[Mod] Prehistoric [0.1.8] [prehistoric]

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Mossmanikin
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[Mod] Prehistoric [0.1.8] [prehistoric]

by Mossmanikin » Sat Jun 22, 2013 02:15

[h]⚒ PReHiSToRic ⚒[/h]
Image

This mod started as a small texturepack, it's kind of an add-on for the stoneage mod at the moment.
Most of the code is from other mods.
Textures made by me, partially based upon others.

It's still work in progress, more screens and info will follow soon.


This mod is split into different parts:


[h]archaetools[/h]
Dependencies: default (minetest), farming (minetest)
Supports: animalmaterials, bone, flint, gnawedbones (see below), stoneage
This one is half texturepack, half mod. Some tools have only a different texture, some have a different name too.
Most of them work the same way as before and if you uninstall the mod you have the standard ones.
Almost all the silex recipes from the stoneage mod work with flint from the flint mod too.
By default the "Wooden Pickaxe" is replaced by a "Deer Antler Pickaxe" and the "Wooden Shovel" by a "Bone Shovel".
You can disable this in settings.txt.
The bones from the animals mod (dropped by the vombie), from the bone mod and from gnawedbones (see below) can be used to craft them.
[spoiler=Tools]
Comparison between default/farming and archaetools items (bone tools disabled):
Image
ImageImageImageImage
ImageImageImageImage
ImageImage
I'll probably edit some of the textures.
[/spoiler]
[spoiler=Recipes]
New recipes (you can still use the standard recipes):
Image Image Image Image Image Image Image Image Image Image
Recipes for bone tools (the recipes with planks won't work anymore):
Image Image Image
Image Image Image
[/spoiler]


[h]burningmaterials[/h]
Dependencies: stoneage
Supports: darkage, dryplants
You can use dry_shrub (default), dry_leaves & straw (darkage), hay & reed (dryplants) as tinder for the Firestriker or for crafting a Bonfire.


[h]gnawedbones[/h]
Dependencies: default (minetest), legacy (minetest)
Supports: animalmaterials, mobs
When you eat a piece of meat (from one of the supported mods) or a rat you will get a bone back.


[h]huntertools[/h]
Dependencies: throwing
Supports: animalmaterials, flint, stoneage
This one adds a couple of recipes and different textures for wooden bow and arrow of the throwing mod.
[spoiler=Recipes]
Some of the new recipes (you can still use the standard recipes):
Image
Image Image
[/spoiler]


[h]moresilex[/h]
Dependencies: stoneage
Silex from the stoneage mod can be found on desert sand and gravel.


[h]primitivedeco[/h]
Dependencies: default (minetest), dye (minetest)
Supports: animalmaterials
Adds decoration: a painting of a wisent and a placeable fur cover.
[spoiler=Recipes]
Image Image
[/spoiler]


[h]stringrecipes[/h]
Dependencies: default (minetest), farming (minetest)
Supports: animalmaterials
Adds new string recipes.
You can craft strings out of Wool (any color), Fur (from MOB Framework), Grass, Jungle Grass, Papyrus and Reedmace.
[spoiler=Recipes]
Image Image
Image Image
Image Image
[/spoiler]


[h]woodstuff[/h]
Dependencies: default (minetest)
Changes "Junglewood Planks" to "Junglewood Logs" and "Wooden Planks" to "Wooden Logs".
Adds "Twigs" as building material. Out of "Twigs" you can craft roofs or slabs,
out of logs you can craft poles, out of poles you can craft water poles.
These water poles become entities when placed. This way they can exist inside water. It's a bit tricky to place them, but I think it's worth the result.
Known issue: sometimes the water pole doesn't work the way it's supposed to. You can fix this by placing and/or destroying a node next to it.
[spoiler=Settings]
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
PLANKS_NOW_LOGS = true
AUTO_ROOF_CORNER = true

When AUTO_ROOF_CORNER is set to true, roof blocks will change shape under certain circumstances (just test it).
[/spoiler]
[spoiler=Recipes]
Image Image
Image Image
Image Image
Image Image
[/spoiler]
[spoiler=Screenshot]
Image
[/spoiler]


[h]Credit[/h]
Code
Casimir (Stoneage, flint and fire)
Jeija (Throwing)
PilzAdam (Throwing, PilzAdam version, Simple Mobs)
VanessaE (Plantlife)
wulfsdad (Fishing!)

