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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from Bryuf»

    Aha - Sounds good, it's just me getting worried about if this mod never reaches that point due to loads of unnecessary stuff (Not that the models is a bad thing), the progress would be slowed down and it might get stuck... But i get your point, you're just modelling so fast that nearly all daily builds will be filled with new model updates :P


    Yeah, I returned to the project about a week ago, that's why :P

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from Bryuf»

    <insert long quote here>


    I see your point, and it actually happened to be so that I talked about this issue with Oli yesterday. Right now I am convinced this will not be the case. He explained to me what was planned and what gameplay elements this mod will contain. Now I'm not sure if those ideas are meant to be in public already, and besides I wouldn't be able to rephrase them the correct way, but the point is; don't you worry.
    I now am convinced this mod won't lack any original gameplay and won't just be a visual thing. Although I think some aspects might need a little more attention, I can guarantee it is on the to-do list.

    Now regarding the new models and all that. Oli asks me to make them, I make them, it is as simpel as that. It isn't like the whole team is focused on models right now. Lots of AI stuff and other coding wizardry (of which my knowledge is little) is going on behind the scenes. However it is way easier to post a picture of a new model than explain some new AI or gameplay mechanics in a vid. Mostly you cover more elements of that sort in a vid instead of uploading one video about one single feature.

    So TL;DR: Lots of stuff is going on behind the scenes, it is just way easier for us to post a pic of a fancy model or some terrain gen.

    I hope that answered your questions sufficiently? :)

    Oh btw, this is the first time since ages I actually do something on this forum... for those of you who don't know me here, I'm Lennart, the modeller :3

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Alright, since Ivorius has some problems with the forums and can't post anything here I'm glad to announce that the Ye Gamol Chattels mod has been updated. The update contains several bugfixes and what not. It is also compatible for SMP now! Hurray and confetti 'n stuff! :D

    Anyways, check the OP for the update, a download link should be up :3
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from rabidz7

    When I walked into one of the black holes that can has binary all over it, it messed up my minecraft. It makes block a bunch of bianary. How do I fix it?


    If you mean that all you see is binary code.... well, that is the effect of it. Just wait it out, it will wear off eventually ;)
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from nedet1

    uh what? how do i spoiler, srry im good at alot but logs are not my thing.


    If you type:
    [spoiler] enter your text here  :) [/spoiler]

    You'll put your text or images in a spoiler like this:
    It isn't that hard you see?

    :)
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Justonecomment1

    ah and a last question,
    on the psychedelicraft thread the third picture you posted,were you show the drug effects. Is that what is supposed to happen if you smoke the harmonium?


    Yup, but the colours depend on the dye you use ofc :)
    Posted in: Minecraft Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from PCAwesomeness

    Aww, how cute! You are the perfect modeler!

    And the bottom left looks like he'll steal your butterflies.

    Thnx a lot ^^
    Glad you like it :)
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    So... I'm now helping Davey with some of the models and he asked me if I could redo the chameleon.
    I'm eager to know what you guys think of it :3




    The green texture is just a placeholder for the greyscale ofc, just to make it look a bit nicer on the preview.
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from EightBlade

    I'm with you there, man. Taming things can be absolutely incredibly simplistic, and that's an issue. But that's an issue with most mob mods, and I suppose I've simply been desensitized to it.

    Perhaps taming would be different for each animal? And that there could be "stages" of tamedness? Y'know, animals will start off hostile, then tolerate your presence, then slowly warm up to you and such? Could be cool.


    It would also be interesting to have different characters for mobs of the same kind. Lets take cows as example. You walk to a herd, looking for a cow to tame. One cow is already acting hostile towards you so you better watch out for him. Another cow is running away from you, that one could be tamed but it would require more time. The best cow to tame is that one that just accepts your presence.
    The different behaviours could also be used in combat. One cow will flee when you hit him, the other will try to fight back when you hit him.
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from EightBlade

    Just gotta say, having mobs interact more actually increases their background value, for me at least. It makes the world seem more alive when I can watch other animals hunt eachother and graze.

    As for taming, it's just plain fun to have your own miniature zoo.


    I'm not really a big fan of being able to tame all animals... Some creatures will always remain untamable.
    But perhaps if Davey adds a new way of taming it could work. I dont like the idea of using an item a few tames and *pop* its tamed.
    It would be cool if you'd have to lure the animal in particular.
    For example, you drop some food on the ground and walk away. The animal will go for the food unless you are too close. But every day you do this, it will get closer and closer and eventually it will try to eat out of your hand (With realistic behaviour like running away the first time it got it).
    You also can't do it time after time. Perhaps only 2 to 3 times a day.
    This way would take patience and time and is way more rewarding I think.
    Posted in: WIP Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Apparently, my pc has the ability to spot all bugs imaginable within a few minutes x)
    Posted in: Minecraft Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Daveyx0

    Yeh I see you point. The thing is there will always be people that want to tame it and see special stuff. I need to make sure that I can appeal to as many people as possible so everyone can have fun. I'll try not to add too much stuff, but I DO want the climbing on walls and shooting its tongue to insects ^^ Would look amazing. Extra AI is always fun right?


    Perhaps making them able to walk through leafs as well... not sure how hard that is to code.
    It would kind of work like the clouds in the aether. You stand on them but in them. I think it would look great to have creatures like these crawling through the canopy, where they belong :)
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from ShyGuyDu83

    None than I can think of. The main reason I loved this mode in the first place is because, unlike Mo'Creatures, the animals were mainly passive and were simply part of the landscape, like, they added some life to minecraft. I wouldn't like having to defend myself from these animals, or taming them, or so. I just want more wildlife, which would be beautiful (and your animals are more than beautiful), not annoying and would not invade the way I play.
    Which is why I find features such as 'eating insects' (sorry sirdave79) to make it more 'realistic' quite pointless.
    Adding realism and life to the game by making more animals and insects which could be commonly (more or less) found in real life is good, but I think adding realism by making them behave exactly as they would in real life is more annoying than good, because we play the game for the game itself, with AtmosMobs designed to add a pleasant background. It should not, in my opinion, become foreground, become it would then soon enough become some kind of Mo'Creatures, which is a mod I can't play with for more than 10 minutes.

    Oh god, I wrote a novel.
    Basically, no, I don't see any other feature which could be added to the chameleon :D


    I see your point, but I don't completely agree. I've always been convinced that more interaction between the mobs themselves makes their aesthetic purposes more vibrant. Their life goes on even without you interfering. This can completely stay on the background but adds a way more interesting atmosphere to it. Imagine walking through a forest and you see a mob of deer next to a pack of wolves, and they do absolutely nothing... That would be boring.
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Daveyx0

    Any features people would like to see added to the chameleon?

    I would love it to catch small insect mobs with its tongue over time :D
    Posted in: WIP Mods
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    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    I am sure you have enough on your head at the moment, looking at the to-do list ;)
    But I can't resist to ask you if you would make it so dodo's would try to steal melons when they get the chance, just as a nice Ice Age reference :P
    Posted in: WIP Mods
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