Today's progress on Lands of Icaria saw the making of models for Icaria's own bone torches (and more).
Vanilla torches will only offer half their usual light level in Icaria.
Lignite torches (like the wall torch in the attachments) give roughly the same light level.
Full light level is provided by Anthracite torches (like the standing torch in the attachments).
These, among other things, will be found in the next update!
The terrain of Lands of Icaria is made up of four layers, with the target being for each of them to have their own populator that generates different kinds of flora and structures on them.
The main enemies in Lands of Icaria are the Revenants! Skeletal remains of the Icarians that once used to populate this whole dimension. However they are not the only danger that lurks in Icaria.
Lands of Icaria merged with Xenoform55's "Tartheus" mod in 2020, which saw the addition of 3 of the Arachnids from Tartheus into Lands of Icaria, joining the ranks of the various dangerous creatures populating this dimension. In Icaria, almost everything wants to kill you or at least doesn't like being attacked.
In this mod we do alot of experimentation, including trying new concepts like our portal that works on any ground material and is open at the top, allowing it to fit much better into whatever environment players want to place them in. (also in the background of this picture is our old Aeternae model).
Previously used in Team Melanistic's old "Candy Winter Genesis" mod, Icaria makes use of fancy lights for our crystals, both as blocks in the world and on entities like the overgrown Revenant.
Xenoform55, Foxbud, Tiki, luxtracon, WebFreak001
Shado47, RCXcrafter, additional assets from old Team Melanistic and unreleased Axanthic Game Studios projects
Shado47, Concinus, Xenoform55, Carver
Akye (LilithTheSuccubus), Poiuytrezay, MCenderdragon, X30thTrovageDRAX, ChowChowSonic
See... the issue is. MCreator isnt liked on MCF. If you use MCreator to make a mod, you didnt actually make the mod. The mod was made by the creator of MCreator and you just quickly clicked something together and added some textures which I doubt you even made yourself (for most of them - the ore was you I'm sure). If you want to gain attention and appreciation in the modding scene - take this from someone who has been in the scene for over 9 years: learn Java, code the mod yourself. There is no effort involved in putting together something in MCreator, hence why its frowned upon in these forums. Learning java and how to do forge mods properly not only allows you to do alot more stuff in the long term. Its also YOUR achievement and will feel alot more rewarding and get alot more attention from the community. There are plenty of modding tutorials out there as well. You start simple and work your way to become a good modder. You do not go onto MCF, post a mod with MCreator and call it your first mod (because it isnt stricly speaking even your mod at all), and then ask for feedback. You will hardly get any, and IF its most likely just gonna be a comment saying "MCreator :/".
I think you got a concept for a nice proper first mod there with the enderfish. Call it infested ores mod (and code it yourself), and give every vanilla ore a chance to spawn a [...]fish mob when mined without silk touch. Add to that some nice drops to those mobs that are useful but not overpowered and voila, you got yourself something thats presentable as a first mod and might collect a number of downloads and some decent feedback.
Hell yeah. Sadly Seibai hasn't been on these forums since 2017 (and neither has Isabirch) but I hope they come back to this one day. Nobody else does anything even remotely like this. Worldmaker is an absolutely unique product in the Minecraft community with its own little niche audience. Guess the reason it didnt get more popular is becuase most people dont really see the genius in this. But it generates new worlds from scratch from having reverse engineered the level format. And maps that are unlike anything you can generate with other tools (well, most of em at least).
If this comment bothers moderators for necroposting: Worldmaker isnt dead and it will never be. The worlds it generates still work in the newest MC versions. And Seibai has disappeared for years before and came back. Guess its kinda a staple for him.
Getting the pirate rank doesn't actually grant you any advantages on Skylands Adrift though; we don't use it to gate any features. Unlike the server's predecessor (Madrealms: The Skyland Pirates), Skylands Adrifts allows even the guest users (shrimps) to join factions and fly any shipsize. Skylands Adrift doesn't break any forum rules. If you have a feud with a Moderator, please take it elsewhere. Thank you very much.
Interesting that you changed the water level by one block. I would also appreciate a mod to accompany this one that removes hunger and makes food work like in Beta, reverts the monster AI to how it was, and possibly reverts brewing to the cauldron system seen in the Beta 1.9 snapshots.
Either way, great mod. First mod I saw so far on 1.13 that brings back the old terrain, and especially with new structures and everything.
Tho I do think you should go for the NPC villages to use the design originally intended by notch.
Nice to have you back wisdom27 :D, promoted to pirate rank! Welcome to Skylands Adrift!
Well, since nobody else is posting any comments, let me have a go at it.
I like the textures. Considering this is presumably your first mod, the textures are done quite nicely, tho not outstanding.
As for the actual features, like you said yourself, not unique. And thats the big problem here.
Without unique features that set your mod apart from other mods, you won't get any attention on it.
Nobody is really interested in downloading a mod that adds obsidian tools and armor for a couple reasons.
I don't want to discourage you from making mods. Its an ok start. Just nothing you can expect to get you much attention from the community. The bar has been raised quite high and there are hardly any new modders starting out anymore these days, so if you want to get attention for your content and maybe end up in modpacks and have videos made about it, you'll have to step up your game. Which I understand takes time and unique ideas take time to come as well, but you can do it. A few good things I can already say about this.
That is a good start. You'll just have to figure out where you want to take your skills. Maybe a mod that adds a few custom biomes with their own features, maybe ores, and unique vegetation and mobs. Maybe a mod that adds a dimension or alters one of the existing dimensions in a way that hasn't been done before (maybe generate a hellish landscape on top of the nether?). Maybe a mod that adds mechanics to the game that make gameplay more engaging. Maybe combat related stuff, maybe religion related stuff; there are lots of possibilities. Don't be discouraged by the lack of attention you're getting at the moment. Just find a direction that hasn't been taken before, or give something that has been done before your own unique twist.
All three of you have been promoted to pirate rank! Welcome to Skylands Adrift, pirates! Y'Arrrr!
You have been promoted to pirate rank! Welcome to Skylands Adrift!
Please log on to the Server to be promoted to Pirate rank.
Hadyn promoted to pirate! Welcome to Skylands Adrift!