Banner Created by heracles4, and I thought I could put that as a tooltip when you hover your mouse over the banner, but apparently either I can't do that or I just don't know how. Sigh.
Update Info: It is slow going, without much news I realize, but this mod is still in (rather silent) development. Apologies for the lack of updates, but (as of the end of June 2014) we are still alive. Update Update: Holy cow, we have a working model for 1.7.10. I am about to check this out. Please let us know about any bugs you encounter!
Ever play Zoo Tycoon, back in the day? You decide which animal you want, make an exhibit to suit them, place 'em inside and watch them frolic. Or maybe you're more interested in the visitors: You set up a nice path for them to walk, some benches for when they're tired, pleasant scenery to lift their mood, and plenty of food, drinks, treats, and souvenirs.
A few months back, I got to thinking about it, and it seemed to me that the zoo-crafting experience could be ported to Minecraft without too much difficulty. And where Zoo Tycoon gave you remote God view over the whole area, in Minecraft you could get up close and personal with the animals you were providing for. So I proposed the idea, gathered some interest, attracted a few very talented team members, and now we've got ourselves a mod.
The name, for the moment, is ZooCraftia. (It's not set in stone, and if you have a better suggestion then please mention it in the comments.) It's grander than I ever imagined it would be. Here's what we've been working on so far:
I. Biomes
We've added two biomes - Savannah and Mesa - and have been discussing whether or not to have a Rainforest biome that's distinct from the Jungle. (Which is kinda funny, now that Minecraft has both Savanna and Mesa biomes. Dunno if we're gonna scrap ours, change theirs, or maintain both styles.) And in general, we're trying to make the biomes more distinct from each other, in terms of graphics as well as resources.Biome-specific trees are in the works - we've already got an Umbrella Thorn Acacia and a decent Palm - and by the end we hope to have at least two unique tree types per biome. Ones we're planning include the Madrone, Weeping Willow, Baldcypress, Blue Spruce, and Baobab. Baobabs will provide a ton of wood (they are huge trees), but spawn only rarely, and the palms have thin trunks that don't provide good wood, so the desert will still be low on that resource.
Originally in Zoo Tycoon you had to make an exhibit suitable by adding the right types of ground in the right proportions. We've started to account for that by splitting blocks into biome-specific variants. Water got split into Freshwater and Saltwater (with plans to add a Murky Water for the swamp); Dirt and Grass became Peat, Hummus, Deciduous Floor (decaying leaves), Coniferous Floor (spruce needles), Savannah Grass, and so on. (Again, this was prior to vanilla's Podzol.) A new biome spawns its own type of Dirt and Grass instead of the basic ones, and you can gather them and move them to your zoo (or buy them from the zoo GUI directly).
The screenshots of these changes are looking pretty awesome.
II. Animals
Minecraft has a small assortment of farm animals. Mo' Creatures has a good assortment of creatures both natural and unnatural. We're sticking to the natural (mostly - there's plans for at least a Unicorn), and putting together a huge list of animals, many of which we've already modeled and textured, and some of which we've already coded. We'll be developing AI's for Predators, Prey, and probably a couple other groups, so that if you release a gazelle near a lion you won't have the two politely ignore each other.
(Note: Sea animals and dinosaurs were expansion pack material in the original game. We're taking a similar tactic, and not messing with sea exhibits or dinos for the moment. If we eventually complete this mod, we'll consider creating a good expansion for those of you who are after bigger - or stranger - game.)
(Second Note: We will, however, be adding animals from the special exhibit houses in Zoo Tycoon - e.g., reptiles from the Reptile House and birds from the Aviary.)
Once you've tagged an animal (using a special tag gun), you'll be able to buy that type of animal for your zoo from a vendor GUI. So if you want a Panda, you go out and find a panda in the wild, tag it, and then come buy a new one for your zoo. (We might provide a "cheat code" to get past this requirement.) Animals inside your zoo will have hunger bars and happiness bars, and you'll need to be careful that these don't get too low.
III. The Zoo
The zoo's in a separate dimension from the biomes and animals... we're still haggling over whether it's the primary dimension or the secondary one, but it looks like the zoo will be the primary one and the biomes and animals in a special expedition dimension.
We've got a start on some tools to help you clear land for the exhibits (if you want to do so fast), as well as a variety of fencing such as Gold Fences and Plexiglass windows. Eventually we hope to have a wide variety of decorations, from fountains and statues to flower boxes and different types of paths to walk on. Also a greater variety of roof tiles, including versions that are fireproof but come in all the colors of wool.
