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    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]


    Want to vote for the next canine to be added to WildCraft? Become a Patron today to gain access to the poll!



    Currently overhauling the vanilla wolf | Release 1.0.1.0 is here!

    The 1.0.1.0 update has arrived! This update introduces an inheritable, randomized statistics and level up system, new behaviors, and a configuration file and GUI! It also adds Biomes O'Plenty compatibility, allowing wolves to spawn in BOP biomes, and fixes several bugs from the previous version.


    Update 1.0.2.0 Coming Soon! Bugfixes, Temperament and Training System, & Item/Accessory Updates


    Version 1.0.2.0 will introduce a temperament system to WildCraft, in which each animal will have its own disposition that will influence how it behaves. Some may be friendly, some may be shy, and some could even be aggressive! Temperaments will also affect how easy it is to train your wolves, and whether or not they're prone to different bad behaviors!


    WildCraft: Advanced animals & realistic genetics in Minecraft!


    Have you ever wished the wildlife in Minecraft wasn't so... boring? Do you love to adventure with a pack of wolves at your back, but often wish they could do more than follow you until their inevitable death, be it in battle or from some natural hazard? Do you wish your cats could do more than get in your way and scare off creepers? Do you wish there was more functional wildlife than ocelots, wolves, and horses?

    Wildcraft aims to overhaul the wildlife that does exist in Minecraft, and then populate the world with many types of creatures. Although not all can be fully domesticated, most can be at least acclimated to human presence. Some are friendly, some are skittish, and some may pose a natural hazard to travelers, so keep a wary eye out as you traverse the environment!

    Want to support the mod?


    Previews & Showcases:




    Downloads:

    An important note about AdFly:


    If you have a few extra moments, please consider using my adfly link, as it will allow me to earn money via advertiser revenue. Adfly links display a 5 second ad before allowing you to leave the page. The link to the mod will either be a yellow button that says "skip ad" on the top right of the screen, or a small link below the adfly logo that says "click here to continue".



    I would advise you NOT to click any other links on the page, as they are ads and I am not responsible for what they might link to. Adfly promises to keep all ads family-friendly, but some may be scams and lead to questionable software.

    If you do not have an antivirus software installed on your computer, I ask that you use the direct Curseforge link instead.



    Curseforge (adfly)


    Direct link:


    If adfly isn't working or you don't have an antivirus installed on your computer, you can find a direct link to the mod below. Otherwise, if you've got a few seconds to spare please consider using my adfly link! Adfly helps me earn money, and it's a great way to support the WildCraft mod without having to spend a cent!


    Direct Link



    Terms of Use:


    General/distribution/mod packs: You are free to use this mod for personal use. You may use it for non-commercial public use as well, as long as you link back to this thread or the Curse page and use official download links. If you wish to put this mod in a pack that is redistributed commercially, contact me about it and we'll discuss terms.

    You may NOT redistribute this mod by itself in a way that allows you to earn money off of it.


    Youtubers/streamers:

    You are free to use this mod in your videos/make reviews on it/etc., and may monetize videos of the mod. However, you must link back to this thread or the curse page in your video description! Also if you're making videos on this, I'd love to see :)

    Servers:
    This mod has NOT been tested for server use. You are more than welcome to put it on your server, but know that I do NOT have experience with multiplayer modding and may not be able to support server issues. I will certainly do my best, but I cannot guarantee my ability to address issues that may result if this mod is run on a server.


    Note: At this time, WildCraft does not appear to work on servers. I will be looking into this after I get the remainder of the canine content balanced and the rest of the bugs sorted.

    Posted in: Minecraft Mods
  • 1

    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]

    The 1.0.1.0 update has arrived! Check out the trailer here!

    You can download the update here:

    https://minecraft.curseforge.com/projects/wildcraft-advanced-animals-in-minecraft

    Posted in: Minecraft Mods
  • 1

    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]

    this shouldn't be called wildcraft that name was already taken by another mod



    The mods that were going to use that name were very old and never actually released, making this mod the first one to use this name and produce results, so...

