We are still planning on continuing the wildcraft project, however not sure about the release time of animals
So is Wildcraft going to be a separate mod or is it going to be part of Ecocraft itself? Actually I like the idea of splitting them into separate mods, kind of like Growthcraft's modules. So it could be like: Ecocraft is the main mod which adds the realism, animal genetics, genders, etc. and Wildcraft and Atmosmobs are expansions that add more animals (but if you install Wildcraft or Atmosmobs without Ecocraft, it would have regular, homogenous, genderless Vanilla-style mobs), then Jurassicraft is like another expansion that adds dinosaurs. I mean it's your mod(s), do whatever you want, but that's just my idea.
So is Wildcraft going to be a separate mod or is it going to be part of Ecocraft itself? Actually I like the idea of splitting them into separate mods, kind of like Growthcraft's modules. So it could be like: Ecocraft is the main mod which adds the realism, animal genetics, genders, etc. and Wildcraft and Atmosmobs are expansions that add more animals (but if you install Wildcraft or Atmosmobs without Ecocraft, it would have regular, homogenous, genderless Vanilla-style mobs), then Jurassicraft is like another expansion that adds dinosaurs. I mean it's your mod(s), do whatever you want, but that's just my idea.
There won't be seperate modules like that. Wildcraft is entirely part of Ecocraft. Wildcraft is simply being referred to as wildcraft to signify the animal aspect of ecocraft. It's been stated already that no vanilla animals will remain in the game. With 2 exceptions
Your textures are good pm me so we can get you started on the team
I too am exitied as it looks to be good but I confuze on how tihe bench work the one w'th the merchannt and it make nsense beaxcs it has no trader on the table but I think it ok also u shouwld merrge with thee ohter rmod cawled wildcrat but they joined jawsic crast so ask them firs
I too am exitied as it looks to be good but I confuze on how tihe bench work the one w'th the merchannt and it make nsense beaxcs it has no trader on the table but I think it ok also u shouwld merrge with thee ohter rmod cawled wildcrat but they joined jawsic crast so ask them firs
One, fix your writing, although from the style of writing I'd say that you're young so I guess its alright.
Two, The guys who made JurrasiCraft and EcoCraft are actually the same team soo... we already have WildCraft.
Three, The tables aren't finished and as such we haven't exactly figured it out yet. Once we have figured it out we'll tell you guys all about how they work.
What are these exceptions? Also, will hostile mobs stay the same?
I think what kashmoney is referencing, is that all animals in minecraft are domesticated versions of wild animals. Therefore the world spawn wild analogs of these animals (Aurochs, Boars, etc), in the exception where the animals are the same, such as in rabbits.
Hostile mobs will remain in EcoCraft, however in the overworld they will only spawn below 64 height. The Nether and The End will be changed in some gameplay context and mechanics, however nearly all mobs will remain in some form.
Remember, this is just the Timeless Webpage. Eventually, there will be more sophisticated pages on each project. These will include a lot of things. Also, there are some spoilers for the future on there. <3
The Meaning of Life, the Universe, and Everything.
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Will the villagers become like the ones in MCA or like the normal squid wards they are but with new textures? BTW this looks awesome! If you want help with textures or modeling I would love to help! BTW did i mention this looks awesome?
Will the villagers become like the ones in MCA or like the normal squid wards they are but with new textures? BTW this looks awesome! If you want help with textures or modeling I would love to help! BTW did i mention this looks awesome?
The villagers will be completely redone! We plan on having wild people, neanderthals, ancient humans, and rarely pockets of civilization. There will some features similar or equivalent to MCA, but the premise of ecocraft Humans is much different then MCA.
The villagers will be completely redone! We plan on having wild people, neanderthals, ancient humans, and rarely pockets of civilization. There will some features similar or equivalent to MCA, but the premise of ecocraft Humans is much different then MCA.
