, it's known for certain they didn't not have quills, instead having "bumps" which were at first thought to hold quills. I know it's a config option (and another option is already scaly theropods, so accuracy doesn't matter), but I thought I'd say it.

    I do realize now that the growing proportions would be harder than I realized, because the model would have to change.

    And more feather config options would be great for the future (Dilophosaurus, Allosaurus, Ceratosaurus, Dryosaurus, and maybe even Spinosaurus).

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    Tyrannosaurus had some exposed teeth in the front sides of the upper jaw.

    No they don't.

    And shouldn't the feathered non-avian dinosaurs also drop some feathers?
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    I think the Ankylosaurus should have its texture and model edited to have its armor and body shape actually resemble what an actual Ankylosaurus' armor looks like.
    Also, all the theropods shouldn't have exposed teeth when their mouth is closed, except debatably Spinosaurus.

    And will the dinosaurs younger stages eventually be more different than their adult stages, primarily proportionally? Like with Tyrannosaurus having a narrow snout and Pachycephalosaurus going through all sorts of changes with its skull.


    But overall, I'm very impressed with the progress made. All the textures look pretty realistic, not too bright or anything, and realism is for the most part pretty great. I do question the size of some of the larger animals however, and I think the Spinosaurus may need a slightly different head (I'm not sure on the last two here). Keep it up

    Posted in: Minecraft Mods
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    posted a message on [1.10.X] Back to Life - "Bring Them Back" [WIP]

    I'm liking how its coming along, and glad that you gave the theropods lips now. I hope to see some more non-theropods soon, and of course, a release.

    Posted in: WIP Mods
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    posted a message on Realistic Animal Products and Drops Mod (Updates Are Here)

    I have always tried to keep the main page of this forum full of all the relevant information for this mod so everyone understands what things are used for, because I don't like going into a mod blind. However, the planned amount of items and features in the upcoming 1.1 version is too much to just be on one page, and probably warrants the creation of a wiki (yes, get excited for the update). I'm hoping a person, or a few people, would like to help create and manage the wiki. Basically that person's job would be to do just that, they'd be part of the team, and supplied relevant information to get the job done.

    I've never (really) managed a wiki before, so it'll be a learning experience for me, but I've been to enough of them to know the basics. PM would probably be best way to "apply", but I'll take general comments and questions below.

    Posted in: Minecraft Mods
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    posted a message on Vanilla Leather Horse Armor Texture

    Hello, I was hoping someone could provide me (or point me in the right direction) with the leather horse armor texture of vanilla Minecraft PE. I'm referring specifically to the 3D sprite that shows up on the horse, not the inventory texture. The best I could find was a rendering on the MC Wiki, but not the texture map used in the files. Thank you.


    * This may be the wrong section for this thread, so it may need to be moved but I'm not sure.

    Posted in: MCPE: Texture Pack Help & Requests
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    posted a message on Realistic Animal Products and Drops Mod (Updates Are Here)
    Quote from Shnezzberry»

    Ok, i have a slight problem. There is a few mods that have variants of a vanilla mobs, and those variants are supposed to have unique drops. But when installed together with this mod, it overrides the drops and i cant get the unique drops anymore.


    I'm not particularly sure if there's any to be done besides adding support for the other mods. I'll ask Dovahkiin, maybe there's a way around it but no guarantee.
    Posted in: Minecraft Mods
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