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/
- EcoCraftMod
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Member for 5 years, 6 months, and 15 days
Last active Wed, Mar, 15 2017 02:06:56
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- 101 Total Posts
- 79 Thanks
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LieutenantGhost posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP Mods -
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Snowviraptor posted a message on WildCraft Mod - Better Animals and More! [We just Moved into Jurassicraft!]Posted in: WIP ModsLooking forward to the mod!
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seanmoneda posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP ModsQuote from EcoCraftMod»
That's what why we mean by replace vanilla mobs
We will start with replacing their AI and model, and will eventually implement an entire genetic and domestication system for many animals.
Awesome now thats next gen right there :3
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assassin4rent posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP Modsawsome
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leonelmegaman posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP ModsQuote from EcoCraftMod»
Not sure I understand your question
but yes, there will be an extensive peace/war system between towns/factions/etc
wow
looks great.
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chriscuellar88 posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP ModsThis mod sounds amazing!
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useruseruserminecraft posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment OverhaulPosted in: WIP ModsI modeled a prayer mat if you want to use it?
I can also make other religious items
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Introduction
EcoCraft is a mod about economies, ecologies, and how villagers and animals interact. Villagers will be able to do jobs, marry, have children, age, die, etc. The same rules will apply to the player. Economies in villages can be procedurally generated or built over time by the player/NPCs. Animals can be domesticated and evolve based upon their environment, and so can villager cultures!
Were also looking for new members!
Feel free to list suggestions below
Content
Anything labeled WIP is not implemented in the most up to date snapshot.
Crops
Crops & Seeds
Tools/Weapons/Armor
Flint Items
Copper Items
Bronze Items
Iron Items
Steel Items
Work Tables
Artisan Table
Smeltery
Economy
Merchant Table
Define Recipes!
Choose items to send and receive in neighboring chest.
Currency
Coins
Coin Bag
Villages (WIP)
Villagers actively mine, farm and lumberjack for their own benefit! They can additionally be hired using a “Job Table”. Villagers have a sense of territory and a will to expand via property purchase, city expansion, and through conquest.
Structures
Aqueducts
Overworld Spawn
Wild Crops spawn all over the world!
EcoCraft Team
Forum Rules
Any inappropriate comment made with negative intent, directed towards any person or group, will not be tolerated on this forum and will be reported regardless of affiliation and/or status.
You may post on this thread given it is one suggestion at a time. Please no double posting - meaning one post after another. Additionally you may message the managers or the EcoCraft MCF account.
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Looks like you've figured us out
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I will say thoguh animals are the hardest things for us to accomodate. In reality the behaviours of animals are what we are most interested in now!
But I wont stop you from suggesting animals
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Basically, everone who was making realistic animal/ecosystem mods have joined together. You found the right place.
The goals to accomplish such a thing, other than just adding a bunch minecraft type animals, is very complicated and we have limited coders to achieve such a large goal.
We are still working but with end of year activities everyone is very busy. Stay subscribed and you will be updated
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For a mod containing ALL the features we plan, no.
However we plan to have a snapshot release around the end of the year. This will include (without too much detail) a properly growing crop/plant system, a handful of animals with basic behaviors (eating, breeding, etc), and villagers that perform basic jobs for the player or for themselves (farming, woodcutting, mining, basic crafting recipes).
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It's not really a question of "which mod works and which doesn't". I'm sure other mods will be functionally compatible, but EC animals/plants must eat/grow to survive, unlike vanilla (and other mods) where they just wander. So Fantastic Fish (or other mods) will not be edible by EC animals, and will disrupt the entire ecosystem, just as in the real world.
So any other mod that has conflicting / overlapping content (other animals, plants) is not supported and will basically "break" EC functionality. Just because EC doesn't have an animal and another mod does, does not mean another mod with that animal will "work" any better. It applies to all animals, plants, etc - anything EC adds advanced behavior to, regardless if it is in EC or not.
I wont stop anyone from using other animal/plant mods, etc. However I will not be surprised when people come and say "my horse from mo creatures doesn't eat grass like the EC cow", or "I cant breed my fantastic fish using EC", or "I cant domesticate my Pams harvest craft crop". So just be prepared.
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EcoCraft will work with other mods - its not a question about crashes. Its about how the functionality will behave. EcoCraft animals, plants, economy, etc are fueled by EC code that allow the geneticsand other advanced featues to work.
That being said other mods are not programmed to use these features. So all other plant and animal mods, will not function the same as EC content. Since EVERYTHING in the mod interacts with everything else, the other mods content will interfere with EC content in ways not planned during the making of EC, and completely disrupt the immersive environment we are creating.
So exotic birds, mo creatures fantastic fish, plant megapack, will all not have the advanced functionality unless those modders use the EcoAPI. I dont expect crashes, but I do expect that EcoCraft will be a completely different experience (and disrupted) when using other mods that add content similar to EC.
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This questions brings up the major difference between EcoCraft and other mods, along with the style of EC as a whole. The AI system is what defines EC animals, and how they will interact with eachother. Therefore, its not a question of how much is done for each mob, but for the system in general.
Mobs can walk around, gather items, store items, and do simple work on blocks. Right now we are working on allowing them to make basic decisions as to what the best option for their own survival is.
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How did you guys know what were going to do for EcoCraft Bees?
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Mo creatures will be compatible, but it is not recommended to use other animal mods. They wont have the functionality required to play EC properly