Hay guys idk If you remember me... I have been gone a while, but I'm back... Again, anyway this is a amazing mod idea trying to make MINECRAFT realisic is brilliant... I just have one question... Will u add a way to have contents... Because it doesn't make sense to just have animals baced on biome... That's like saying a saltwater croc and a alligator can swim in the same swamp because they live in the same habtat... Not to menchane that would screw up natural food chanes... Idk if u can add a way for contanet but it would open up a lot of new options
Hay guys idk If you remember me... I have been gone a while, but I'm back... Again, anyway this is a amazing mod idea trying to make MINECRAFT realisic is brilliant... I just have one question... Will u add a way to have contents... Because it doesn't make sense to just have animals baced on biome... That's like saying a saltwater croc and a alligator can swim in the same swamp because they live in the same habtat... Not to menchane that would screw up natural food chanes... Idk if u can add a way for contanet but it would open up a lot of new options
That's a good idea. We will probably implement something along the lines of vast areas of the minecraft world belonging to a "continent" where only certain types of species will spawn in the biomes within the "continent" areas.
That's a good idea. We will probably implement something along the lines of vast areas of the minecraft world belonging to a "continent" where only certain types of species will spawn in the biomes within the "continent" areas.
oh and somthing else if u do add continents you have to figure out a way of getting around so u can basicly travel the world I love the idea of continents but I don't want to be stuck on just one.... Mabye add old school planes or large boats that can get arround faster so u can go from a place that looks like Africa to a place that looks like Australia in a relatively short time like one mincraft day or somthing... Cuz I expect that the different continents will be separated by a lage body of water
oh and somthing else if u do add continents you have to figure out a way of getting around so u can basicly travel the world I love the idea of continents but I don't want to be stuck on just one.... Mabye add old school planes or large boats that can get arround faster so u can go from a place that looks like Africa to a place that looks like Australia in a relatively short time like one mincraft day or somthing... Cuz I expect that the different continents will be separated by a lage body of water
We will have a built in "auto travel" system where you can go between different ports and travel established trade routes essentially using an AI autopilot. So if you found two continents, you could easily setup an auto travel
We will have a built in "auto travel" system where you can go between different ports and travel established trade routes essentially using an AI autopilot. So if you found two continents, you could easily setup an auto travel
thats a really good idea props to u...
hay at I was wondering... I'm studying to be a herpetologist, and I was hoping that I could help u out with reptile AI and behavior... This doesn't mean I'm on the team but I would love to have some Imput or ideas that can be impicated into the mod... Like this good idea for snake venom... If a highly venomous snake bites u, u will die... But it just changes how long each snake has a time until the venom kills u... Bye converting how long it takes to die from that snakes bite to mincraft time u also get poison affects like blindness, mineing fatigue or nausea... Depending on the species of snake... In order to save your self you must obtain snake venom though trading or milking the snake.... Once u have the venom u must inject it into a horse and extract its blood then put it into a protein extractor of other machine u get anti-venom... U can inject your selfs with the anti-venom of that snake and stop its effects... It gives more use for trading and curacy to save your life... Also depending on the type of snake the amound of anti-venom is changed so u need certain amounts for different species... The less deadly means u need less anti-venom... The more deadly the more u need. Except for the Inland Tipan that has no a
anti-venom... This can be done for other venomus animals
