I cant believe in all the years i have played mc i have never heard of this wonderful mod! keep up the good work!
- Registered Member
Member for 5 years, 5 months, and 16 days
Last active Mon, Jul, 16 2018 00:21:41
- 3 Followers
- 398 Total Posts
- 40 Thanks
Aug 6, 2016spires33 posted a message on Official Unofficial DrZhark's Mo' Creatures Mob Suggestions v2.0Posted in: Mods Discussion
Ummm... it's already in the mod
i saw the axolotl suggestion and thought i would make on of my own.
axolotl spawn in lakes and rivers.
wild: has no special anything, just looks cool.
bioluminescent: spawns super rare and is a living light source. and glowing when its night or in dark places.
drops: wild drops Axolotl Blood, that can be made into a regen potion bio drop axolotl blood or can be picked up to be put in a jar and used for a source of light.
Can be captured in fishnets:
they can be bred by giving them fish. if a wild and bio breed it will produce 2 babies, one wild and one bio.
Jul 9, 2016spires33 posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
Oh my gosh where's the download!!
*sees there is no download*
Mar 15, 2016spires33 posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!Posted in: Minecraft Mods
Piecing stories together has nothing to do with experiencing it for yourself. That's like saying "let us fight the Civil War to confirm it happened!" or "let's get sick and die from the bubonic plague to confirm that it actually happened!". You can't relive things that already happened, and you have written records of these events anyway. The mosasaur attack, frozen rex, etc. have already happened in the game's lore. The only part of the tablet lore you can plausibly live is the anubite fight and the Anu revival.
Although it would be possible with the time machine.
i think it might be a cool feature.
EDIT: as people said i can see why they would not want you to be a hero. it would be cool if you could go back in time and at least see how the world was in ancient times.
Feb 7, 2016spires33 posted a message on Official Unofficial DrZhark's Mo' Creatures Mob Suggestions v2.0Posted in: Mods Discussion
Nov 20, 2014Posted in: WIP Mods
these spoilers don't do anything, i cannot figure out how to delete them either XD
red leg frogs get this if they spend too long in cold biomes or are injured
salmonella gotten from eating raw meat and small chance when attacked by reptile to get it
more to come
what animal happiness is[header=2]Cayenne stubfoot toad[/header]
it is how you tell how happy it is in its environment
different things that make them happy
tall or wide tank
so lets say you put a tree frog in a wide tank it can never be fully happy
feed it what it hunts in the wild this will make it really happy
hey guys i got an idea just to add things that make the world more alive! and more difficulty! by improving poisons and cures for those poisons!
bear with me i speak a lot of frog talk so..... here we go
for putting the arboreal reptiles and amphibians (and insects)
for putting land or half and half frogs in
i will come up with a receipt for these later if we get this going.
i am not sure how i am going to do this... maybe a dimension that is a small room then takes whatever is in there adds to the block? (ouch hard coding!) or we could just discarded the tanks completely if this is what s keeping people from joining the team
there is now a bar that appears at the top left of the screen changing in color depending on the poison
gold the most poisonous when your bar runs out you die. as you get low you get nausea and slowness
red takes you to half health towards the end you get blindness and night vision (makes you super blind)
blue takes 3 hearts away and causes nausea and slowness
leopard gecko they start off really shy but there are 4 personalities shy, outgoing, adventurous, and aggressive (meaning that they will fight with other leos. spawns in desert and savanna drops its tail when attacked making its enemy attack the tail (got inspiration from my leo) cannot swim
(here us a picture of my leo)
iguanas spawn in jungles and swim well eating any melon or pumpkins they come across
veiled chameleon spawns in jungle https://www.google.com/webhp?sourceid=c ... 8#q=veiledchameleon a block long
panther chameleon https://www.google.com/search?q=pantherchameleon&rlz=1C1ASAD_enUS482US485&espv=2&source=lnms&tbm=isch&sa=X&ei=_XnpU52LO8rJ8AHpgoEY&sqi=2&ved=0CAYQ_AUoAQ&biw=1280&bih=899 spawns in jungle
https://www.google.com/search?q=jackson'schameleon&rlz=1C1ASAD_enUS482US485&espv=2&source=lnms&tbm=isch&sa=X&ei=CH_pU7bhOoj4yQSR7oKYBg&ved=0CAYQ_AUoAQ&biw=1280&bih=899 need i say jungle? they are the only reptile mentioned that gives live birth
dont worry about color changes they actualy dont do that in real life other than in mood change and stuff like that all of them climb
climbs spawns in jungle drops its tail when attacked making its enemy attack the tail
alligator snapping turtle
nom nom they eat everything that plops into the water
attacks on sight spits gold poison at you spawns in jungle and desert
spawns SUPER rare in jungle and swamps aggressive cannot be caught and kills in 1 hit
Poison dart frog!
spawns in jungles really small there are 3 kinds going from least poisonous to most. Dendrobates tinctorius 'Azureus, Strawberry poison-dart frog (ty wikipedia...)
and golden poison dart frog. if puched you will be poisoned with there poison type you have to kill them with a sword or bow to not get poisoned and cannot swim. but blue and gold can climb. and they are the smallest frog in the mod
Rabbs' Fringe-limbed tree frog
in real life there is literally only one surviving he is toward the end of his life time once he dies he dies these are really rare and glide http://www.huffingtonpost.com/leilani-munter/the-loneliest-frog-in-the_b_5940426.html
the last call ever heard.....
only spawns in jungle while thunderstorming
ew these things are so gross/adorable http://en.wikipedia.org/wiki/Purple_frog
gold is gold poison
strawberry is red poison
azureus is blue poison
bumble bee dart is a random poison of the above
spawns in jungle semi rare[header=2]Rio Pescado stubfoot toad[/header]
thought to be extinct in real life so it spawns in jungle and rare
Sunset frog[/header] spawns in swamp biomes
dont know much about these but these
naturally spawns with wild variety but if right clicked with jellyfish slime it turns into glowing axlotl
Dotted humming frog
it will protect the burrowing tarantula's eggs from bugs
small sits in the jungles very still little less than a block long and eats any insects that come along . cannot swim.
