here are some of my models... i know they are not as good as JC but it was the best i can do with techne
this is what they are
Raptor
Tyrannosaur
Diictodon
Gorgonopsid
i am completely open and encourage constructive criticism
They look pretty good! Ill forward it to the other team members. We do use tabula instead of techne, but usually there are few issues when transitioning.
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.
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
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
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.
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.
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.
So the head coder of Wildcraft wasn't a primary member?
>.< I'll edit my post.
I meant from a modelling / texturing perspective. We will completely redo the entity coding from the inside out, so the coding of wildcraft will be extended or replaced in EcoCraft.
That sounds awesome, but is it going to be one mod or a collection of mods? I feel like it would be a lot better as multiple mods, kind of like Growthcraft. For example, an Animals module that just adds the animals (and selective breeding is the only way to change their traits), then a Genetics module which would add in JC machines and the ability to genetically modify animals, then idk maybe Dinosaurs (which brings in JC) could be a separate module.
And if you follow my idea and Atmosmobs merges into the Animals module of Ecocraft, then you could bring in Primitive Mobs (perhaps as a new module called Fantasy or something) and have genetic stuff built in to the Primitive Mobs mobs, so you could breed spiders and support creepers and stuff. Just a thought.
I have been asking that as well. From what I have herd Ecocraft is a secret WIP mod and I don't think anyone knows much about it, I don't think the Dev's have said much ether so I guess we all have to wait and see
Actually Ecocraft is a seperate mod with lots of compatibilities with Jurassicraft. Get your facts straight before posting.
Snowviraptor is correct. We have merged with Wildcraft. We almost merged with atmos mobs, however, the people associated decided to part ways. Some of Wildcraft is in Project Nature, and I believe the head modeller / texturers of Wildcraft is within the EcoCraft / JC team.
For anyone interested here is the link, we will have a snapshot type release as soon as the crop system is in place.
Great! Glad to see a great (from what I've heard) Technology system, as well as good military and cultural system!
I have one more question (for the time being) could you (or are you) implement(ing) a way of Industrial/Modern/Futuristic towns to communicate with each other?
We will have "villagers" whose job is to essentially be mail deliverers. Also we will have wires, so I don't see why we couldn't have a morse code equivalent. Won't be for awhile though.
Since you're keeping hostile mobs, will they get remodels?Or maybe keep only zombies, and create a more advanced infection system?
If we get the art resources, I don't see why we wouldn't upgrade models. Zombies will still spawn below 64 world height. We will eventually have a disease / infection system, but is not in the working plans yet.
Hello, and I was wondering if you could add a creative-only item, that would quickly advance the current technological status of a village (Possibly Australium?)
On a side note, I can not wait (yes I can) for the first "release" I currently now have this mod and another one (Stellarium) to be really "Available" with *most of their features. XD I'm so excited!
Yes, in a way. The research system hasn't been released, but it will entail research documents that serve as small bits and pieces of a full technology. So in creative, you could just give yourself tons of research, and then just fill in the tech tree very quickly.
Do these new water types include brown swamp water? And would you be able to edit how we see underwater?
We could add swamp water.
And "would you be able to edit how you see underwater"? I assume you mean in each different liquid and yes, there will be visibility and property differences between them.
Have you considered a rusting mechanism, with metal items eventually crumbling to rust powder, and if that's not disposed of properly thenthere is a chance it will drain into a pond or stream, poisoning the water, killing crops, animals, people, and even the player if you implement hydration/dehydration.
We have never discussed a rusting system! We will definitely do this when the time is right. We are currently planning on having different water types, so having toxic water is doable.
Maybe they have it so that there are evil testificates, found in nether villages and angel testificates, that are found in sky villages(they spawn near mountains or there are like jetpacks or planes to the mod) and the rest are humans
We are planning to add some (I emphasize some) magical elements along side religious elements. Expanding / Altering the Nether and End will probably happen (Becoming somewhat hell / heaven, respectively)
Very soon. We don't have a release date, but once we finish the water system and hopefully the base of villager / worker system, we will release alpha-snapshot type download
*** EDIT ***
Multi posts can be removed. Internal issue has been resolved.
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They look pretty good! Ill forward it to the other team members. We do use tabula instead of techne, but usually there are few issues when transitioning.
0
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.
0
I like the idea of a venom system. While we would most likely model it after snakes, we could apply it to all animals
0
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
0
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.
0
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!
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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.
0
>.< I'll edit my post.
I meant from a modelling / texturing perspective. We will completely redo the entity coding from the inside out, so the coding of wildcraft will be extended or replaced in EcoCraft.
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Snowviraptor is correct. We have merged with Wildcraft. We almost merged with atmos mobs, however, the people associated decided to part ways. Some of Wildcraft is in Project Nature, and I believe the head modeller / texturers of Wildcraft is within the EcoCraft / JC team.
For anyone interested here is the link, we will have a snapshot type release as soon as the crop system is in place.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2493281-ecocraft-economy-ecology-and-civilization
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We will have "villagers" whose job is to essentially be mail deliverers. Also we will have wires, so I don't see why we couldn't have a morse code equivalent. Won't be for awhile though.
We are still planning on continuing the wildcraft project, however not sure about the release time of animals
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It has access by much of the team, however it usually reuxertz who does the posting on the account.
If we get the art resources, I don't see why we wouldn't upgrade models. Zombies will still spawn below 64 world height. We will eventually have a disease / infection system, but is not in the working plans yet.
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Yes we are working on the models and textures now
Yes, in a way. The research system hasn't been released, but it will entail research documents that serve as small bits and pieces of a full technology. So in creative, you could just give yourself tons of research, and then just fill in the tech tree very quickly.
1
We could add swamp water.
And "would you be able to edit how you see underwater"? I assume you mean in each different liquid and yes, there will be visibility and property differences between them.
0
We are planning to add some (I emphasize some) magical elements along side religious elements. Expanding / Altering the Nether and End will probably happen (Becoming somewhat hell / heaven, respectively)
0
Very soon. We don't have a release date, but once we finish the water system and hopefully the base of villager / worker system, we will release alpha-snapshot type download
*** EDIT ***
Multi posts can be removed. Internal issue has been resolved.