hay at I was wondering... I'm studying to be a herpetologist, and I was hoping that I could help u out with reptile AI and behavior... This doesn't mean I'm on the team but I would love to have some Imput or ideas that can be impicated into the mod... Like this good idea for snake venom... If a highly venomous snake bites u, u will die... But it just changes how long each snake has a time until the venom kills u... Bye converting how long it takes to die from that snakes bite to mincraft time u also get poison affects like blindness, mineing fatigue or nausea... Depending on the species of snake... In order to save your self you must obtain snake venom though trading or milking the snake.... Once u have the venom u must inject it into a horse and extract its blood then put it into a protein extractor of other machine u get anti-venom... U can inject your selfs with the anti-venom of that snake and stop its effects... It gives more use for trading and curacy to save your life... Also depending on the type of snake the amound of anti-venom is changed so u need certain amounts for different species... The less deadly means u need less anti-venom... The more deadly the more u need. Except for the Inland Tipan that has no a
anti-venom... This can be done for other venomus animals
I like the idea of a venom system. While we would most likely model it after snakes, we could apply it to all animals
I like the idea of a venom system. While we would most likely model it after snakes, we could apply it to all animals
really? cool I'm glad I can help😊
anyway about out what I said do u guys want me to help u guys with a lot of the animal behavior ( mainly reptiles ) i would really ally like to contribute to the mod.... Oh and I know u guys don't need help with extra molders but I'm a really good modeler, so if u need help I can give it😀.... But anyway if u need a expert in reptile behavior to make this mod more realistic just ask and I will be more than happy to help
anyway about out what I said do u guys want me to help u guys with a lot of the animal behavior ( mainly reptiles ) i would really ally like to contribute to the mod.... Oh and I know u guys don't need help with extra molders but I'm a really good modeler, so if u need help I can give it😀.... But anyway if u need a expert in reptile behavior to make this mod more realistic just ask and I will be more than happy to help
Can you show us some of the models you've made? And having a biology minded person on the team alongside a mc modding skill is something we like to have on the team.
Can you show us some of the models you've made? And having a biology minded person on the team alongside a mc modding skill is something we like to have on the team.
Actually, I love biology as well. (Hence my username.)
I'll be here from time to time if you need help with:
Taxonomy and classification, binomial names, genetics, reproduction, cytology, micro and macroevolution, or just regular ol' ethology.
So is Wildcraft going to be a separate mod or is it going to be part of Ecocraft itself? Actually I like the idea of splitting them into separate mods, kind of like Growthcraft's modules. So it could be like: Ecocraft is the main mod which adds the realism, animal genetics, genders, etc. and Wildcraft and Atmosmobs are expansions that add more animals (but if you install Wildcraft or Atmosmobs without Ecocraft, it would have regular, homogenous, genderless Vanilla-style mobs), then Jurassicraft is like another expansion that adds dinosaurs. I mean it's your mod(s), do whatever you want, but that's just my idea.
Also I got some example textures for you: https://www.dropbox.com/s/7wz6ujtbgcezxav/example item textures.zip?dl=0 Some of these are in actual mods, some of them will be in mods in the future, and some are just random stuff I made.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
There won't be seperate modules like that. Wildcraft is entirely part of Ecocraft. Wildcraft is simply being referred to as wildcraft to signify the animal aspect of ecocraft. It's been stated already that no vanilla animals will remain in the game. With 2 exceptions
Your textures are good pm me so we can get you started on the team
JurassiCraft Dev- Manager/texturer
*Hugs the mod*
I will love you and pet you and sell you for chocolate. =D
Life is a game... I have cheat codes enabled.
I too am exitied as it looks to be good but I confuze on how tihe bench work the one w'th the merchannt and it make nsense beaxcs it has no trader on the table but I think it ok also u shouwld merrge with thee ohter rmod cawled wildcrat but they joined jawsic crast so ask them firs
One, fix your writing, although from the style of writing I'd say that you're young so I guess its alright.
Two, The guys who made JurrasiCraft and EcoCraft are actually the same team soo... we already have WildCraft.
Three, The tables aren't finished and as such we haven't exactly figured it out yet. Once we have figured it out we'll tell you guys all about how they work.
What are these exceptions? Also, will hostile mobs stay the same?
I think what kashmoney is referencing, is that all animals in minecraft are domesticated versions of wild animals. Therefore the world spawn wild analogs of these animals (Aurochs, Boars, etc), in the exception where the animals are the same, such as in rabbits.