african dwarf frog
spawns in rivers and lakes not coming out of them cuz these are frog that are aquatic
red eyed tree frog
spawn in jungle eats and insects that pass by. cannot swim. but can climb
fire bellied toads spawns in jungles in lakes and rivers eating insects. can swim and has blue poison
white tree frog (look at it :D)
climbs tree eats bug and will just sit and chill spawns in jungles
green tree frog
will spawn in forest cannot swim and will climb trees
spawns in plains, snowless tundras and forest.can swim
rarely bright blue ones will spawnhttps://www.google.com/search?q=blue leopard frog&rlz=1C1ASAD_enUS482US485&espv=2&biw=1280&bih=856&source=lnms&tbm=isch&sa=X&ei=hbB6VMeHCvSMsQS41IKQDw&sqi=2&ved=0CAYQ_AUoAQ
(the 2nd pic)
biggest frog in the mod eating other frogs, insects and squid and is the size of a ocelot . can swim really fast ( its does live in white water rapids right?)
spawns at night in river biomes and you know the rest
fire bellied newts
the fire bellied toad.. but a newt
spawns in forest and eat buggies and climbs trees
gives you nausea if hit
small eating anything small
chinese gliding frog
glides frog tree to tree and can climb blocks
flies around eating mosquitoes and laying eggs in water causing a dragonfly nymph to spawn eating small aquatic life including tadpole (below)
flies..... lands on flowers..... not much here
hops around a favourite treat of the frogs
eat all frogs but poison and goliath and all insects it is a neutral mob
like the one above but will protect the Dotted humming frog from all that attacks it (like a iron golem with villagers)
runs around.... wo! and will attack tarantula eggs
bat eating centipede
spawns in jungle climbs trees then attacks bats as they fly by
swims and will come up on the shore to breed
eats all the above
eats insects and spawns in swamps. it is a fish that goes both on land and water
swims slowly in the ocean
will shoot poison darts at you that are gold poison
Scaly Foot Gastropod
peaceful and they dont only have a shell... BUT ALSO HAVE ARMOR on the tail things.....https://www.google.com/search?q=scaly+f ... CAYQ_AUoAQ
floats along slowly in the ocean
does not attack you anything that runs into it dies or is poisoned with gold poison
drops jellyfish slime
a furry rarely spawning lobster that spawns one the bottom of the ocean
red panda eats sugar cane spawns in its own biome tamable
a new type of villager who sells different reptiles and amphibians and you can sell reptiles and amphibians to him
Ichthyologist[/header] sells all fish and buys all kinds
different kind of dogs for different uses
falcon owl and vulture
used for hunting can be sent to hunt small animals can pick up and drop them
can only be commanded with falconer's glove
tweet tweet...... tamed with bird seed
all frogs breed after rain
all just lay eggs and they hatch into tadpoles (or whatever the baby form is) and they all go through stages (if people are gonna help i will do more detail here)
and poison dart frogs will lay there eggs of leaf block and guard them from other frogs then when they hatch they carry them on their back for awhile then drop them in a pool of water where they will develop
leopard geckos just have a cooldown to breed and only breed on sand
used to catch all things
used to put insects in
more types of jungles
working ecosystem: plants regrow and animals have to eat and they do not respawn, so they must breed, this will be an option.
open to all suggestions!
below is jar crafting
Jul 13, 2015Posted in: WIP Mods
I am glad you are continuing But the only problem I see with downgrading to 1.6 is that Not too many people use it any more. At least
I think. 1.9 is on the way so when that comes out would you be updating to that? I am personally staying at 1.7.10 until most of the mods I use are at 1.8, I hope with the arrival of 1.9 there could be a modding API or something of that sort so mods don't always have to be rewritten from scratch every time minecraft updates. Now that i think bout it I am curious why the last two major MC updates changed the code so much, It certainly doesn't help the modding community which in my opinion keeps minecraft active..... sorry to ramble on, but back on topic I hope you best o luck with this mod. I will keep my eye out for what you decide to do with it as far as versions go, but I am glad its back!
well if 1.9 comes out and i have coders to help me then yes. i will try my best to do 1.7 though.
Jul 11, 2015spires33 posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
i feel like they are hiding a lot from us..... i love surprises
- To post a comment, please login or register a new account.
Jul 3, 2018Posted in: Minecraft Mods
You're welcome to come play on my server, our main mod is lycanites: Get the modpack installer here: http://www.minekraft-ultra.com/ and connect at server.minekraft-ultra.com
Jun 30, 2018Posted in: Minecraft Mods
If youre open to ideas or suggestions for creatures for your mod you should add creatures from elderscrolls morrowind. they fit perfectly with the mushroom island biome as theyre from a habitat that comes with mushrooms the size aswell too while still being somewhat "natural-like" in color theme and it can be pretty immersive imo. I dont think you could run into copyright issues if you build them from scratch and say theyre inspired by them.
some Morrowind creatures:
theres others such as the alit, silt striders, Vvardvarks, kagouti, and Cliffstriders.
Sep 3, 2013Posted in: Minecraft Mods
For Minecraft (with Forge) 1.6.2 to 1.12.2
This mod adds many new mobs to specific biome, dimensions and other environments such as lava! These new mobs are mostly hostile but there are some passive ones too that can be bred for special food. Many mobs can be tamed, used as mounts and even summoned as temporary minion hordes!
This mod also adds deadly world events that start randomly every hour or so (highly configurable), these events spawn swarms of deadly mobs as well as other hazards!
This mod takes inspiration from other games and mythologies and is well known for it's Doom (by ID Software) inspired Demon Mobs for the Nether, but has much more than just that!
Support the Cause!
Here are a few mods that use or add support to this mod:
- Thaumcraft Mod Aspects Adds Thaumcraft Aspects to mobs from this mod and others.
- Doomlike Dungeons Randomly generated dungeons supports this mod with a custom theme config.
- Roguelike Dungeons Has custom spawner support for it's dungeons!
I'd like to say a special thanks to everyone who has downloaded and enjoyed this mod, every download that goes through Adf.ly helps support me in taking time to work on this mod, but what truly motivates me the most is to hear and even see (YouTube) people enjoy my hard work and there is much more to come!
A thanks to Gooderness for the epic mob event voice overs!
A big thanks goes to translators, helping bring you Lycanite's Mobs in your language!
- Merkaba5 - For Russian translations!
- Pifou92000 - For French translations available on Minecraft France Josetrujillo - For Spanish translations! Echa un vistazo a la Wiki española Aquí!
I'd also like to give a special thanks to all those who have donated (let me know if you want your name removed or replaced with your username, etc):
- Zak Cantu - A huge donation that will go towards upgrading the public Nephrite Minecraft Server (free for anyone to access), thank you very much!
- Brian Keating - Several whopping donations that will be put to a lot of use, thank you very much!
- Channi Randazo - This one goes towards those hungry Aspids!
