• 39

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    EcoCraft
    EcoCraft Twitter

    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


    • Rye, Barley
    • Onion, Garlic, Turnip, Radish
    • Spinach, Cabbage
    • Tomato, Maize, Bean
    • Cotton
    Crops & Seeds

    Iron Items

    Tools/Weapons/Armor


    • Wooden pickaxed and axe removed, Stone pickaxe removed.
    • Basic Flint Tools added for stone / wood replacement.
    • New Tools Include Chisel, Hammer, and Knife.
    • Uses for new tools will be specialized for working villagers (WIP).
    • New Armors include chain mail armor and studded leather for every ingot type.
    • New Horse Armors (WIP).
    • Saddles and Nametags now Craftable!
    Flint Items

    Flint Items

    Copper Items

    Copper Items


    Bronze Items

    Bronze Items


    Iron Items

    Iron Items


    Steel Items

    Steel Items

    Work Tables


    • New Artisan table similar to a crafting table, with 9 storage slots and holds items in crafting inventory.
    • Smeltery allows different metal alloys to be made (bronze, steel)
    Artisan Table

    Artisan Table


    Artisan Table


    Smeltery

    Smeltery


    Smeltery

    Economy


    Merchant Table

    Merchant Table


    • Can handle up to six custom trades for a player or NPC.
    • Sells items stores revenue in a neighbor chest.
    • Can define 24 different item stacks to be brought to the chest, or sent away

    Define Recipes!


    Define Recipes

    Choose items to send and receive in neighboring chest.


    Define Recipes

    Currency

    • Gold and Silver Coins! One nugget crafts a stack of coins.
    • Coins are near infinitely stack-able in a coin bag, removing coin clutter.

    Coins


    Coin Types

    Coin Bag


    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 have been added to compensate for source water blocks not being place-able with a normal bucket. They are constructed using sealed cobblestone, sealed stonebrick, or sealed brick, and slowly spread water across their surface.
    Aqueducts

    Coin Bag

    Overworld Spawn

    Items including sticks, flint, nuggets from copper to diamond shards and other items spawn laid across overworld able to picked up and used by the player.

    Iron Items


    Wild Crops spawn all over the world!

    Iron Items

    EcoCraft Team


    • reuxertz
    • harry26548
    • kash
    • Blakey39MC
    • superlord9362
    • Neicke

    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.

    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from tehblooper»

    Have you guys thought of adding an ecosystem? Like an invisible number in the background that will determine the spawn rate and how many can spawn in a group. If you over hunt you can make an animal extinct. But an animals can also over flourish if nothing hunts them. So Like the predator's invisible number amount would effect it's preys number. But if you over hunt it's prey it's number can dwindle and it can make it's prey go extinct from just looking for food. Also if you over hunt the predator the prey can grow in numbers high numbers and can affect the plant life.


    Looks like you've figured us out :P
    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    :P no problem at all! Feel free to suggest whatever!

    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 ;)

    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Could someone fill me in on this? I've been looking for animal mods (since almost every animal mod I've probably installed at least once) and I bumped into some cool, realistic mods. Well all of them said something like "We have now partnered with __, our work can be shown at their link" or similar. All the mods kept linking and linking to each other until all of them eventually lead to either this or Jurassicraft. Long story short, where can I find progress for this? Besides Deviantart posts, I'm searching blindly for anything.


    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
    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from EightBlade»

    Is there a release date for this mod?


    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).
    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    Hmmm.. once a stable version of EcoCraft comes out I will, first of all, test which mods are incompatible, then I will take note of all the animals and plants that the version has, so I can see which mods I will not need and which mods I'll need (But no matter what Fantastic Fishs' a keeper :) )




    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.

    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Hey why don't we make this easier? What mods AREN'T compatible?




    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.

    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Starcraft1256»

    I would like to know how many mobs you have actually done, like API, model, texture, coding, everything is done for that mob.


    P.S. If I used the /give command and the /summon command can I still get vanilla items and mobs..



    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.

    Posted in: WIP Mods
  • 1

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from _Diego_»

    Oh and I have another question (sorry I have so many) you know what spinoraptor said? Where bees can collect pollen and actually go inside a beehive? Well I was wondering could this actually happen? Like make an ai system where bees go to flowers and you could add in pollen and once they collect enough pollen they go to their beehives? This would be much better than in a mod (I forgot what's it's called) where the bees are items. Not actual mobs.



    Quote from Starcraft1256»

    Pam's HarvestCraft and Forestry were the mods you were thinking of. They only have item bees and bee hives. I wouldn't be surprised if they could do this, I mean I've seen DaveyX0 from AtmosMobs do the beehive part, but not the pollen part, and he's on the team for ecocraft!


    How did you guys know what were going to do for EcoCraft Bees? :P
    Posted in: WIP Mods
  • 2

    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    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

    Posted in: WIP Mods
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