Also in the mix are various vendors, who sell to zoo visitors but can also sell things to you. We intend to create a short list of food, drinks, treats and the like that you can buy, which'd fit with the general Minecraft atmosphere (so no soda cans) but be an enjoyable break from the normal Minecraft bread, cake, mushroom and meat diet.
As for the exhibits, you'll have to hire workers to take care of the animals, maintain the fences (which will decay over time), and clean up after the visitors.
Oh! And we have, among the larger crowd, some very special visitors (including a creeper in a top hat, and a pig in a tuxedo and spats).
Summary
This has been a very exciting project! It's the first time I've ever been in charge of a mod team, and I'm thrilled to be working with such talented and dedicated people. We've accomplished a lot already; we've released several indev versions, and we're heading down the track toward Beta Release.
If you have any comments or suggestions about the mod, please don't hesitate to bring them up!
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Secondary Reserved. I'm hoping to add here a summary of what we did on the old discussion thread, so people don't have to dig back through the whole thing just to find key points.
ETA: I should probably get around to this one day. But digging through a thread to summarize is a job that takes a lot longer than you'd expect. I've done it before and I'm not exactly looking forward to doing it again. (Plus, procrastination is one of my strong suits.)
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
when you finish the base game zoo, dinosaurs/extinct animals, and marine animals, how abouta cryptid expansion and/or a mythical creature expansion? i always wanted that in the orignal zoo tycoon!
i love the idea, now to see if you can step up to it^^
i don't think the fences should decay and i hope you will be able in the future to make those special fences (the brick ones with a glass to see through from zt2)do you think you will be able to make this smp in the future?
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
We've been debating about how best to handle this aspect of the original game. Apparently animals could break through fences eventually if there were no zookeepers or maintenance workers around to repair them regularly. And animals could instantly break through fences weaker than their own strength if they decided to (which is why you don't keep lions behind a dinky little wooden plank fence).
It seems like a slow decay over time, which gets undone by zookeepers when they come near the fence, makes sense. But we're still trying to figure out the details.
As for ZT2 stuff, I haven't actually played that game besides the demo. Please feel free to point out things that you have, and things that you can do, in ZT2 that you didn't have, or couldn't do, in the original game. We won't be incorporating it all, but ideas are always useful.
We'll have a variety of fences, that's for sure. Not sure what all we'll have yet, but battlefield's put together a small assortment by now.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
That's actually quite helpful. Thank you for posting them.
I sense an archive binge for our resident Researcher, Twanneh....
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
We've been debating about how best to handle this aspect of the original game. Apparently animals could break through fences eventually if there were no zookeepers or maintenance workers around to repair them regularly. And animals could instantly break through fences weaker than their own strength if they decided to (which is why you don't keep lions behind a dinky little wooden plank fence).
It seems like a slow decay over time, which gets undone by zookeepers when they come near the fence, makes sense. But we're still trying to figure out the details.
As for ZT2 stuff, I haven't actually played that game besides the demo. Please feel free to point out things that you have, and things that you can do, in ZT2 that you didn't have, or couldn't do, in the original game. We won't be incorporating it all, but ideas are always useful.
We'll have a variety of fences, that's for sure. Not sure what all we'll have yet, but battlefield's put together a small assortment by now.
the way you explain it actually make it sound like one of the greatest idea ever^^, it would really push some people not to be cheap asses XD
well in ZT2 you are surely aware that you could turn to 1rst person and have better interaction with the animals, you could also change the formation of the ground (from holes in the ground to perfectly round mountains) also the animals actually played with their toys (ex: tossed a ball around) and some items would have some physics (ex: ball :P) that is a feature that would be most entertaining^^, with each of the expansions in ZT2, there would be more than just more animals, biomes and fences. in the extinct animals pack (dino pack) there is an actual mini game that alllows you to find fossils in your zoo, you would then find dna, bring to the lab (new building included in dino pack) and would have to play an other mini game to complete the research and be able to purchase dinos) also the dinos were the only animals able to escape there enclosures, if they were too unhappy they would break it open like a twig XD.
in the endangered animal pack, they added a high walk block for visitors being able to see animals from above, obviously you could consturct that yourslef, but it would be cool if you could make the blocks mount smoothly, like in a rounded manner. they also added a car tour in which visitors could mount to safely get a closer look inside of the cage (the tracks running through an enclosure wall would form a gate in which only the car could go) and finally they also added that weird swing that hangs very high in the air and is used especially in mountains for skiing^^.