- Daniel Scott - One of the Makas recently sat on a fence, this donation went towards those pesky vet fees! Thanks!
- Iulian Gorea - A handy donation that helped beat back a Trite infestation! Thank you!
- Roy Plisko - An amazing donation! This will go towards a new aquatic facility for Skylus research!
- If I haven't mentioned you, let me know and I'll put you on the list! The Minecraft Forums likes to mess up posts sometimes so I can't edit this too often.
Join the Official Nephrite Server with Lycanite's Mobs:
Feel free to include this mod in your public/private mod pack! I strongly believe that all mods should be allowed in public packs as sharing should be in the spirit of the Minecraft community! Please provide credit to me (Lycanite) and a link to the mod website.
Please don't provide direct links to this mod alone (unless it is linked inside of modpack config or something). I hope to eventually remove Adfly from which point I wont care where my mod is linked from, currently though I use Adfly, Google Ads on the mod website, donations and Patreon to help fund both the mod website and the free to access public Nephrite World Modded Server.
Videos - Survival Series and Modpacks:
Videos - Reviews:
Pinky wants to eat you!
Mar 20, 2012Posted in: Mods Discussion
*DrZhark, on 20 March 2012 - 6:18 AM, said:
I think the best way to go about this list, so it's easy to access is to make a thread with it, I'll link it in the OP, and perhaps you could do a poll to see which mob you guys want done next, and I'll do it.
If you want to take the time to make and maintain that thread, I'll appreciate it
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
(...from his Opening Post on the Mo' Creatures official thread:)
Mo' Creatures by DrZhark
I'm Mythra13 and I maintain this thread when I have time and am able. It is official because it has been authorized by Dr Zhark himself. It is UNofficial because it is maintained by myself and there is no guarantee that if you post something here it will make it into his awesome mod. These lists shouldn't be confused with a "To-Do-List" and merely reflect the wishes of those who enjoy the mod and would like to see even more added to it. So without further ado I present the:
OFFICIAL/UNOFFICIAL LISTS of PREVIOUSLY SUGGESTED MOBS
NATURAL MOBS:Ants: Made and implemented
Centipedes: Small but long insects, which can bite the player, sometimes venomous.
Butterflies: Made and implemented
Moth: Made and implemented
Fireflies: Made and implemented
Owls: Made but not yet implemented
Eagles & Hawks: (Forest, Jungle, Taiga, Mountain) Hunt small animals like bunnies or other birds.
Falcons: [Domesticated] Fly when ordered, find drops, bring them back for you, kill small animals for drops.
Vultures: Tries to eat pork, beef, chicken, fish and rotten flesh when dropped on the ground.
Flamingo: (Beach) Pink bird, avoids players and eats raw fish.
Seagulls: (Beach) Can be attracted by throwing fish, cooked or raw, drops feathers.
Pigeons: Tamable bird, eats seeds or bread.
Geese & Swans: Large birds which prefer to be swimming on water where they can find it.
Crabs: (Ocean & Beach) Made and implemented
Lobsters: (Ocean) Spawn on ocean floor, can be caught and cooked as a food.
Shrimp: (Ocean) Passive mob, very small, drops shrimp meat when killed.
Seahorses: (Ocean) Mostly decorative sea creature, avoids being near players.
Sea Turtles: (Ocean) Passive turtle living in ocean, can be ridden.
Electric Eels: (Ocean) Active at night, can shock player do defend itself.
Baracudas: (Ocean) Aggressive fish, also attacks smaller water creatures.
Swordfish: (Ocean) Swims very fast, feeds on squid, sometimes jump above water.
Hammerhead Sharks: (Ocean) Aggressive, eats rays and avoids larger sharks.
Tiger Sharks: (Ocean) Aggressive, reacts to movement much like Ocelot but attacks instead of fleeing.
Killer Whales: (Ocean) Attacks everything but dolphins can even reach shore just out of water to attack.
Whales: (Ocean) Very large, passive animal.
Giant squids: (Ocean) Large, aggressive animal. Spawns in very deep water and is rare.
Narwhal: (Ocean) Lives near snow biomes in ocean, very rare, drops it's horn when killed.
Manatees & Dugongs: (Ocean & River) Passive animals, avoid player.
Hippos: (River) Become aggressive when approached or player is in the water.
Otters: (River) Passive, eats fish, on death it drops 0 - 2 leather and 1 fish.
Platypus: (River) Rare, passive mob, avoids player and is venomous.
Frogs: (Swamp, Jungle) Passive amphibian to improve atmosphere.
Toucans & Peacocks: (Jungle) Colorful birds for improve atmosphere
Geckos: (Jungle) Small, passive lizard to improve atmosphere.
Chameleon: (Jungle) Lizard which uses camouflage and can't attack.
Komodo Dragon: Made and implemented.
Gorillas: (Jungle) Neutral mob, will attack if provoked.
Orangutans: (Jungle) Rare mob.
Chimpanzees: (Jungle) Made but not yet implemented.
Baboon: (Jungle) Neutral mob, whole pack will attack if provoked. Can spawn in groups of 1-5.
Monkeys & Lemurs: (Jungle) Spawn in groups, climb and swing from trees, usually avoid player.
Jaguar: (Jungle) Rare mob, aggressive, can climb trees.
Pandas: Made and implemented.
Sloths: (Jungle) Rare, passive mammal, slow moving
Koala: (Forest) Rare, small, passive mammal, tamable with leaves.
Okapi: (Jungle, Forest) Rare, passive mammal. Like deer and zebra combined.
Tapir: (Jungle, Forest) Rare, passive mammal. Like deer and pig combined.
Anteaters: Rare, neutral mammal. Eats ants and has large, curved foreclaws.
Beaver: (Forest & River) Builds home in river.
Ferrets, Weasels: (Forest) Neutral mobs, avoid player, tamable with raw chicken.
Mongooses: (Forest) Hunt snakes, chickens, mice and rats.
Badgers: (Forest) Small and aggressive mammal.
Moles: (Forest) Made and implemented
Squirrels: (Forest) Live in trees, flying & normal types; flying falls slowly to the ground.
Raccoons: (Forest) Made and implemented
Red Pandas: (Forest) Behave like ocelots, can be tamed with sugar cane.
Hummingbirds: (Forest) Made but not yet implemented.
Porcupines: (Forest) Neutral mob, half heart lost by touching it.
Skunks: (Forest, Plain) Warns player away, then gives the dirty litter effect including nausea.
Lemmings: (Mountain) Small mammals, jumps of cliffs to escape the player.
