This mod is a revival of the old mod back in 1.7.10. This mod will add in Cryptids and conspiracies and some things of mythical nature that may or may not exist and hunting. You can get more info here about the mod, im currently too lazy to do it xD. Heres the old mod.
Right now it's a slow progress and just getting set up for 1.12.2 and working on the Bloop, but there will be many others like Sasquatch, Nessie, Chupacabra, Bunyip, Black Shuck, Mokele Mbembe and loads more. Some old mobs from 1.7.10 will be getting major overhauls on models/textures/ai and some will get minor it really depends on my discretion, but they will all get animation updates that use an animation api, and there will be changed stats that make sense for each creature. (ie, good luck trying to fight Bloop in diamond armor, you're just gonna get one shotted even with a golden apple. And no I'm won't make it easier and lower the stats. Do you realize how big a 215 meter creature is xD.), but small ones like the Dover Demon should be pretty doable in leather armor or arguably no armor, its much smaller than the player and w/o apparent claws or teeth.
What would be the best way to make my mods work with one another and make mobs from one mod to cooperate with mobs from another mod? I want to make them seperate, but to be able use both at the same time and work very well? I was thinking perhaps a core mod where theyre all bind to a core mod like baubles? though my knowledge on coremods, is nonexistant atm. The other idea to approach this problem is to make make addons for the main mod, though that means those other mods would have to depend on the main mod thats not a core mod.
A bizarre creature recounted by the lumberjacks of North America during the 19th and early 20th centuries.
All day long this creature will just wait for a tourist or helpless creature below it. At the right moment, it will lift its tail, thus loosening its hold on the mountain, and descend rapidly down the slope. With the beast’s mouth wide open it would swallow all that got in its way. It could also have fins that work like arms to climb itself back up to repeat, but it used its tail to climb itself backward up the mountain.
This mod is amazing, but I have a question for you.
Is it possible to disable some mobs?
Is there a config file to change spawn rate?
there should be if I remember correctly, its been awhile, but otherwise Ive set the spawn rate at the lowest setting. other mods like Jaz would do a better job.
Mind dropping a link to a folder containing the model and texture files for the bosses thus far implemented?
Also, consider downloading a deobfuscator and decompiling a jar file of a previous version, that'll let you get the code back. Depending on how much you've improved, however, it might be a good idea to start anew using proper coding practices (formatting, syntax, etc)
Do you happen to know which deobfuscator to recommend?
If youre open to ideas or suggestions for creatures for your mod you should add creatures from elderscrolls morrowind. they fit perfectly with the mushroom island biome as theyre from a habitat that comes with mushrooms the size aswell too while still being somewhat "natural-like" in color theme and it can be pretty immersive imo. I dont think you could run into copyright issues if you build them from scratch and say theyre inspired by them.
You guys may use these assets to your liking or even port it to which version you want or even to another game like skyrim if you want. just give credit. more than likely im not going to be working on this as I dont have the original code so i'll remake it from scratch for 1.12.2, Wild Cryptids and Conspiracies 2 unless someone beats me to it then kudos to them and let the race begin.
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Remodeled Bloop (Early WIP)
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anyway I can do this? are there any tutorials on this subject?
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This mod is a revival of the old mod back in 1.7.10. This mod will add in Cryptids and conspiracies and some things of mythical nature that may or may not exist and hunting. You can get more info here about the mod, im currently too lazy to do it xD. Heres the old mod.
Right now it's a slow progress and just getting set up for 1.12.2 and working on the Bloop, but there will be many others like Sasquatch, Nessie, Chupacabra, Bunyip, Black Shuck, Mokele Mbembe and loads more. Some old mobs from 1.7.10 will be getting major overhauls on models/textures/ai and some will get minor it really depends on my discretion, but they will all get animation updates that use an animation api, and there will be changed stats that make sense for each creature. (ie, good luck trying to fight Bloop in diamond armor, you're just gonna get one shotted even with a golden apple. And no I'm won't make it easier and lower the stats. Do you realize how big a 215 meter creature is xD.), but small ones like the Dover Demon should be pretty doable in leather armor or arguably no armor, its much smaller than the player and w/o apparent claws or teeth.
New Discord link:
https://discord.gg/qDf86zr
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hey nvm I figured it out
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What exactly am I doing wrong? How come I can't reobfuscate my mod?
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looking to do this on my old mod and use whatever code I can use for the 1.12.2 version.
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What would be the best way to make my mods work with one another and make mobs from one mod to cooperate with mobs from another mod? I want to make them seperate, but to be able use both at the same time and work very well? I was thinking perhaps a core mod where theyre all bind to a core mod like baubles? though my knowledge on coremods, is nonexistant atm. The other idea to approach this problem is to make make addons for the main mod, though that means those other mods would have to depend on the main mod thats not a core mod.
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An idea, Slide rock bolter.
A bizarre creature recounted by the lumberjacks of North America during the 19th and early 20th centuries.
All day long this creature will just wait for a tourist or helpless creature below it. At the right moment, it will lift its tail, thus loosening its hold on the mountain, and descend rapidly down the slope. With the beast’s mouth wide open it would swallow all that got in its way. It could also have fins that work like arms to climb itself back up to repeat, but it used its tail to climb itself backward up the mountain.
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there should be if I remember correctly, its been awhile, but otherwise Ive set the spawn rate at the lowest setting. other mods like Jaz would do a better job.
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Do you happen to know which deobfuscator to recommend?
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Megalenhydris - Giant prehistoric otter
Megalictis - prehistoric giant weasel
Megatherium
Megaladapis - Large Koala Lemur
Megaldon
Megateuthis gigantea
so theres a couple to choose from.
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If youre open to ideas or suggestions for creatures for your mod you should add creatures from elderscrolls morrowind. they fit perfectly with the mushroom island biome as theyre from a habitat that comes with mushrooms the size aswell too while still being somewhat "natural-like" in color theme and it can be pretty immersive imo. I dont think you could run into copyright issues if you build them from scratch and say theyre inspired by them.
some Morrowind creatures:
Cliffracers
http://elderscrolls.wikia.com/wiki/Cliff_Racer_(Morrowind)
Guar
http://elderscrolls.wikia.com/wiki/Guar
Netch
http://elderscrolls.wikia.com/wiki/Netch
Nix Hound
http://elderscrolls.wikia.com/wiki/Nix-Hound
theres others such as the alit, silt striders, Vvardvarks, kagouti, and Cliffstriders.
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You guys may use these assets to your liking or even port it to which version you want or even to another game like skyrim if you want. just give credit. more than likely im not going to be working on this as I dont have the original code so i'll remake it from scratch for 1.12.2, Wild Cryptids and Conspiracies 2 unless someone beats me to it then kudos to them and let the race begin.
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Good mod!
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Actually theres alot warning that say local variables are not used. what could that also mean? is there something i need to do or can i ignore it?