Textures
VanessaE (default_grass_*.png)

Review
BlockMen
cornellius
Dan Duncombe
Evergreen
Ikishida
Inocudom
rubenwardy
Thermal_Shock
Yingaya

Other Inspiration
Casimir (sickle)
BlockMen (Bones and bonemeal, Flintstone)
MasterGollum (DarkAge)
Mito551 (Dwarves)
sapier (MOB Framework)
Sokomine (cottages)
Thermal_Shock (Hunter Gatherer)

Last, but not least
all whom I forgot to mention, who made Minetest, modding and this mod possible and those whom inspired me



If you think something is missing or should be changed: feel free to post critique or suggestions.
In case you have made something or would like to make something that fits to the theme of this mod, I'll gladly add it as-is or slightly modified.

Download:
prehistoric-0.1.8.zip
prehistoric-0.1.7.zip
prehistoric-0.1.6.zip
prehistoric-0.1.4.zip
prehistoric-0.1.3.zip
prehistoric-0.1.2.zip
prehistoric-0.1.1.zip
prehistoric-0.1.0.zip
prehistoric-0.0.9.zip
prehistoric-0.0.8.zip
prehistoric-0.0.7.zip
prehistoric-0.0.6.zip
prehistoric-0.0.5.zip
prehistoric-0.0.4.zip
prehistoric-0.0.3.zip


GitHub: https://github.com/Mossmanikin/prehistoric


License (ev'ryt'ing): WTFPL
Last edited by Mossmanikin on Sat Dec 21, 2013 18:01, edited 1 time in total.

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by cornellius » Sat Jun 22, 2013 06:13

Nice How Bout Some Portal To Prehistoric Or Maybe Biomes??
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by rubenwardy » Sat Jun 22, 2013 11:11

Very nice.

cornellius wrote:Nice How Bout Some Portal To Prehistoric Or Maybe Biomes??


Make sure you use v7 map-gen biomes :P
 

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by Mossmanikin » Sat Jun 22, 2013 16:30

cornellius wrote:Nice How Bout Some Portal To Prehistoric Or Maybe Biomes??

rubenwardy wrote:Very nice.

rubenwardy wrote:Make sure you use v7 map-gen biomes :P


Thanks for your feedback. :)
A Biome is worth cosideration. I'll think about it. But I see no need in an ice age landscape, and I'm not sure if I want to go back to a time where humans didn't exist yet.
However, some plants and animals would be nice. Don't expect anything like that soon though.

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by Mossmanikin » Sat Jun 22, 2013 20:41

Small update: 0.0.4 - some recipes added & some changed

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by BlockMen » Sat Jun 22, 2013 21:26

Looks nice. Havent thought that flint will become usefull one day. Good work.
 

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by Mossmanikin » Sun Jun 23, 2013 03:34

BlockMen wrote:Looks nice. Havent thought that flint will become usefull one day. Good work.


Thank you. :)

The flint texture is very nice and I like the way of getting flint like in Minecraft.
The stoneage mod adds realism to the game and recipes for silex/flint.
Since I like both mods I thought: why not combine the two?

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by Mossmanikin » Mon Jun 24, 2013 08:51

Small update: 0.0.5 - support for the mods: animals (mobf) & bone

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by Mossmanikin » Wed Jun 26, 2013 10:14

Small update: 0.0.6 - support for the throwing mod, string recipes and other (small) changes

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by Mossmanikin » Wed Jun 26, 2013 12:07

Somehow this topic magically moved from Modding General to Mod Releases.
I really had to search for my own thread, since I didn't request a move yet.
Funny experience.
Thanks for moving. :D

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by Mossmanikin » Sat Jun 29, 2013 10:21

Update: 0.0.7 - rearranged a lot of things, changed some recipes & added some new stuff

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by Mossmanikin » Mon Jul 01, 2013 16:12

Small update: 0.0.8 - support for the fishing mod, new deco, now you'll get a bone from meat no matter if on a stack or not

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by Mossmanikin » Mon Jul 08, 2013 01:48

Small update:
- removed catchfish (it's this mod now)
- added some wood stuff (see first post)

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by Mossmanikin » Wed Jul 10, 2013 00:53

Small update:
- added wet reed
- the new tinder can be used to craft a bonfire
- sickle works different
Last edited by Mossmanikin on Wed Jul 10, 2013 01:04, edited 1 time in total.

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by Mossmanikin » Wed Jul 17, 2013 23:03

Update:
- Added ferns and reedmace
- Several small changes like different recipes, minor texture tweaks...

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by Inocudom » Wed Jul 17, 2013 23:37

Your creativity with this is quite amazing. Keep up the good work, for I hope to find this on a server one day.

