And thanks to you and all who worked on this mod for what you've done! I use this with morph that way the mod makes a bit more sense. I disable morph's abilities and instead use what this mod offers to fill and I can't thank you enough for this!
Idea if you could add a gene to get from ever mob to appear as them but use a different gene for their abilities. That would be so amazing and I'd love to lend a hand in this if you did ever do such a task.
Can I suggest some stuff? My main criticism for this mod is that flying is really overpowered. Now I'm not sure if it would be possible, but could you at least make it so that flying drains your food level really fast? And/or that it can only be aquired from ghasts or blazes, since they float without wings and you don't grow wings when injecting that gene. BUUT, would it be possible to create flying pigs with actual wings?
Maybe new genes, too?
- photosynthesis. aquired by putting plant stuff (like leaves) into the dna extractor. sloooowly recharges hunger when it's day and you are outside
- also, water breathing could be aquired by throwing raw fish into the dna extractor as well as from squid
- ink spitting: when an enemy attacks you, they have a chance to get blinded. aquired from squild
- the ability to walk through cobwebs, like cave spiders. aquired from cave spiders, obviously.
- neoteny: now I'm not sure if that's even possible. It works for Morph, though, in a sense. As soon as you inject that, you get shrinked to half of your size so that you can walk through 1x1 tunnels. No idea what mob to aquire that from, though
- continuing on the potentially impossible stuff: occupy cobblestone. aquired from silverfish, allows you to hide in stone blocks by rightclicking them with an empty hand. You are hidden from everything while inside and can come out anytime, destroying the block in the process.
Also, but this is more of a stylistic change: Its weird that you handle cells or helices just like that. Maybe use a petri dish image for the cell icon and call it "cell culture" and a glass tube icon for the genes/helices?
If you are planning a rewrite, then I guess I can suggest even more stuff:
- some kind of a metabolism mechanic. Basically, food could be the "mana" for powers like flight. Also, genes which increase the amount of food points and/or the saturation gain from food. Pigs might have some special metabolism-related genes for example
- radiation breeding. either with blocks of uranium placed next to mobs/plants, or an x-ray machine, or inject them with some uranium or something similar. It causes some damage, but also has a chance to produce some genes which don't occur in the mob naturally. For example, chickens could gain Flight, cows could mutate into mooshrooms or vice versa, such stuff
- genetically engineer cows to give other liquids than milk. potions, for example, or fuel, if there is a mod installed which adds it. maybe even lava, but then it would need the fire resistance gene, too.
- genes for aggression. make hostile cows or peaceful creepers!
- actually make the player gain wings from the fly gene. Bonus: bat wings if the gene comes from a bat, feather wings if from a flying chicken. Even more bonus: color genes, which can be aquired from colored sheep and can be combined with wing genes for colored wings.
- player cloning! it would be just a villager which looks like a specific player, but why not?
- beastmen! add human genes to a cat -> cat villager, wolf/dog -> dog villager, etc
Also: dna harvesting mechanic suggestion:
- poke a mob with a syringe, craft the syringe with a petri dish, get a "<mobname> cell culture petri dish"
- the dish has a damage bar, like tools do, which is almost empty at the beginning.
- Put it into an incubator, and it slowly gains health
- when at full health, it can either be crafted with an empty petri dish, which gives you two which half full health each, or put it into a DNA extractor, which then creates a glass tube of DNA, which then can be used for the usual stuff
- the incubator could have a large-ish inventory (3x3 or so) for processing multiple cell cultures, plus a slot for additives. putting a pathogen (potion of poison for example) into that slot will make the cell cultures lose health instead of gaining, but it has a chance to create a mutation for resistance to the pathogen.
tbh I was thinking about trying to make my own biotech-based mod, so I came up with some ideas. But since I'm way too lazy to actually do it, I thought I better post them here.
I was also thinking about having to clone mobs using large nutrient vats, and applying genes to the player using some kind of a "bio-reconstruction tank" ("when a caterpillar pupates, it's body liquefies and reforms as a butterfly while preserving it's memories, and now your body can, too!"). Both would need a liquid nutrient slurry, created from food, which could also serve as a form of balancing: the more invasive the changes to your body are, the more slurry you need for it. That slurry could then also be turned into nutrient bars, which would be an extremely good source of food, but might require a genetic upgrade in order for your stomach to handle it. Or even going as far as making the player create new and improved bodies and then die in some special way in order to transfer into it. Thaumic Horizons does that already, though.
thank you too! was a pleasure work with your mod, i use it on all my modpacks too.
you know you can clone any entity of any mod with your mod right? i dont think people know about this, it so much fun, i was cloning dinosaurs from jurassicraft yesterday, i also tested with Mo´Creatures and Extra Birds, you made this in a way it will work with any entity at all? also i notice this on Mo Creatures:
When you clone a horse for example, or a bear, it will clone it from its base mode color, like if you extract DNA from a Polar bear it still will clone it to Grizzly (Brown Bear), thats because Mo Creatures use different texture, but same model to some creatures, so lets call the colors 'fenotype' and the models 'genotipe', so UNLIKE real life, those fenotypes are not express on their genotipes (like on real life for example aa - white AA - black), so your Clone Machine will read all bears with the same genotipe, thus will give the same DNA (helix code). Sorta cool lol
If its possible, would some galacticraft compat be doable?