Bobcats: (Mountain) Smaller sized BigCat that avoids player and hunts birds.
Bighorn Sheep: (Mountain) Neutral, avoids player, attacks with horns if provoked.
Alpacas: (Mountain) Rideable, shearable creature, eats grass like sheep.
Llamas: (Forest, Mountain) Passive mob, eats tall grass, tameable?
Elk & Reindeer: (Forest, Taiga, Tundra)
Moose: (Forest, Taiga)
Giraffes: (Forest, Plain) Eat leaves off trees, are docile creatures.
Gazelles, Impalas, Springboks: (Plain)
Buffalos, Bison: (Plain)
Bulls, Oxen: (Plain) Basically cows with horns, protect cows from players.
Zebras: Made and implemented.
Rhinos: (Plain) Poor eyesight, attacks anything that gets too close.
Elephants: Made and implemented.
Armadillo: (Plain) Passive creature, tough skin.
Kangaroos: (Plain) Neutral, jumping mammal, avoids player.
Hyenas: (Plain, Desert) Aggressive, wolf like carnivore.
Meerkats: (Plain) Found in Savannah/deserts.....Found in large groups..... Make burrows under ground
Bearded Dragons: (Desert) Passive, docile creatures, can be picked up and carried.
Tarantula: (Desert) Aggressive spider, very quick when charging player.
Hedgehogs: (Desert) When attacked rolls up into a ball, you will take damage if you step on it.
Camels: (Desert) Can be ridden like horse but is slower.
Coyotes & Jackals: (Desert) Hunt bunnies, mice and rats, avoids player.
Arctic Foxes: (Tundra) Hunts mice and rabbits.
Tundra Wolves: (Tundra) Hunt slightly larger animals.
Yak: (Taiga) Large woolly oxen, passive and have lots of health.
Walruses: (Tundra) Lives on ice, and it eats fish, and is rarely eaten by polar bears.
Seals & Sea Lions: (Tundra) Hunt penguins, are hunted by polar bears.
Penguins: (Tundra) Passive, found in large groups, can be lured with fish.
Lynx: (Tundra, Taiga) Smaller sized BigCat, hunts mice and rabbits.
Snow Leopard: Made and implemented
FICTIONAL MOBS:Giant Snake: Rare, aggressive serpent, based on smaller snake models.
Giant Bats: Dangerous flying enemy. Spawns only at night above ground.
Giant Bees: (Forest, Plain) Aggressive, flying insect. Oversized version of natural creature.
Giant Mantis: (Forest) Oversized version of natural creature, very deadly. Attacks smaller creatures.
Giant Termites: (Forest, Underground) Spawns in darkness, avoids light.
Giant Worms: (Desert) Sand Worms like in Dune, rare spawn, long and about a block in thickness.
Slivers: Small, slug-like parasite. Doesn't attack directly, infects other mobs making them hostile. Infected creatures have the AI and attack of style of a zombie, periodically releasing a new sliver.
Sirens: Very rare, spawns only on small islands, swims very fast, can paralyze player making them deadly.
Sea Horses: Oversized version of the natural creature. Rideable?
Kelpie (Water horse): A horse that lives in rivers and ponds, but walks on water, is sluggish on land.
Sea Serpents: Can crash boats, and can not survive in too cold of water.
Amamemasu: Lives under ice in cold biomes, smashes up to attack, throwing the player up too.
Kraken: Extremely rare, very large sea monster, found only in deepest ocean, has lots of health.
Leviathan: Spawns once per world, huge creature with many tentacles found very deep in ocean.
Hydra: Very rare, multi-headed creature, lives at the bottom of the ocean, comes up only to pursue player.
Water Elemental: Looks like a waterspout. It's fireproof, and when killed drops a water block that fills the area with water.
Living Pumpkin: Seems harmless until within 2 blocks, then attacks player.
Hostile Melon: Looks like ordinary melon until within two blocks, then attacks.
Stalking flower: Lives in grassy areas, follows you, until jumping onto your face, making you lose health.
Triffid: Tall, mobile, aggressive and venomous man-eating-plant.
Tree Monster: Spawns in the jungle, waits for player to be within 2 blocks then attacks.
Ent: Made and implemented
Dryads, Wood Nymphs: Appear a beautiful women but attack when players back is turned.
Swamp-monster: Somewhat human in appearance but plant like and lives in and near bodies of water in swamps.
Orcs: Aggressive green creatures, occupy ruins and stronholds, wield axes and wear armor.
Kappas: Neutral monkey-turtles that can rarely be found in river areas.
Chupacabra: Aggressive at night, only attacks goats during the day.
Leprechaun: A one block high mischevious creature, drops gold when killed.
Gnomes: Small, irritating creatures, break into houses and move around items in chests.
Gremlin: Small, mischevious creatures. Tampers with redstone powered contraptions.
Hobgoblins: Slightly smaller than the player, throw stones to attack.
Cornish Mining Spirits: Small, dwarf-like creatures, found below y-30, often near abandoned mines.
Forest Sprites: Spawns in areas with trees, peaceful, like to plant saplings.
Brownies: Small, brown humanoids, found in any type of forest.
Good Fairies: Little people with wings that fly around.
Bad Fairies: Like good fairies, but they come out at night and are hostile.
Will-O-Wisp: Peaceful mob, has a chance of guiding a player to a dungeon or stronghold.
Bigfoot, Sasquatch: Large, humanoid, avoids the player but beomes hostile if followed.
Elemental Bats: Fire bats burn player, ice bats can freeze water and drop snow on ground.
Air Elemental: Large, cloud like being. Can use lightning as weapon.
Alkonost: A creature with the body of a bird but the head of a beautiful woman.
Harpy: Neutral bird women that are a rare spawn in Mountains, can be befriended.
Angel: Human looking creature with large white wings on it's back.
Flying Tiger: A tiger with wings, aggressive and dangerous.
Thunderbird: Can only be found flying through the air, not on land, can create lightning to attack.
Phoenix: Rare spawn, immune to fire, attacks if attacked, drops fire related items on death.
Fire Elemental: Neutral, if attacked will burn the player. At death drops a lava block filling area with lava.
Lava Beast: Shoots flaming arrows and lives in Nether
Lava Snake: Spawns in lava pools in the nether.
Fire Hydra: Spawn in the Nether in lava, up to five heads, spit fireballs.
Fire Devil: Spawns near lava, can throw fireballs and is immune to fire.
Shapeshifter: Disguises itself as the block below itself, and if hit with anything, it'll attack you.
