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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    What're the chances that other ancient sea animals (such as opabinia, pikaia, anomalocaris or even hallucigenia) could make the cut? I always thought that the ancient sea life was super neat looking, aside from the obvious ones like trilobites and helicoprions. It'd be neat to have a big aquarium built into my home full of the things.



    I also remember there being something a gooood while back about Arthropleura, though I can't find anything about it. Whatever happened to it?


    Anomalocaris has a chance of making it in, but all the others are so tiny that, if they were put in Minecraft, they'd be microscopic.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Michael_Corvus»

    mowzie! i have the perfect preview for you to use on the main page for Naga's, since i noticed the spoiler is missing an image.https://media.discordapp.net/attachments/297893324054855681/533480534639378432/2019-01-12_11.48.18.png?width=1082&height=559



    That is a really nice image, but Mowzie already has his own.


    It doesn't show them up close, but it's there.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Amazing new update, Mowzie! The 3 new mobs are really good, and the new attacks for the Frostmaw and the Wroughtnaut make the fights much harder!



    Anyways, for some reason, the language file seems to be broken in the latest release, but we all know this was already reported. However, I reported some issues of my own.

    Posted in: Minecraft Mods
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    posted a message on Creepers optional
    Quote from SuntannedDuck2»

    I dislike creepers but I just /mobgriefing false them since I always enable cheats for emergencies or mobgriefing/keepinventory commands typically, or if I didn't know commands or didn't feel like it; I'd use datapacks or mods to remove their explosions rather than go to peaceful because I don't hate them that much just their explosion attacks more than their existence of popping up to attack me.


    Also why would you want pigs becoming optional? I can see reason in why pigs could be optional even yes for your original reasoning being the drop rates which yes does bug me at times. Yes they are useless for riding but were sort of anyways even with the carrot on a stick being added and with horse a carrot on a stick could more so be a joke reward or last resort if you can't get horses for whatever reason I guess, but pork is still a good option for food to me and the access to pigs for me isn't too bad, the amount of times I never get chickens for feathers sometimes bugs me, sheep for wool sometimes, and cows for leather, but pigs if I see them I need pork so they feel like the lucky food option for me but others I can see why someone would want them optional. It depends, if I'm sick of wheat but can't find the other crops, especially cocoa beans more rarely, pork is sort of my go to food besides bread, and I barely add food mods and stick with these foods often, but that's just me of course.


    I'd like the idea of customable elements to the game but whether they will make it fully accessible for certain ones in the game compared to how they did with terrain, ores, biomes and so on with the prior world options stuff which I loved but not customised much else, I find more interesting and accessible rather than the buffet or biome 5x5 to whatever changes. I'm not informed about them as much yet so excuse me for not knowing about them as much. But with the changes it gives me a reason to jump back to prior versions to customise those things besides other mod choices like I usually do for prior versions more so.


    I mean, that was kind of a way to point out flaws in his post, but anyways, I'll explain it further.

    Pigs were once the single best food source in Minecraft; you could just rely on them to survive your time playing the game. Even when Beta 1.8 came, and beef was added to cows, pigs were still a somewhat viable food source, as you could easily breed them. Come release 1.4.2, and pigs don't drop any more porkchops than they used to, yet they require two of the the most undeniably stupid crops in Minecraft (carrots and potatoes) to breed...

    Even with that said, I'd still happily take them over the more recent animals added (like polar bears, llamas, parrots, and pandas); I just "put them on the spotlight" to poke fun at the OP's post because they're complaining about a monster that can sometimes be very annoying when there are other, much worse, much more injurious monsters that one can encounter when playing Minecraft.
    Posted in: Suggestions
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    posted a message on Creepers optional

    I think the uselessness of pigs have been over looked for so long that I think it should be optional to have them. So when people get disappointed or tired by how little loot they drop They can just switch them off but have the other mobs. This should go especially on consoles







    In other words, that's not a good idea. Creepers, although sometimes very rage-inducing, are nowhere near as terrible as some of the other mobs in this game (like Strays), and having options that disable certain mobs are probably going to be used by very few people.

    Posted in: Suggestions
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    posted a message on [WIP] PCAwesomeness's Model Collaboration

    I have not posted on this thread in a long while, so I will revive it with a big showcase!


    Fearful beings congregate on this very day...

    What a spooktacular party this is going to be!

    New guests coming in? More fun!

    WHO'S READY TO ROCK!?

    A guest to join the party, or just someone annoyed?

    Eh, even with all these little guys around, we're still not sure...

    Happy Halloween!

    Posted in: Mods Discussion
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from BobMowzie»

    No, sorry. That version jump is just too big.

    Hey, development has slowed down since school started but is definitely still going. Two of the three mobs I want to release in the next update are finished. The third one is modeled and has the beginnings of animation. Not sure when it'll be ready, and I'm debating releasing the two finished ones by themselves earlier. They're small though, so I'm afraid people will be disappointed.




    Nah, take your time. I understand waiting for a release is a pain, but you are making a mob more complex than the others added in the update; I would love to see the final product along with the finished mobs!

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ParasiticSquid»

    Apparently the 1.12.2 source on github vanished magically a while ago. Since im one of the many that can't join the discord I would occasionally compile the source to see whats new so this is very disappointing.