I hope oOChainLynxOo will test this some time.
 

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by Mossmanikin » Thu Jul 18, 2013 00:14

Inocudom wrote:Your creativity with this is quite amazing. Keep up the good work, for I hope to find this on a server one day.

I hope oOChainLynxOo will test this some time.


Thank you! :)

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by Mossmanikin » Thu Jul 18, 2013 20:31

Small update:
- changed default settings of dryplants. (see first post)
- new string recipe

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by Dan Duncombe » Thu Jul 18, 2013 20:33

You should make this into [Game] Prehistoric
Last edited by Dan Duncombe on Thu Jul 18, 2013 20:33, edited 1 time in total.
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by Mossmanikin » Thu Jul 18, 2013 20:52

Dan Duncombe wrote:You should make this into [Game] Prehistoric


Thanks for your feedback. :)

I actually thought about that, but I'm not sure if I want to force the player to stay in the stone age .
What I do want is to give the player less reasons to leave the stone age.

Maybe I'll try and make a gamemode based on this mod, depending on the result I'll upload it.

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by Thermal_Shock » Fri Jul 19, 2013 12:03

Awesome work. The mod is really developing into something unique and wonderful.

I also think you have enough content to turn it into a full fledged game if you so desired.
 

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by Evergreen » Fri Jul 19, 2013 12:36

Imo, the bow and arrow textures are better than the throwing mod's arrows. Very, VERY nice job with this mod. You are really becoming a prominent member of the forums. :D
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by Mossmanikin » Fri Jul 19, 2013 16:29

Thermal_Shock wrote:Awesome work. The mod is really developing into something unique and wonderful.

I also think you have enough content to turn it into a full fledged game if you so desired.

Evergreen wrote:Imo, the bow and arrow textures are better than the throwing mod's arrows. Very, VERY nice job with this mod. You are really becoming a prominent member of the forums. :D


Thanks for your feedback folks. It's really motivating. :)

I've started working on a game by removing from minetest_game what's not needed and adding this mod and dependencies. It's far from ready to upload and working on it distracts me from working on the mod itself. So for now I'll only work on the game if I don't know how to improve the mod.

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by Evergreen » Fri Jul 19, 2013 17:34

Mossmanikin wrote:
Thermal_Shock wrote:Awesome work. The mod is really developing into something unique and wonderful.

I also think you have enough content to turn it into a full fledged game if you so desired.

Evergreen wrote:Imo, the bow and arrow textures are better than the throwing mod's arrows. Very, VERY nice job with this mod. You are really becoming a prominent member of the forums. :D


Thanks for your feedback folks. It's really motivating. :)

I've started working on a game by removing from minetest_game what's not needed and adding this mod and dependencies. It's far from ready to upload and working on it distracts me from working on the mod itself. So for now I'll only work on the game if I don't know how to improve the mod.
Something that might be a good idea is putting this on github. that way people can help make a game mode while you work on the mod.
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by Mossmanikin » Fri Jul 19, 2013 18:49

Evergreen wrote:Something that might be a good idea is putting this on github. that way people can help make a game mode while you work on the mod.


Good idea.
Haven't taken the time to take a closer look at github yet. I'll probably put something on it this weekend.

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by Mossmanikin » Fri Jul 19, 2013 21:51

Small update:
- bonetools is now part of archaetools
- small changes to textures of tools
- when bone tools are enabled (by default) recipes with planks won't work (pick & shovel)

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by Mossmanikin » Thu Jul 25, 2013 01:34

Github is more complex than I thought.
A "[Game] Prehistoric" isn't my first priority right now, but it will follow.
For now:
small update
- different spawning behavior for ferns & reedmace
- ferns spawn also near rocks (group:stone)
- tropic beaches & oases with tree ferns & reedmace
- reedmace in water
- when cutting ferns with a sickle you'll no longer get cut grass

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by george90867 » Fri Jul 26, 2013 18:23

dinosuars?
 

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by Mossmanikin » Sat Jul 27, 2013 18:20

george90867 wrote:dinosuars?


I love dinosaurs (as long as they don't eat me) and I'd like to add mobs.
But unfortunately I have almost no experience in working with blender.
Moreover I'd rather add a mammoth and other animals from the Pleistocene first.
So it may take a while before we see dinosaurs here.

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by Mossmanikin » Wed Aug 14, 2013 18:45

Update
- archaeplantae is no longer part of this mod, it's now this mod
- reedmace is (a lot) less buggy now

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