Chest Mimic: Appears as a regular chest until activated, then attacks relentlessly.
Wood Golem: Can be crafted with wood blocks and pumpkin, attacks hostile mobs, weakness to fire.
Clay Golem: Created from clay blocks and pumpkin, has low health.
Gold Golem: Created from gold blocks and pumpkin, low health but strong attack.
Diamond Golem: Created from diamond blocks and pumpkin, high attack, lots of health.
Stone Golem: Spawns in caves and ravines, camouflaged as stone.
Nether Golem: Spawns in nether around zombie pigmen, hostile to players.
Centaurs: Live in settlements in Plains biome, intelligent creatures can be aggressive, has a horse's body with a human's upper body.
Gnolls: Live in settlements in Desert biome, very aggressive, hyena-like humanoids, always found in groups making them very difficult to deal with.
Dwarves: Live in settlements in Mountains, short and stocky people, often create mines and prefer to use axes when fighting.
Neanderthal: Live in settlements in Tundra biome, very cunning humanoids, strong and adapted to life in cold regions, ferocious in combat.
Yeti: Live in settlements in Taiga, tall and hairy humanoids, usually avoid players and tend to hide amongst trees, but can become aggressive if not left alone.
Elves: Live in settlements in Forests, tall pointy eared people, protect passive creatures around them, tend to use bows and arrows in combat.
Trolls: Live in settlements in Jungle biomes, very aggressive and dangerous humanoids, hunt animals and have a primitive way of life.
Goblins: Live in settlements in Swamp biomes, short green creatures, very resourceful and use different weapons and equipment in combat.
Merfolk: Live in underwater settlements in Ocean biomes, peaceful and hard to find humanoids due to their living deep underwater. The females are known as mermaids, the males as mermen.
Mushfolk: Live in settlements in Mushroom biomes, humanoids that wear mushroom shaped caps and have a very strange culture revolving around the worship of mushrooms.
7 Sin Themed Enemies: All very rare.
4 Horsemen Themed Enemies: All very rare.
EnderRats: Spawn in the End, more health than Hellrats, but less attack damage.
EnderWraith: Spawn in the End, cause blindness effect when attacking.
EnderOgre: Most powerful ogres in the game, hostile toward the Ender Dragon.
Pyramid Head: Very rare, very aggressive. Powerful enemy, does heavy damage with attacks.
Necromancer: Rare, has weak ranged attack but can summon skeletons and zombies.
Wizard: Avoids player, if pursued becomes hostile and uses spells to attack.
Haunted Old Man: Transforms into skeleton at night if you approach him. (Terraria)
Mummies: Spawns in desert biomes, looks like the zombie but covered in bandages, it burns with sunlight.
Vampire: Spawns at night, burns in sunlight. Can fly but only does in order to avoid sunlight.
Succubus: Only found at night, form of a beautiful woman, attacks by draining player's health.
Banshee: Shreiks loudly to attack players, flies around much like wraith, can also teleport.
Reaper: A stronger version of wraith, carries a scythe, very difficult to defeat.
Lich: Only spawns at night during a new moon, very deadly spell-casting undead being.
Dark Elemental: Vaguely humanoid cloud of darkness can cause every status effect in the game.
Gargoyle: Flying grey creature that turns to stone during the day. The stone form is hard as bedrock, if surrounded by snow blocks it becomes breakable. The block drops itself, and the resulting statue can be used for ornamental purposes in base construction.
Lesser Imp: Flying nuisance enemy.
Greater Imp: Flying nuisance enemy.
Beholders: Classic D&D enemy - Suggestion denied, copyright issues - possible under different name.
Hellhound: Nether creature, immune to fire, only damaged by swords, attacks if player goes too near.
Demons: Rare mob, only found in nether fortresses, powerful enemy.
Jersey Devil: Found rarely in the nether, strong attacks, not much health.
Wyverns: Made and implemented (Tamable, ridable, flying Wyvern).
Drakes: Smaller, less powerful dragons, drakes/spawn only during night time, although, drakes can survive in any dark area.
Dragons: Rare, very large reptile. Lots of HP, and do great damage. Different types depending on biome.
-Red: Lives in or near lava, fireproof, breathes fire. In the Nether hides in lava and eats Ghasts.
-Black: Spawn at night or in the Nether, very aggressive, has area of effect attack.
-Brown: Lives in mountain biomes, avoids being in sight of player, but attacks if player comes close.
-Blue: Lives in water, usually ocean biomes. Has water jet breath attack. Can grab player and attempt to drown them.
-Green: Smaller than most dragons, lives in forests, does not attack unless provoked. Uses biome colors to change its appearance.
-White: Lives in Tundra, freezes water, causes snow storms, lots of health.
-Gray: The smallest of Dragons, lives in caves, very aggressive in protecting its territory. Can dig through stone.
-Gold: Rarest, Largest and toughest of all Dragons, lives primarily in desert.
-Pink: Friendly, flies, only attacks if provoked.
Dinosaurs: Tyranosaurus, Anklyosaurus, Baryonyx, Pterosaur
Arachnoraptor: A combination of a spider and a velociraptor.
Mushroom Dinosaur: Rare and found only in mushroom biome, Shroomasaurus.
Mushroom Minotaur: Minotaur living only in mushroom biome, Mushtaur.
Extinct Creatures: Magalodon, Wolly Mammoth, Saber Tooth Cat, Moa.
Drider: Rare spawn, spider with a human/elven upper body.
Kirin: Very rare, head of a Dragon, antlers, scales, hooves of an ox and tail of a lion.
Cockatrice: Very rare, head of rooster, dragonian wings, aggressive, poisonous creature.
Chimera: Very rare, head and body of a lion, a goat and a dragons heads to the sides, breathes fire.
Manticore: Very rare, body of a lion, head of a man, scorpions tail, its poisonous.
Cerebus: Very rare, three headed hell-hound, spawns only in the nether.
Behemoth: Very rare, very large, four legged creature of monstrous size and power.
Frost Giant: Very rare, spawns in tundra biome, very difficult enemy, lots of health.
Colossus: Very rare, giant statue like creature, powerful attacks and lots of health.
Titans: Very rare, human looking giant. Powerful and intelligent.
Cyclops: Very rare, as strong as cave ogre, carries a large wooden club.
Minotaur: Very rare, bulls head on a mans body, tall and aggressive. Weilds an axe.
Satyr: Very rare, upper body of a man, lower of a goat, avoids player.
Gorgon: Very rare, can cause paralysis if the player looks directly at it.
Golden Sheep: Very rare, can be sheared to get gold or golden fleece.
Nemean Lion: Very rare, claws sharper than swords, golden fur, resistant to weapon damage.
Sphinx: Very rare, spawns in desert temples. Part lion with a human head.
Griffin: Very rare, lion body and eagles head, can fly. Rideable?
Hippogriff: Very rare, horse body and eagles head, can fly. Rideable?
Hippocampus: Very rare, horse's upper body and fish tail. Rideable?
Roc: Very rare, very large, aggressive bird, picks up prey and either drops them, or takes them to the mountain to eat them. Rideable?
Do to the many suggestion for this mod that aren't suggesting a new creature, but instead ask for a change to an existing one or an existing feature, I've now added the following list.
OTHER SUGGESTIONS:Separate the creatures into different biomes more.
Thematic Configuration, separate mods for realistic and fictional creatures.
Make creative mode spawn eggs for all creatures.
Have option to make all animals not despawn.
Add more achievements.
Support for dynmap markers API.
Have all armors work with Armor Stand Mod.
Have Ogres not spawn in Millenaire villages.
Improve models for following creatures: Sharks, Rays, Dolphins, Turtles, Crocodiles, Ghosts, BigCats, Cats, Rats & Mice, Bunnies, Birds, Ducks, Foxes, Goats and Deer
When a panther spawns it should have a 0.001% chance of being a Pink Panther.
Werewolves can attack villagers which creates new werewolves.
Piranhas to spawn only in Jungle biomes.
Make foxes tameable, give them "breeds".
Make crocodiles tameable.
Rats tameable with cheese.
Rabbits tameable with carrots.
Nets and glass jars to catch bugs in.
A buildable scarecrow that will keep away magical (fictional) creatures.
Press a key to have your flying horse fold it's wings to descend quicker.
Allow horses to fit through fence gates.
Make horse-drawn carts, chariots or carriages.
Make dog sleds, and have dogs to pull them.
Advanced wolf breeding to let you get different breeds (Collie, Husky, Labrador, Poodle, Great Dane, Golden Retriever, Shih Tzu, etc.)
DO NOT be confused, I have merely taken the many, many suggestions of others here on this topic and sorted through them and tried to present them in an organized manner. So, I take no credit for the original ideas, just for the sorting and re-posting.
May 3, 2017The_Last_Dovahkiin posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
This mod seems very magic based so maybe since your adding all these creatures add some other things like structures legendary swords I.E Excalibur and mythical creatures for the player to become I.E vampires werewolf and maybe add some things like a dragon master someone who is able to ride and tame any dragon i really think stuff like that would be cool
Awesome, maybe have Excalibur stuck in a special magical stone block, and it has to be pulled out by the player. Of course, it always gets pulled out in singleplayer. But maybe, a random Excalibur spawns with a tag that selects a random player that can pull out the sword. Then only that player can actually pull the sword out. Makes it an arduous journey to find your very own Excalibur.
Sep 28, 2016Crafty_Angyl posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
Prepare yourselves for one of my infamous walls of text! It kinda looks like my brain vomited into the comments section... Actually that's a pretty good description. Please don't hate, I thinned it out!
The idea of special skins being obtained by special means is a really cool one. Hatching on a full moon night when the moon is within a small threshold of midnight would make it a bit harder to obtain and more special.
Animals like sharks tend to tan in the sun and bleach in the dark. And look at all the pure white cave dwelling and deep sea animals. So maybe the reverse would also be true here.
Hatch a fire dragon between 17000 and 19000 ticks (or tighten the threshold closer to exact midnight) and you'll get a White (Moon) fire dragon. On a full moon night. Hatch an ice dragon between 5000 and 7000 ticks (or tighten the threshold closer to high noon) and you'll get a Black (Sun) ice dragon. The day following an eclipse.
Or both colors would be achieved on full moon nights as described for the white fire dragon. Or the white fire dragon could be hatched on a full moon night and the black ice dragon could be hatched on an eclipse night.
On the 30th of this month there will be a rare lunar even called a Black Moon, where the full moon is literally black, so other names that come to mind are "White Moon" and "Black Moon" if they both hatch at night. Black Moon is also a term also used to describe a month that does not have a full moon in it, so it would work for Ice dragons hatching black on an eclipse.
In the end I don't see what's wrong with White Fire Dragon and Black Ice Dragon instead of getting tricky.
Every color set has a theme. Element. Gemstone. Metal. Desaturated. The theme for the fifth could be as simple as it being a rare color. "Legendary" sound nice. And it could be made only obtainable through hatching, not spawn eggs or even with commands if ways of selecting colors are made possible.
Another reason I say a light skinned fire dragon and a dark skinned ice dragon is that the fire dragons already have so many dark skins and the ice dragons already have so many light skins, so lets switch it up.
Some fire dragon skins almost blacken with age and there already is a "Snow White" ice dragon.
1000 Minecraft ticks (1 Minecraft hour) = 50 seconds, so the egg would have to hatch within 50 seconds of the target with the numbers that were suggested above. A total of 100 seconds real time. That's not a lot of time. To make the skins rarer it can be tightened, but I don't know how to calculate that. A tick is such a small measurement... Maybe half that time to a total of 50 second real time?
Minecraft 24 hour clock showing ticks.
Posting before this gets any longer... I actually started this yesterday and I seriously don't know how many hours in total it was worked on. When the OCD kicks in I can't let it go...
Sep 21, 2016DRULES679 posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft Mods
Note: This is just a suggestion, feel free to change it if you want, as long as the overall idea is the same.
Basically, this is a suggestion for levels of royalty.
So, I was messing around with the Barron/Baroness feature, and then I got an idea. Maybe, if as a baron, you get the villagers happiness up high enough, you have the option to become a monarch, which will be similar to the old monarch system, EXCEPT, you can make your village go to war with other villages, and if you win, you get that village. THEN, when you have enough villages under your control, you're crowned emperor.
If you don't want to read it all, here's a summary:
[Happiness high > Barron/Baroness] (New ability: you can tax villagers.) (Already Implemented)
[Happiness Higher > Monarch] (New ability: Can wage war on other villages. Old monarch abilities as well. Village happiness goes down slower.)
[Enough villages conquered and taken over > Emperor] (New feature: Wouldn't being emperor be awesome? Other villages fear you, and have a small chance of surrendering before a battle even happens during a war. )
How war would work.
-When you wage war on other villages, you can have knights (Part of the old monarch feature, eh?) attack the other village, and it ends when the other village surrenders, or your knights are all dead.