Things like adding genes for the various factors of galacticrafts features: Examples are genes for what gas a player breaths, what temperture they can survive, what gravity level they can walk normally in, stuff like that.
If you can't do it, can you make an API for someone else to do so(if there isn't one already)?
There is already an API that makes something like that possible. Anyway, I am stopped adding new features to AG.
But it is possible that I will pay more attention to mod support in AG2.
Hopefully AG2 is for 1.7.10 since not only are most mods still on that version and pretty much everything in 1.8/1.9 are already added into 1.7.10 with mods.
That and hope AG2 has a way to keep abilities on death... the fact AG1 doesn't and losing abilities doesn't abide by keep inventory never made sense and re-injecting everytime just got tedious after a while....
Will AG2 be a complete rewrite of AG? I know there are mod creators out there that create sequel versions by adding new content to the existing one and calling that the next version. Will it provide a way to configurate genes in enemies from other mods? (For instance, a snake in Mo Creatures having the ability to poison should be able to give a poison gene.
Hi! Thats great to hear! Do you have some samples of what you did so far? I would highly appreciate help! Unfortunately
this project is paused ATM but I may rework it again in the future.
Yes sure I'll show you some samples:
The first one is my most recent model for the other project.
The second one is a bit older, still for the same project.
I can show you more if you'd like to, through can I contact you somehow (email/skype)?
Amazing! Thanks!
And thanks to you and all who worked on this mod for what you've done! I use this with morph that way the mod makes a bit more sense. I disable morph's abilities and instead use what this mod offers to fill and I can't thank you enough for this!
Idea if you could add a gene to get from ever mob to appear as them but use a different gene for their abilities. That would be so amazing and I'd love to lend a hand in this if you did ever do such a task.
And how do i freaking download, nobody else than you just wanting people to go to ur website. and which "Website"
i finish a nice texture (resource pack) for your mod, i got your permission to release it?
its 64x64
Can I suggest some stuff? My main criticism for this mod is that flying is really overpowered. Now I'm not sure if it would be possible, but could you at least make it so that flying drains your food level really fast? And/or that it can only be aquired from ghasts or blazes, since they float without wings and you don't grow wings when injecting that gene. BUUT, would it be possible to create flying pigs with actual wings?
Maybe new genes, too?
- photosynthesis. aquired by putting plant stuff (like leaves) into the dna extractor. sloooowly recharges hunger when it's day and you are outside
- also, water breathing could be aquired by throwing raw fish into the dna extractor as well as from squid
- ink spitting: when an enemy attacks you, they have a chance to get blinded. aquired from squild
- the ability to walk through cobwebs, like cave spiders. aquired from cave spiders, obviously.
- neoteny: now I'm not sure if that's even possible. It works for Morph, though, in a sense. As soon as you inject that, you get shrinked to half of your size so that you can walk through 1x1 tunnels. No idea what mob to aquire that from, though
- continuing on the potentially impossible stuff: occupy cobblestone. aquired from silverfish, allows you to hide in stone blocks by rightclicking them with an empty hand. You are hidden from everything while inside and can come out anytime, destroying the block in the process.
Also, but this is more of a stylistic change: Its weird that you handle cells or helices just like that. Maybe use a petri dish image for the cell icon and call it "cell culture" and a glass tube icon for the genes/helices?
And your site seems to be down...
If you are planning a rewrite, then I guess I can suggest even more stuff:
- some kind of a metabolism mechanic. Basically, food could be the "mana" for powers like flight. Also, genes which increase the amount of food points and/or the saturation gain from food. Pigs might have some special metabolism-related genes for example
- radiation breeding. either with blocks of uranium placed next to mobs/plants, or an x-ray machine, or inject them with some uranium or something similar. It causes some damage, but also has a chance to produce some genes which don't occur in the mob naturally. For example, chickens could gain Flight, cows could mutate into mooshrooms or vice versa, such stuff
- genetically engineer cows to give other liquids than milk. potions, for example, or fuel, if there is a mod installed which adds it. maybe even lava, but then it would need the fire resistance gene, too.
- genes for aggression. make hostile cows or peaceful creepers!