    Posted in: Minecraft Mods
  • 1

    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]
    Quote from _Faery»

    I just saw that you added 1.12.2. Thank you so much. Downloading now. :)

    No problem! It's got everything except the collars and amulets, because 1.12.2 made some crazy changes to items. And those were hardly ready anyway, so I'll just add them back later :P
    Posted in: Minecraft Mods
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    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]
    Quote from _Faery»

    Oh awesome! I am super hyped to play with it. Your video is so well done as well. Cannot wait to see where this mod goes! :)

    Aaaah, thank you! Honestly, there's a decent chance I'll have this done tonight-- so far it's looking just like name updates, so that's good...
    Posted in: Minecraft Mods
  • 1

    posted a message on WildCraft: Detailed wildlife with advanced AI, genetics, and more! [WC1.1 NEWS!]
    Quote from _Faery»

    This seems like it is going to be amazing. I really love the sound of it. I'm currently playing a a personal 1.12.2 mod pack. I would definitely add it If I could. Are there plans for a 1.12.2? I love anything with genetics.


    1.12.2 is definitely in the works! I just wanted to get one version sorted out and stable before I started trying to update. But I don't think updating is going to be too involved, so definitely keep your eyes out for a 1.12.2 version in the near future :)
    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Hey, seeing as you liked my tweet on marble foxes earlier, I thought I'd make a few additional small suggestions on here! Since Twitter is very restrictive on typing, haha.


    -You said you want to implement simple genetics-- which is a really interesting point, since marble foxes are actually a mutation that results from breeding captive red foxes! Not sure exactly how it works, but it must be similar to the differences in wolves and domestic dogs lol. Perhaps there could be a domestication system at some point-- wild animals would spawn with certain traits, and breeding them has a chance of new traits appearing, etc. I'm not sure how "simple" that is, but it'd be cool! For example, you said you wanted to add working dogs-- you could have standard wolves have, say, normal ears, but if you breed them enough you might start seeing floppy ears or different coloring, etc. Just a thought-- I'm very curious to see how you'd implement genetics btw, not many mods do that and it's something that's always interested me!

    As an aside, this site has some interesting fox color morphs if you're looking for inspiration :) http://livingwithfoxes.weebly.com/colour-morphs-of-hybrid-foxes.html


    -Also please more ferret stuff because ferrets are so underrated and oh my goodness yes <3


    Anyway, just a few thoughts on foxes/marble foxes! Thank you for your time! :D

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Platinum_Fox»

    Really cool idea. i support this but definitely as a far far future update. I would like to see more creatures added first lol. I really like the whole thing especially having dragons trapped in villages (maybe more common in ice villages because snow villagers already trade stuff from this mod?) but this really is a great idea for down the line. and i appreciate keeping my idea about the dragon sizes in there. while stage 4 and 5 dragons are epic i think i would rather have a stage 3 personally. :)

    Yeah, haha, this would have to be far future since it would take so much additional code. But I would definitely like to see more rpg elements added in later on-- it would blend nicely with this mod, too, I think. And no problem! You definitely brought up a legitimate concern-- the huge dragons are awesome for sure, but all the sizes are cool in their own one. Plus, if something was added to control aging, I could build an army of tiny adorable dragons >:3 XD

    But I actually like the amulet idea in general, too, whether or not the rest is added. I mean, you could create all kinds of different amulets-- an anti-aging amulet, an amulet of immortality to keep your dragon from dying (if it hit 0 health it could be incapacitated and unable to fight until it healed instead of outright dying), amulets that give strength or speed boosts... tons of cool stuff like that :3

    I'd love to see more dragon variants come into play as time goes on, too-- different colors and patterns and suchnot XD
    Posted in: Minecraft Mods
  • 2

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    One thing I'd love to see in the future (that would take a lot of coding, I know, but it's a cool idea in my opinion so I thought I'd throw it out here just in case XD) is the ability to rescue dragons. Since wild dragons clearly hate humans in this mod, there must be reason for their animosity, right? Perhaps it's because for years, hunters have been killing and trapping dragons. Dragons have learned to hate and fear humans, becoming aggressive toward them at first sight, in order to protect themselves.

    Trapped dragons could occasionally be found in villages. These dragons (usually stage one or, rarely, stage two) have been subjugated, and while they hate humans, they also fear them enough to not lash out at their captors. Usually marked with scars or other evidences of their abuse, these dragons are sold to the wealthy to raise as powerful steeds.

    A beastmaster villager could spawn by the dragon, selling a key for a hefty price. Buying the key would result in the dragon being tamed to you, as well as boosting your reputation in the village immensely. Killing the beastmaster and breaking into the cage would also result in the dragon being tamed to you, but would greatly drop your reputation with the villagers.


    This could also introduce two new game mechanics-- dragon bond and dragon karma.

    Dragon bond would be represented by a bar on the dragon's GUI. It could be both positive and negative. Dragons near the middle of the bond scale risk becoming rebellious or turning on their rider. Dragons with a positive bond have a strong friendship with their rider, and are very loyal to them. Dragons near the negative end of the scale have been subdued, and live in too much fear of their rider to consider turning on them.

    There are various ways to shift the position of this bond. Pampering your dragon with treats and toys and keeping it happy will raise the level of the bond. Leaving it without food for prolonged periods of time will slowly lower it, stopping at a point where the dragon could become rebellious (in light of Platinum's suggestion, a way to keep them from aging would have to be added-- perhaps they could be given an armor slot/slots for an amulet or something?). Using a whip on your dragon or attacking it will drastically lower the bond. This would be a cool way to let a player choose what sort of dragon rider they'd like to be-- a caring and gentle tamer, or a cruel and harsh master. Dragons rescued from the beastmaster would start out with negative bond, and would need to be treated with the upmost care in order to nurture it to a high bond if that is what is desired.

    Dragons with a very low bond could acquire scars over time to represent their abuse.


    Where dragon bond is per-dragon, dragon karma is tied to the player. Individual dragons' bond will affect karma over time. A dragon with a high bond will very slowly increase a player's karma, whereas a dragon with a low bond will slowly decrease it (rescued dragons with low bonds will not, however, lower karma, to prevent a player from immediately obtaining bad karma). Rescuing a dragon from the beastmaster will increase karma, but killing a dragon will lower it.

    Karma affects how wild dragons respond to you. At high levels of karma, wild dragons will gradually stop becoming aggressive towards the player, eventually allowing him or her to walk among them without attacking. As karma increases even further, a small chance of dragons laying eggs in the wild is added, and this chance increases with the karma level (grabbing an egg will lower karma, but remaining near it while it hatches will tame the hatchling to the player). At extremely high karma levels, it becomes possible to tame wild dragons-- starting with stage 1 dragons, and gradually allowing higher and higher levels of dragons to be tamed (each with a more expensive cost).

    On the flipside, having a low karma level will cause dragons to become even more hostile to you. Lower karma will begin to give players strength boosts against dragons, making it easier to kill them. As karma levels decrease further, low-stage dragons will begin to flee from the player. At very low karma levels, 4 and 5 stage dragons begin to spawn in the sky at random, forcing the player to constantly be on alert, but also making it easier to obtain valuable loot from dragon carcasses.


    So yeah, this would definitely be a lot to code, but I think it would be really cool to see as a future feature! It would add more of a rpg element to the mod, and it would add more impact to the choices a player makes. Players could choose who they'd like to become-- a renowned dragon rider, or a feared dragon hunter. It would also create more of an end-game goal (reaching very high or very low karma), and add different benefits depending on a player's choices.

    Just some thoughts I had :)

    Posted in: Minecraft Mods
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