-If enough battles are won, or if the village's monarch, whether NPC or a player, is killed or taken hostage, the war is won.
-You earn 'experience' for a Respect system, which makes other villages be more afraid of you, etc, from winning battles, and even more from winning wars.
Sep 26, 2013CptSpaceToaster posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and DiscussionPosted in: WIP Mods.
Colored Light For Minecraft!
Please do not report mod-rendering issues to other
Mod Developers. Thank you!
What is this?
Colored light has been well sought after, highly debated, and a seemingly complex addition to Minecraft.
Lot's of people have claimed it's impossible, hard to do, or won't run well.
I hereby provide a counter example:*My apologies to anyone who hates rainbows
I've been working for quite some time, and there are progress posts littered about the forums.
This post will serve as a center point to refer to. If you want to see my progress, stick around and I'll be sure to keep you up to date on my progress.
What is this trying to accomplish?
I am trying to add three separate channels of colored lighting within blocks, so that they appear to spread around and mix Red, Green, and Blue channels!
- Obviously the mod needs to operate at a high level of efficiency, otherwise it won't run well. We're paying close attention to our state of efficiency, and love hearing feedback on your experience here!
- All blocks that produce light will still behave the same! Torches will still have a light value of 14, but they may be colored differently. Same with redstone torches. Same lightvalue, but their color may look a little different after you install this mod!
- Worlds that use colored light will remain backwards compatible with vanilla Minecraft. (except for the missing Block ID's from the now absent colored lights) We aren't trying to ruin your save, or anything like that. (Please make backups though. If you accidentally lose your save because of a mistake we made, we can't do much to fix it, so make backups just to be sure)
Now, I must immediately say that while this mod relies on base Minecraft edits, We've been writing this in the Forge Environment. Forge has allowed us to test the lighting methods, while also giving us easier access to the Decompiled Minecraft source. The mod will likely stay as a Forge Mod for the rest of it's existence
After having several conversations, this will most likely stand as a separate, stand-alone API, much like the CodeChickenCore. I might be able to get some help with a couple of method hooks in Forge, but they aren't necessary. The API can be used relatively easily.
How does this work?We added three 4-bit color components for each block (bit crammed in a block's the lightvalue field) These three channels represent a blocks Red, Green, and Blue light.
With this simple change came a great number of problems with things that weren't expecting extra bits of information in the lightvalue, so we went through, and edited all of the methods that weren't happy. This coremod is a collection of edits to two primary systems:
The Vanilla Lighting Engine - To now support color, and the spreading of color
The Rendering Engine - To render the color on top of your favorite blocks!
Why choose RGB over Y'CbCr?
RGB tinting is already implemented. I simply used what Minecraft was expecting. While it uses more RAM and packet chatter, it was the easiest way to start thinking about the whole project. I am not opposed to moving to a more compact data system that uses the already existing vanilla brightness, but It's not a high priority on the list at the moment.
edit: When it's all said and done, OpenGL speaks RGB. I think I'm going to keep it, over Y'CbCr, simply because it works already ^.^
If you happen to know how to rewrite computeLightByType and updateLightByType using Y'CbCr while keeping all of the functionality, go right ahead! I'm very open to this idea, and a pull request accomplishing this task would be a welcome addition. All credit will be given where it's due.
What about performance?Well, we know that performance is of top concern, however you can't go about a project like this without impeding some performance somewhere. Currently, the two large areas that were modified have become slightly more complex.
The Lighting Engine takes a bit longer to spread light values around - I've written a brand new one from scratch to stay as efficient as possible!
The Rendering Engine now implements a custom Vertex and Fragment Shader to place color over other vertexes. This was an easy way for us to write it "one time" and have it apply to a lot of places all at once. This is a cause for some mod conflicts, as the shader core and other "shader themed" mods may conflict directly, and there are also rendering mishaps when you load this mod with other custom blocks, such as the chisel mod.
That's right... OpenGL 2.1 is used heavily. This means that while we share the same OpenGL requirement that Minecraft has... we may stop on a graphics adaptor here or there (looking at YOU intel) because we simply use a couple more things in the OpenGL 2.1 toolkit that Minecraft doesn't use itself.
Overall, if you have some sort of GPU, then the core won't be a huge hit to performance, but if it is, try running fast lighting and see if it improves. Feel free to post in the forums about your change in performance. I'm interested in what you have to say!
If you have a lot of trouble, I'm trying to make sure that I stay compatible with Optifine and Fastcraft, (and I honestly recommend that you run those mods anyway). You'll be able to reclaim some of the frams you lose here, while maintaining the rainbow!
So why isn't it out of Beta yet?
There is a ton of work to do. I have several bugs that I have to hunt still, and a lot more functionality I'd like to add! Again, it's still a work in progress. Feel free to hang around, and discuss what you see. What you like and what you don't like, and I'll be sure to hang around myself and answer what I can!
Current TODO list:
- There are still a couple Lighting Engine bugs lying around - I know of a few, and if you can repeat a couple steps that break how lights show up in your world, I want to hear about it!
- A significant amount of mod and rendering conflicts - A couple of which break the GLstate... so I need to clean up my end before a formal release.
- Rave Lights - nuff said
- TheMogMiner implemented his own Colored Lights before, then was hired by Mojang! Having gotten lost in some implementation, he stepped in and was incredibly helpful! Thank you for helping out the project when I was stuck!
- Heaton84... for pretty much anything that just happened with the 1.7.2 update! Thank you for your time and effort put into getting this project along with the new systems!
- Murray, for basically everything in 1.7.10 on the rendering side of things. He showed up with a couple of pull requests, and then made a whole bundle of nice additions with his work in the Shader! Give him a huge thanks for his work on the new system.
- Nocte's shown some interest and has supplied incredibly helpful knowledge about Minecraft's internal workings.
- Kovu's been around and has helped out with a bit of testing, and his knowledge of Git was quite nice to have on hand. A major contributor for the ASM packaging. Thank him for the easy installation of the core mod!
- StraightDigger and I've been pming each other quite a bit, and we discuss where the mod's going, and how it might behave. Expect to see excerpts from our conversations show up as answers to any questions you might have!
- Xeronut has been on the up and up testing out everything, and maintaining this incredibly impressive list of compatible mods. Thank you so much for your time and effort! A list like that is incredibly helpful!
- A quick shout out to Galatic Muffin and the Colored Glass/Light Forum thread. If you haven't seen that, make sure to check it out!