    Some of us can't/won't join the discord and since news outside is pretty limited or outright needlessly late most of the time when it does get revealed outside to my understanding, compiling and looking at the source was one of the ways to check progress.
    Anyone know why it's gone with no explaination?


    A couple people compiled the code and tried distributing builds to random people, thus ruining it for everyone.

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from BARYONIX7»

    Hey guys, been a long time, literal years. Good to see a few familiar faces.

    Anywho, no amount of searching has helped, so I gotta ask here: Do wild dinosaurs breed? I'm making a sort of "lost world" map and have made sure to spawn male and female of each kind of dinosaur, with suitable biome and surroundings. However, nothing has bred yet. Notes: Using offical modpack, dinosaurs are not too hungry.


    *gasp*

    You're back!

    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 Landar»

    Hey PC!


    I'm not sure what you're referring too. I know I have a bad habit of typing a lot of stuff.


    I'm going to take a stab at making some structures in the Greco/Roman style and JonSnow got Atlantis stuck in my head.


    I was wondering if anyone knows if there ever was a Chinese dragon made by any mod out there for Minecraft? I wonder if the authors of this mod had ever thought about it?


    Thanks,

    Landar



    There wasn't a mod for it, no. It's also unlikely that a Chinese dragon will ever be added to Ice and Fire (even though it'd be better than a lightning dragon).


    There was, however, an old but good suggestion for it:

    https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/21316-dragon-mob-suggestion-custom-graphic

    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 Landar»

    @JonSnow,


    You might enjoy the Grimoire of Gaia mod. I'm pretty sure it has dryads in it.


    I like the idea of a ruins of Atlantis. Have you seen the Gorgon lair yet? It's built in that same style.


    Thanks,

    Landar



    Ah, Grimoire of Gaia. Quite a unique mod. It had quite a few awesome mobs, like the Ender Eye, Giga Knight, and the Cockatrice.


    Now, it seems as if it got taken over by someone who is incredibly frustrated, because it's basically nothing but monster girls.

    Quote from Landar»

    Hey PC,


    You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.


    I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.


    And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.


    Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.


    My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.


    But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.


    Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.


    Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.


    Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.


    LOL! I might have to go down to the bookstore or my library.


    Thanks,

    Landar



    Necromancy was that mod.


    Also, that is an interesting inspiration!

    Posted in: Minecraft Mods
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    posted a message on Minecraft 1.13 Update Opinion Thread




    Agreed, between this and the changes to squid behavior certain long standing mechanics are ruined which become "features" of 1.13 and beyond.


    I do not nor ever intend to spend time near the ocean. It has been proven water is laggy and the ocean temples make it worse as well. Overall performance now is worse than ever.


    Squid were terrible before, though.


    While they still suck now, at least the new behavior is a step in the right direction.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.13 Update Opinion Thread
    Quote from ScotsMiser»

    I intended Drowned to be covered by "adding 3D spawning mobs without a 3D spawnproofing method".

    If there is were a way to Drowned proof a volume of water (more than a few deep) without resorting to a 3D matrix of lights, they would be an unobjectionable to useful addition.


    [see Drowned-proofing techniques wanted… for a relevant discussion. (Further ideas definitely welcomed.)


    The matrices of lights (sea lanterns/jack-o-lanterns/glowstone) that are the only solution so far discovered have issues:

    • somewhat expensive of resources (water needs be avoided early game)
    • require signaificant amounts of player time to install
    • impede movement
    • obstruct sight lines (likely quite important to the fraction of the community that hailed the advent of bubble free underwater builds)

    What is needed is a 3D equivalent of the fence & torch combination employed against surface limited mobs.

    NOTE: Ghasts require a spawnable block, making them (comparatively) simple to spawn proof against.]



    Ah, alright.

    I was more concerned with their entire implementation; I feel that they do not add anything nice to the game.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.13 Update Opinion Thread
    Quote from ScotsMiser»

    quote=CheshireWesterfield

    But not ruined by developers.


    Considering the content of 1.13:

    While there are some amazingly boneheaded parts (silverfish eggs instant break, MobB implementation, adding 3D spawning mobs without a 3D spawnproofing method, etc), were the game to run at a reasonable rate (without third-party boosters and on garden-variety equipment), it would (despite its faults) have to be considered a great success.


    Considering the program of 1.13:

    Code bloat and performance degradation (both unarguably problems when occuring in any program) are another matter.

    Given the new material added, a single digit hit in FPS moving from 1.12.2-1.13.(actual release quality version) while using the same hardware would not have been unexpected. [And would likely have occassioned little in the way of complaint.]

    Instead the combined Aquatic/technical update [which ought also to have fixed many longstanding outright buggy sections of the code eg lighting glitches] not only left many variants of Ye Dreade Glitche Monster intact, but [dis]improved the game to the point where it has proven unusable for many players.

    If there has been ruin by the developers, it has been in this arena.


    [For those who wonder if content ruin by the producing company is mythical, try searching "Old School Gaming" and reading a few of the 'discussions'. (Wearing asbestos PJs strongly recommended.)]


    I'd also argue that the addition of the Drowned are also another massive mistake Mojang made.

    Posted in: Recent Updates and Snapshots
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