Hostile mobs will remain in EcoCraft, however in the overworld they will only spawn below 64 height. The Nether and The End will be changed in some gameplay context and mechanics, however nearly all mobs will remain in some form.
Remember, this is just the Timeless Webpage. Eventually, there will be more sophisticated pages on each project. These will include a lot of things. Also, there are some spoilers for the future on there. <3
http://timelessproductions.enjin.com/
Will the villagers become like the ones in MCA or like the normal squid wards they are but with new textures? BTW this looks awesome! If you want help with textures or modeling I would love to help! BTW did i mention this looks awesome?
The villagers will be completely redone! We plan on having wild people, neanderthals, ancient humans, and rarely pockets of civilization. There will some features similar or equivalent to MCA, but the premise of ecocraft Humans is much different then MCA.
I'll pm you about working on the team!
Thank you I can't wait for your reply!
Hay guys idk If you remember me... I have been gone a while, but I'm back... Again, anyway this is a amazing mod idea trying to make MINECRAFT realisic is brilliant... I just have one question... Will u add a way to have contents... Because it doesn't make sense to just have animals baced on biome... That's like saying a saltwater croc and a alligator can swim in the same swamp because they live in the same habtat... Not to menchane that would screw up natural food chanes... Idk if u can add a way for contanet but it would open up a lot of new options
That's a good idea. We will probably implement something along the lines of vast areas of the minecraft world belonging to a "continent" where only certain types of species will spawn in the biomes within the "continent" areas.
oh and somthing else if u do add continents you have to figure out a way of getting around so u can basicly travel the world I love the idea of continents but I don't want to be stuck on just one.... Mabye add old school planes or large boats that can get arround faster so u can go from a place that looks like Africa to a place that looks like Australia in a relatively short time like one mincraft day or somthing... Cuz I expect that the different continents will be separated by a lage body of water
We will have a built in "auto travel" system where you can go between different ports and travel established trade routes essentially using an AI autopilot. So if you found two continents, you could easily setup an auto travel
thats a really good idea props to u...
hay at I was wondering... I'm studying to be a herpetologist, and I was hoping that I could help u out with reptile AI and behavior... This doesn't mean I'm on the team but I would love to have some Imput or ideas that can be impicated into the mod... Like this good idea for snake venom... If a highly venomous snake bites u, u will die... But it just changes how long each snake has a time until the venom kills u... Bye converting how long it takes to die from that snakes bite to mincraft time u also get poison affects like blindness, mineing fatigue or nausea... Depending on the species of snake... In order to save your self you must obtain snake venom though trading or milking the snake.... Once u have the venom u must inject it into a horse and extract its blood then put it into a protein extractor of other machine u get anti-venom... U can inject your selfs with the anti-venom of that snake and stop its effects... It gives more use for trading and curacy to save your life... Also depending on the type of snake the amound of anti-venom is changed so u need certain amounts for different species... The less deadly means u need less anti-venom... The more deadly the more u need. Except for the Inland Tipan that has no a
anti-venom... This can be done for other venomus animals
I like the idea of a venom system. While we would most likely model it after snakes, we could apply it to all animals
really? cool I'm glad I can help😊
anyway about out what I said do u guys want me to help u guys with a lot of the animal behavior ( mainly reptiles ) i would really ally like to contribute to the mod.... Oh and I know u guys don't need help with extra molders but I'm a really good modeler, so if u need help I can give it😀.... But anyway if u need a expert in reptile behavior to make this mod more realistic just ask and I will be more than happy to help
Can you show us some of the models you've made? And having a biology minded person on the team alongside a mc modding skill is something we like to have on the team.
Actually, I love biology as well. (Hence my username.)
I'll be here from time to time if you need help with:
Taxonomy and classification, binomial names, genetics, reproduction, cytology, micro and macroevolution, or just regular ol' ethology.
I'm here for you guys.
Note: I also do a bit of electromagnetism.
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod