When will some of the Cryptids like the Snallygaster,Cherokee Death Cat,Pocahontas Fire Dragon, Headless Horror, Wampus Beast, Shadow Creature, Bear Beast, Bloodless Howler and White Death get added into the mod. I would really like to see those.
Greetings, its been awhile. Started playing minecraft again and I figured I should start working on the mod again, after having my life priorities straightened out. This mod is back from a loong dormant sleep.
I even made some update changes to it by giving it its own custom id list so it should no longer conflict with other mods that add in mobs.
-Fixes mod id conflicts with other mods that add in mobs by giving them their own custom id so it shouldn't conflict anymore.
-reduces spawn rate of mobs, making them rare as intended, and reduces lag.
-adds in some items (incomplete)
Next update is gonna be pretty slow though as I got a new laptop and moving all my mod files to eclipse and decompiling them is gonna take some time.
I have 2 more new mobs in mind that I intend to add in, but its a suprise so I ain't going to spoil it.
after i move my files to my new laptop and the 2 mobs are complete im going to work on each of the mobs seperately, one at a time which is gonna take some time, so a long time really, probably a couple of months, but in the end, this next update going to be worth it.
it's going to have a proper config file that lets you customize how often you want to spawn them, Lycanites seems to be a good direction, but its very complicated, but I don't want to copy it completely as i feel it ruins the integrity of this mod that I've been working on all by myself. But I dont think it should hurt to see how it works. Along with other mods that have good config and spawning systems.
proper spawning system, I still intend to make them super rare as should be, the config should only make it slightly more frequent. having stat multipliers for the mobs would be cool too, making the game much more challenging and fun.
resizing them, repositioning them from the hitbox, as well as lowering the resolution a little bit as to reduce lag, some models are going to get changed. basically i'm going to trim the file size a bit. this file version just released still has the same textures though. might work on lower res and high res as seperate variant mods later on, but not on the next update.
new sounds and basic animation will be included in the next update. custom animations like in jurrasicraft, fossils and archeology, betweenlands, mowzies probably wont be in the next update as thats more complicated, but in the update after maybe, its just going to be lower on priority for now, but it will have them eventually.
updated and better ai will be included. making each mob somewhat more unique and interesting
This mod will only stay at 1.7.10 until there is a version that has more mods for it than this version does, so enjoy 1.7.10 xD !!
Unrelated to this mod but....
I won't be backporting this to 1.6.4, that would take too long, but i do want to revive old mods from 1.6.4 and before to 1.7.10, theres just too many gems that are left to waste. its only going to be the ones that add in creature, animal, prehistoric, and mythical mobs that dont add in too many things, like dimensions or other things that give the mod too much bloat. I would just need their github and permission from the original mod author.
not dead just haven't gotten around to it in awhile, ive been busy with life, ill try to get around releasing an update this week, it shouldn't conflict with any mods anymore.
just fixed the id conflict issues by giving it its own custom entity list, now the mobs should no longer conflict with other mods. should have another release out soon.
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is there anyway to make this work? say like you kill a mob and it spawns a mini island structure?
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tried it couldnt find you on skype, found you on discord though.
0
This update fixes the mob Id conflict. Those 2 things I'm working on in the next update.
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I just got a new laptop I'll need your Skype contact again. xD
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Link and sources?
0
Greetings, its been awhile. Started playing minecraft again and I figured I should start working on the mod again, after having my life priorities straightened out. This mod is back from a loong dormant sleep.
I even made some update changes to it by giving it its own custom id list so it should no longer conflict with other mods that add in mobs.
https://minecraft.curseforge.com/projects/wild-cryptids-and-conspiracies-mod/files
-Fixes mod id conflicts with other mods that add in mobs by giving them their own custom id so it shouldn't conflict anymore.
-reduces spawn rate of mobs, making them rare as intended, and reduces lag.-adds in some items (incomplete)
Next update is gonna be pretty slow though as I got a new laptop and moving all my mod files to eclipse and decompiling them is gonna take some time.
I have 2 more new mobs in mind that I intend to add in, but its a suprise so I ain't going to spoil it.
after i move my files to my new laptop and the 2 mobs are complete im going to work on each of the mobs seperately, one at a time which is gonna take some time, so a long time really, probably a couple of months, but in the end, this next update going to be worth it.
it's going to have a proper config file that lets you customize how often you want to spawn them, Lycanites seems to be a good direction, but its very complicated, but I don't want to copy it completely as i feel it ruins the integrity of this mod that I've been working on all by myself. But I dont think it should hurt to see how it works. Along with other mods that have good config and spawning systems.
proper spawning system, I still intend to make them super rare as should be, the config should only make it slightly more frequent. having stat multipliers for the mobs would be cool too, making the game much more challenging and fun.
resizing them, repositioning them from the hitbox, as well as lowering the resolution a little bit as to reduce lag, some models are going to get changed. basically i'm going to trim the file size a bit. this file version just released still has the same textures though. might work on lower res and high res as seperate variant mods later on, but not on the next update.
new sounds and basic animation will be included in the next update. custom animations like in jurrasicraft, fossils and archeology, betweenlands, mowzies probably wont be in the next update as thats more complicated, but in the update after maybe, its just going to be lower on priority for now, but it will have them eventually.
updated and better ai will be included. making each mob somewhat more unique and interesting
This mod will only stay at 1.7.10 until there is a version that has more mods for it than this version does, so enjoy 1.7.10 xD !!
Unrelated to this mod but....
I won't be backporting this to 1.6.4, that would take too long, but i do want to revive old mods from 1.6.4 and before to 1.7.10, theres just too many gems that are left to waste. its only going to be the ones that add in creature, animal, prehistoric, and mythical mobs that dont add in too many things, like dimensions or other things that give the mod too much bloat. I would just need their github and permission from the original mod author.
6
not dead just haven't gotten around to it in awhile, ive been busy with life, ill try to get around releasing an update this week, it shouldn't conflict with any mods anymore.
and ill get the mod banner up soon
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Have you considered mob spawn controls 2? It allows you to spawn any mob in any biome you wish, however it's only for 1.7.10
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I'm trying to find a good tutorial for it but I really cant find any good ones
there was this one but I'm having problems with it
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I do the naming was just wrong I got it to work.
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I'm new to making blocks. I have one setted up and a texture but all it shows is a black and purple texture.
blocks class:
https://gist.github.com/anonymous/1f5604edeafccfd173bf
mammothfur:
https://gist.github.com/anonymous/c0ee1877941ff835938d
1
just fixed the id conflict issues by giving it its own custom entity list, now the mobs should no longer conflict with other mods. should have another release out soon.
0
O.o wow lol I never realized that, that could have been so obvious.... now it works. thx for the help I was really struggling with this.
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what should it look like then? EDIT : should I post the strings class?
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I'm not sure what you mean by file extension, srry if I'm being dense
but this is what would register it in my main class, the AhoolEntity.WildCryptids();"
https://gist.github.com/anonymous/729c77677bd9529d48a7
and this is that "AhoolEntity.WildCryptids();" itself.
https://gist.github.com/anonymous/0063d7e0a1506a79943b
when I have it registered it just crashes when I try to start it
the crash report:
https://gist.github.com/anonymous/cbad287eb78f80c2a427