- Avarisc and Glitchfinder have been working together on the smooth lighting side of things. While their work has come and gone, they did a ton of amazing work, and deserve a lot of credit for it here!
Latest ColoredLightsCore for Minecraft Forge 1.7.10 - Does not run with Forge 1339 or later.
Moved to Curse! - https://minecraft.curseforge.com/projects/colored-light-core
Warning: Make Backups before you go running this please.
List of Mod Compatibility:
- Optifine should work
- ShaderCore is not happy at all.... and I don't know where to begin. Hopefully, someone can help me out here.
- Atomicstryker's DynamicLights are almost compatible, but they cause update bugs (which I need to fix) and the lights aren't colorful due to his implementation. Hopefully I can do something about this.
- On that note: The lighting engine will cause a hiccup or two once in a while... If you see something weird, just break a block, or place a light to cause another light update. If you found something that's repeatable, and you don't like it, report it as a bug!
- Colored Glowstone spawns in the nether now!
- Rave lights don't randomly change colors... nor do they light up at all... I intend to do something fancy here... but I need to sit down and learn a bit more about OpenGL before I can do anything like that
- "Black Lights" were fixed recently! Let me know if you find anymore!
Expect bugs, and poor performance. And have fun!
Old Versions:These are not worth running, but are here by popular request...
1.2.2 - http://www.mediafire.com/download/x78xmp5912tg8er/ColoredLightsCore-1.2.2.jar
1.2.1 - http://www.mediafire.com/download/r3k45h8a845yt13/ColoredLightsCore-1.2.1.jar
1.7.10.01 - http://www.mediafire.com/download/j5thct8w1h2ctsm/ColoredLightsCore-1.7.10.01.jar
184.108.40.206 - http://www.mediafire.com/download/wgp9hcygwd13vpq/ColoredLightsCore[220.127.116.11].jar
18.104.22.168 - http://tinyurl.com/n6wq9vj
22.214.171.124 - http://tinyurl.com/k5eekds
*Reporting bugs old versions will most likely incur a brief response saying that this is fixed. No I will not port features down to old versions. Please enjoy the mod for what it's worth, but refrain from posting bugs from incomplete work.
Where's the Source?
If you want to see the code, or are interested in working or offering advice, go ahead and PM me. We have the code set up as a Git Repository, and it can be applied to an FML/MCP workspace.
MediaMore Pictures: https://imgur.com/a/jSnQy
We've got some awesome Signatures courtesy of StraightDigger. Make sure to give him a +1 for the awesomeness!
Head to My Settings->Signature, then click "Toggle Editing Mode"
Paste the code you want in there, and enjoy!
We've got some awesome texture packs for those who want something a little different!
Here's one that has high resolution 128x128 stone-looking textures for all of the blocks
And this one does a great job by adding 15 high resolution Lamp Textures that look a bit like SPHAX would!
Found a bug? Want to Chat?
Post here in the forums if you have a crash report, and I can read through it when I can. Feel free to ask any sort of question, and we also registered an IRC channel on espernet! So feel free to hop in #ColoredLightCore if you get a chance, or need some more help.
If you wish to report a bug with the mod, please be sure to include...
- The version of the ColoredLightCore (CLC) you are using
- The version of Forge you are using
- The crash report (preferrably via Pastebin) generated by the error
- Depending on the error, an image of the problem
Also, DO NOT INCLUDE 100 MODS IN YOUR CRASH REPORT! If you have a mod conflict, please find the offending mods before submitting a bug report. I'd like to hear about the crash, and we can look at the issues on a close basis... But I'm tired of reading through mile long logs filled with clutter.
I don't think I'm going to work on this mod very much anymore.
I will continue maintaining the git-repo, and I'll make sure the build server stays up... If anyone submits a PR, or wants to develop/make changes to the mod in a significant way, the door is wide open. I'll review code to the best of my ability, and make sure things stay the same, but I simply don't have any motivation to spend hours of my life learning Java + ASM.
Since many of you may not know what that is... I'll try to give you guys a 2 second low-down:
Minecraft by itself doesn't have colored lights... or any ability to color lights in its unmodded state. So my job is to stop Minecraft from loading, grab the classes that handle light calculations, light data, world saves, etc, and modify them. This modification is usually hacky to some extent, and requires a deep understanding of how Minecraft's rendering pipeline works, as well as interactions between modified classes, and the Java Virtual Machine (JVM). There are some libraries that can help modders make changes like I was doing: (ASM) And I was able to use Forge to create a Core-Mod that would alter Minecraft as it was loaded into RAM.
If everything works, you get to see colors, and your worlds are STILL backwards compatible.
The issues that I kept on running into are twofold.
1.) I don't know ASM that well... and how I need to use it to satisfy the JVM... It's a LOT of guess + check. Doing simple things like adding variables could take me hours if I didn't know what was going wrong. Here are the 17 lines of code that set the default sunlight color variable in the world class. It's not simple stuff... and writing that kind of code isn't fun for me either. I'm sure there are better ways of doing it... and I simply don't want to find out anymore.
2.) I don't know NEARLY enough about OpenGL. At first, I wasn't using much of OpenGL to add color to the world, but it became increasingly clear that I'd need delve into OpenGL and shaders to get everything to work. I don't have a clear understanding still... Murray and a couple others were able to start the implementation, and we got most of it working. So while I can see what's going on in the current setup, I don't know how to rewrite a "better shader" or fix the issues that currently exist in the pipeline. (This is what causes so many issues with Optifine and the ShaderCore)
So... what does that mean?
I'll make sure things compile. And I'll make sure to help anyone who wants to show up, and start turning wrenches and writing code. But... my interests have moved on. When Minecraft moves to C++ (the Windows 10 release thing), I might look at it again, but I don't need more Java right now... especially ASM + Java... It's not a very useful skill for what I do (embedded systems developer/engineer) and I'm sad I have to break it to you all. It hasn't been all bad, and I've had moments that were a TON of fun!
I hope we can still be friends,
The Colored Light Core shall hence forth be classified under the WTFPL.
Aug 6, 2016aman3712 posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
The devs of this mod should make a progress meter for this mod to show how much of the mod is complete, and o keep fans even more hyped XD
Oct 19, 2015wildbill22 posted a message on [WIP] ARKCraft: Survival Evolved - Dinos, Taming, Breeding, and More!Posted in: WIP Mods
So by random, you mean like the raptor has multiple different colors?
We will do this on some of the dinos (like the Raptor), but not all of them I think. If it works out, you should even see a rainbow raptor
- To post a comment, please login or register a new account.