- actually make the player gain wings from the fly gene. Bonus: bat wings if the gene comes from a bat, feather wings if from a flying chicken. Even more bonus: color genes, which can be aquired from colored sheep and can be combined with wing genes for colored wings.
- player cloning! it would be just a villager which looks like a specific player, but why not?
- beastmen! add human genes to a cat -> cat villager, wolf/dog -> dog villager, etc
Also: dna harvesting mechanic suggestion:
- poke a mob with a syringe, craft the syringe with a petri dish, get a "<mobname> cell culture petri dish"
- the dish has a damage bar, like tools do, which is almost empty at the beginning.
- Put it into an incubator, and it slowly gains health
- when at full health, it can either be crafted with an empty petri dish, which gives you two which half full health each, or put it into a DNA extractor, which then creates a glass tube of DNA, which then can be used for the usual stuff
- the incubator could have a large-ish inventory (3x3 or so) for processing multiple cell cultures, plus a slot for additives. putting a pathogen (potion of poison for example) into that slot will make the cell cultures lose health instead of gaining, but it has a chance to create a mutation for resistance to the pathogen.
tbh I was thinking about trying to make my own biotech-based mod, so I came up with some ideas. But since I'm way too lazy to actually do it, I thought I better post them here.
I was also thinking about having to clone mobs using large nutrient vats, and applying genes to the player using some kind of a "bio-reconstruction tank" ("when a caterpillar pupates, it's body liquefies and reforms as a butterfly while preserving it's memories, and now your body can, too!"). Both would need a liquid nutrient slurry, created from food, which could also serve as a form of balancing: the more invasive the changes to your body are, the more slurry you need for it. That slurry could then also be turned into nutrient bars, which would be an extremely good source of food, but might require a genetic upgrade in order for your stomach to handle it. Or even going as far as making the player create new and improved bodies and then die in some special way in order to transfer into it. Thaumic Horizons does that already, though.
Resource Pack for this mod, with cool 64x64 textures!
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2530477-wizard-64x64-resource-packs-for-mods
Plz author of the mod, if you like this RP, can you plz put on your download site or here on 1st page? i want to people find it easy, thanks!
thank you too! was a pleasure work with your mod, i use it on all my modpacks too.
you know you can clone any entity of any mod with your mod right? i dont think people know about this, it so much fun, i was cloning dinosaurs from jurassicraft yesterday, i also tested with Mo´Creatures and Extra Birds, you made this in a way it will work with any entity at all? also i notice this on Mo Creatures:
When you clone a horse for example, or a bear, it will clone it from its base mode color, like if you extract DNA from a Polar bear it still will clone it to Grizzly (Brown Bear), thats because Mo Creatures use different texture, but same model to some creatures, so lets call the colors 'fenotype' and the models 'genotipe', so UNLIKE real life, those fenotypes are not express on their genotipes (like on real life for example aa - white AA - black), so your Clone Machine will read all bears with the same genotipe, thus will give the same DNA (helix code). Sorta cool lol
Cool mod dude! I think I will add it to my modpack http://api.technicpack.net/modpack/computercows
If you do not think its ok then I will remove it instantly
If its possible, would some galacticraft compat be doable?
Things like adding genes for the various factors of galacticrafts features: Examples are genes for what gas a player breaths, what temperture they can survive, what gravity level they can walk normally in, stuff like that.
If you can't do it, can you make an API for someone else to do so(if there isn't one already)?
Hopefully AG2 is for 1.7.10 since not only are most mods still on that version and pretty much everything in 1.8/1.9 are already added into 1.7.10 with mods.
That and hope AG2 has a way to keep abilities on death... the fact AG1 doesn't and losing abilities doesn't abide by keep inventory never made sense and re-injecting everytime just got tedious after a while....
the website is freaking out just take a look at the text it's got some wierd ? on a diamond(shape) characther
and the wiki just does something else
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
thank you for explaining
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
Dude, thats horrible... hope it doesn't happen again cause that's messed up
You can't try it xD HOW DO I DOWNLOAD IT
Will AG2 be a complete rewrite of AG? I know there are mod creators out there that create sequel versions by adding new content to the existing one and calling that the next version. Will it provide a way to configurate genes in enemies from other mods? (For instance, a snake in Mo Creatures having the ability to poison should be able to give a poison gene.
I want to add this cool mod to my modpack
Hey! I'm new to this mod but I'd like to ask if you need an extra modeler. I have a 4 year experience of modeling so let me know if I'm accepted.
Yes sure I'll show you some samples:
The first one is my most recent model for the other project.
The second one is a bit older, still for the same project.
I can show you more if you'd like to, through can I contact you somehow (email/skype)?
Thanks, can't wait for the AG2! Good luck!