i know you will but could make sure the enclosures look better in the future^^ and since you said the zoo will be in an other world than the normal one, mobs shouldn't be able to spawn in it right?
ohohoh could you pliiiiiiz make the animals breed by themselves (but take a long time and some important factors like in the real game^^)
that's it for now^^ go on youtube and watch vids of ZT2 to get an idea of what i'm talking about^^ because those features would be appreciated by most people (in my opinion XP) i will maybe post some more ideas if you are already interested in those^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
it may not be in zoo tycoon 2 but it would be fun to tame killer penguins with LOTS of fish and meat and when tamed it will not attack you when you attack it and it should kill hostile mobs for you when tamed.
it may not be in zoo tycoon 2 but it would be fun to tame killer penguins with LOTS of fish and meat and when tamed it will not attack you when you attack it and it should kill hostile mobs for you when tamed.
meh, it would go against the principles of this mod
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Sorry about not being on the thread much; I'm fairly busy with some other projects at present (also a nephew who's here for much of the summer and makes it very hard to concentrate).
With features such as specialty rails and such, I figure we'll just use existing MC technology such as the existing minecarts; they can already pick up mobs and ferry them around. Would need to add some sort of mechanic for the people exiting the "ride" at the end of the line, and perhaps a block or small structure that specifically moves empty cars back to the start of the track (without killing any zoo visitors).
The first-person view of ZT2 is what initially attracted me to the game, but I didn't get further than the demo. There's something about it that felt weird, and even a little too cartoonish for my tastes. But it's certainly one of the reasons that I decided that MC and ZT would be a good fit.
If we get the zoo dimension off by itself, we ought to find some way to avoid mob attacks... or at least a way to turn them off. Not yet sure how that'll work. You should also be able to let mobs attack your zoo, because for some players they'd actually like to fend those attacks off, or at least have some level of danger to the zoo, visitors, and/or animals. But I imagine most players would prefer to be very calm and at ease inside their own zoos.
Still talking over breeding in the wild. Remember when Notch first posted "They won't stop breeding!"?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Sorry about not being on the thread much; I'm fairly busy with some other projects at present (also a nephew who's here for much of the summer and makes it very hard to concentrate).
With features such as specialty rails and such, I figure we'll just use existing MC technology such as the existing minecarts; they can already pick up mobs and ferry them around. Would need to add some sort of mechanic for the people exiting the "ride" at the end of the line, and perhaps a block or small structure that specifically moves empty cars back to the start of the track (without killing any zoo visitors).
The first-person view of ZT2 is what initially attracted me to the game, but I didn't get further than the demo. There's something about it that felt weird, and even a little too cartoonish for my tastes. But it's certainly one of the reasons that I decided that MC and ZT would be a good fit.
If we get the zoo dimension off by itself, we ought to find some way to avoid mob attacks... or at least a way to turn them off. Not yet sure how that'll work. You should also be able to let mobs attack your zoo, because for some players they'd actually like to fend those attacks off, or at least have some level of danger to the zoo, visitors, and/or animals. But I imagine most players would prefer to be very calm and at ease inside their own zoos.
Still talking over breeding in the wild. Remember when Notch first posted "They won't stop breeding!"?
for the breeding you could simply add a feature where the mobs will stop breeding when there is over a certain amount of mobs (small number) in a certain area (big area), add genders to rarify it, and the animals must be in a minimal area to each other for breeding (but they will be attracted yo each other for that) and add some specific behaviors, like a herd of zebras, there will only be one male and enough females to allow a big max of 2 foals, make a gestation period (about 10 mc days will do) they won't separate and would react like normal ones would in the wild. ex: a lion comes up, they all flee separating from each other except the foals which will stay with their mothers, the stalion will fight back if cornered and attempt to defend it's harem. this will be cool^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
There's a lot of behavior we could code in, but there's a limit to how efficient this would be in a game environment. I'm all in favor of prey animals who actually flee from predators, though. We'll see how much of the rest is feasible to incorporate into our mod without too much lag.
The genders are definitely going to happen. They'll even have separate models in most (possibly all) cases. No more parthenogenesis!
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Banner Created by heracles4, and I thought I could put that as a tooltip when you hover your mouse over the banner, but apparently either I can't do that or I just don't know how. Sigh.
Update Info: It is slow going, without much news I realize, but this mod is still in (rather silent) development. Apologies for the lack of updates, but (as of the end of June 2014) we are still alive.
Update Update: Holy cow, we have a working model for 1.7.10. I am about to check this out. Please let us know about any bugs you encounter!
Ever play Zoo Tycoon, back in the day? You decide which animal you want, make an exhibit to suit them, place 'em inside and watch them frolic. Or maybe you're more interested in the visitors: You set up a nice path for them to walk, some benches for when they're tired, pleasant scenery to lift their mood, and plenty of food, drinks, treats, and souvenirs.
A few months back, I got to thinking about it, and it seemed to me that the zoo-crafting experience could be ported to Minecraft without too much difficulty. And where Zoo Tycoon gave you remote God view over the whole area, in Minecraft you could get up close and personal with the animals you were providing for. So I proposed the idea, gathered some interest, attracted a few very talented team members, and now we've got ourselves a mod.
The name, for the moment, is ZooCraftia. (It's not set in stone, and if you have a better suggestion then please mention it in the comments.) It's grander than I ever imagined it would be. Here's what we've been working on so far:
I. Biomes
We've added two biomes - Savannah and Mesa - and have been discussing whether or not to have a Rainforest biome that's distinct from the Jungle. (Which is kinda funny, now that Minecraft has both Savanna and Mesa biomes. Dunno if we're gonna scrap ours, change theirs, or maintain both styles.) And in general, we're trying to make the biomes more distinct from each other, in terms of graphics as well as resources.Biome-specific trees are in the works - we've already got an Umbrella Thorn Acacia and a decent Palm - and by the end we hope to have at least two unique tree types per biome. Ones we're planning include the Madrone, Weeping Willow, Baldcypress, Blue Spruce, and Baobab. Baobabs will provide a ton of wood (they are huge trees), but spawn only rarely, and the palms have thin trunks that don't provide good wood, so the desert will still be low on that resource.
Originally in Zoo Tycoon you had to make an exhibit suitable by adding the right types of ground in the right proportions. We've started to account for that by splitting blocks into biome-specific variants. Water got split into Freshwater and Saltwater (with plans to add a Murky Water for the swamp); Dirt and Grass became Peat, Hummus, Deciduous Floor (decaying leaves), Coniferous Floor (spruce needles), Savannah Grass, and so on. (Again, this was prior to vanilla's Podzol.) A new biome spawns its own type of Dirt and Grass instead of the basic ones, and you can gather them and move them to your zoo (or buy them from the zoo GUI directly).
The screenshots of these changes are looking pretty awesome.
II. Animals
Minecraft has a small assortment of farm animals. Mo' Creatures has a good assortment of creatures both natural and unnatural. We're sticking to the natural (mostly - there's plans for at least a Unicorn), and putting together a huge list of animals, many of which we've already modeled and textured, and some of which we've already coded. We'll be developing AI's for Predators, Prey, and probably a couple other groups, so that if you release a gazelle near a lion you won't have the two politely ignore each other.
(Note: Sea animals and dinosaurs were expansion pack material in the original game. We're taking a similar tactic, and not messing with sea exhibits or dinos for the moment. If we eventually complete this mod, we'll consider creating a good expansion for those of you who are after bigger - or stranger - game.)
(Second Note: We will, however, be adding animals from the special exhibit houses in Zoo Tycoon - e.g., reptiles from the Reptile House and birds from the Aviary.)
Once you've tagged an animal (using a special tag gun), you'll be able to buy that type of animal for your zoo from a vendor GUI. So if you want a Panda, you go out and find a panda in the wild, tag it, and then come buy a new one for your zoo. (We might provide a "cheat code" to get past this requirement.) Animals inside your zoo will have hunger bars and happiness bars, and you'll need to be careful that these don't get too low.
III. The Zoo
The zoo's in a separate dimension from the biomes and animals... we're still haggling over whether it's the primary dimension or the secondary one, but it looks like the zoo will be the primary one and the biomes and animals in a special expedition dimension.
We've got a start on some tools to help you clear land for the exhibits (if you want to do so fast), as well as a variety of fencing such as Gold Fences and Plexiglass windows. Eventually we hope to have a wide variety of decorations, from fountains and statues to flower boxes and different types of paths to walk on. Also a greater variety of roof tiles, including versions that are fireproof but come in all the colors of wool.
Also in the mix are various vendors, who sell to zoo visitors but can also sell things to you. We intend to create a short list of food, drinks, treats and the like that you can buy, which'd fit with the general Minecraft atmosphere (so no soda cans) but be an enjoyable break from the normal Minecraft bread, cake, mushroom and meat diet.
As for the exhibits, you'll have to hire workers to take care of the animals, maintain the fences (which will decay over time), and clean up after the visitors.
Oh! And we have, among the larger crowd, some very special visitors (including a creeper in a top hat, and a pig in a tuxedo and spats).
Summary
This has been a very exciting project! It's the first time I've ever been in charge of a mod team, and I'm thrilled to be working with such talented and dedicated people. We've accomplished a lot already; we've released several indev versions, and we're heading down the track toward Beta Release.
If you have any comments or suggestions about the mod, please don't hesitate to bring them up!
And now a word from our Chief Coder, battlefield:
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
ETA: I should probably get around to this one day. But digging through a thread to summarize is a job that takes a lot longer than you'd expect. I've done it before and I'm not exactly looking forward to doing it again. (Plus, procrastination is one of my strong suits.)
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
i don't think the fences should decay and i hope you will be able in the future to make those special fences (the brick ones with a glass to see through from zt2)do you think you will be able to make this smp in the future?
We've been debating about how best to handle this aspect of the original game. Apparently animals could break through fences eventually if there were no zookeepers or maintenance workers around to repair them regularly. And animals could instantly break through fences weaker than their own strength if they decided to (which is why you don't keep lions behind a dinky little wooden plank fence).
It seems like a slow decay over time, which gets undone by zookeepers when they come near the fence, makes sense. But we're still trying to figure out the details.
As for ZT2 stuff, I haven't actually played that game besides the demo. Please feel free to point out things that you have, and things that you can do, in ZT2 that you didn't have, or couldn't do, in the original game. We won't be incorporating it all, but ideas are always useful.
We'll have a variety of fences, that's for sure. Not sure what all we'll have yet, but battlefield's put together a small assortment by now.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
http://zootycoon.wik.../wiki/Main_Page
the wiki for zoo tycoon 2 and the killer penguin page
I sense an archive binge for our resident Researcher, Twanneh....
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
well in ZT2 you are surely aware that you could turn to 1rst person and have better interaction with the animals, you could also change the formation of the ground (from holes in the ground to perfectly round mountains) also the animals actually played with their toys (ex: tossed a ball around) and some items would have some physics (ex: ball :P) that is a feature that would be most entertaining^^, with each of the expansions in ZT2, there would be more than just more animals, biomes and fences. in the extinct animals pack (dino pack) there is an actual mini game that alllows you to find fossils in your zoo, you would then find dna, bring to the lab (new building included in dino pack) and would have to play an other mini game to complete the research and be able to purchase dinos) also the dinos were the only animals able to escape there enclosures, if they were too unhappy they would break it open like a twig XD.
in the endangered animal pack, they added a high walk block for visitors being able to see animals from above, obviously you could consturct that yourslef, but it would be cool if you could make the blocks mount smoothly, like in a rounded manner. they also added a car tour in which visitors could mount to safely get a closer look inside of the cage (the tracks running through an enclosure wall would form a gate in which only the car could go) and finally they also added that weird swing that hangs very high in the air and is used especially in mountains for skiing^^.
i know you will but could make sure the enclosures look better in the future^^ and since you said the zoo will be in an other world than the normal one, mobs shouldn't be able to spawn in it right?
ohohoh could you pliiiiiiz make the animals breed by themselves (but take a long time and some important factors like in the real game^^)
that's it for now^^ go on youtube and watch vids of ZT2 to get an idea of what i'm talking about^^ because those features would be appreciated by most people (in my opinion XP) i will maybe post some more ideas if you are already interested in those^^
With features such as specialty rails and such, I figure we'll just use existing MC technology such as the existing minecarts; they can already pick up mobs and ferry them around. Would need to add some sort of mechanic for the people exiting the "ride" at the end of the line, and perhaps a block or small structure that specifically moves empty cars back to the start of the track (without killing any zoo visitors).
The first-person view of ZT2 is what initially attracted me to the game, but I didn't get further than the demo. There's something about it that felt weird, and even a little too cartoonish for my tastes. But it's certainly one of the reasons that I decided that MC and ZT would be a good fit.
If we get the zoo dimension off by itself, we ought to find some way to avoid mob attacks... or at least a way to turn them off. Not yet sure how that'll work. You should also be able to let mobs attack your zoo, because for some players they'd actually like to fend those attacks off, or at least have some level of danger to the zoo, visitors, and/or animals. But I imagine most players would prefer to be very calm and at ease inside their own zoos.
Still talking over breeding in the wild. Remember when Notch first posted "They won't stop breeding!"?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
The genders are definitely going to happen. They'll even have separate models in most (possibly all) cases. No more parthenogenesis!
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!