(Poll) [modpack] Prehistoric Life [0.3.2] [prehistoric_life]

3 Piscivorous Aquatic Reptiles for 1.0.0

Poll ended at Wed Feb 22, 2017 07:44

Mosasaurus
2
14%
Platycarpus
1
7%
Elasmosaurus
2
14%
Tylosaurus
2
14%
Pliosaurus
1
7%
Liopleurodon
3
21%
Shastasaurus
2
14%
Icthyosaurus
1
7%
 
Total votes : 14

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(Poll) [modpack] Prehistoric Life [0.3.2] [prehistoric_life]

by Christian9 » Thu Feb 19, 2015 16:58

Image

Adds Prehistoric Creatures, Blocks, Foods and Eggs.

Code:WTFPL
Textures:WTFPL
Authors: Sapier, Christian9
Download:Beta
Screenshots:
+ Spoiler

Crafting:
+ Spoiler


Cloning:
+ Spoiler


Changelog:

Alpha 0.1 - Released Tyrannosaurus prelude
Alpha 0.1.1 - Added more animations
Alpha 0.2 - Released Triceratops
Alpha 0.2.1 - Released New Dinosaurs
-- Beta
Beta 0.3.0 - Removed Tsintaosaurus, Indominus, Net Gun and Old Triceratops model Added New Models, Cloning, Items, Dinosaurs
Beta 0.3.1 - Added Modified Crafter for Cloning
Beta 0.3.2 - Fixed Crafter for new Minetest version, Added New Triceratops Model

Thanks to NPX for the original Triceratops and Stegosaurus
Last edited by Christian9 on Tue Feb 21, 2017 09:22, edited 62 times in total.
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by Christian9 » Mon Apr 06, 2015 22:43

.
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Re: (notdone)Dinosaur Mod

by Don » Tue Apr 07, 2015 01:35

Keep it up. This looks like it will be a cool mod.
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Re: (notdone)Dinosaur Mod

by Dopium » Tue Apr 07, 2015 05:08

Nice idea, maybe have fossils generated in the dinosaurs form underground as in they are extinct. Even if the mod was only fossils, it would add a exploration element to the game.
 

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by Christian9 » Tue Apr 07, 2015 17:57

.
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by Christian9 » Wed May 13, 2015 21:02

.
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by Christian9 » Tue May 19, 2015 00:09

.
Last edited by Christian9 on Sun Aug 21, 2016 06:41, edited 1 time in total.
 

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by Christian9 » Tue May 26, 2015 04:26

.
Last edited by Christian9 on Sun Aug 21, 2016 06:41, edited 4 times in total.
 

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Re: [Coming Soon]Prehistoric Mod

by Christian9 » Mon Jun 01, 2015 16:51

Saturday screenshot will be Spinosaurus!

Weekly fun fact:Diplodocus tail could break the sound barrier!
 

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Re: [Coming Soon]Prehistoric Mod

by programmingchicken » Thu Jun 25, 2015 23:47

Ooh, sounds interesting.
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Re: [Coming Soon]Prehistoric Mod[T-Rex Unleashed]

by Christian9 » Mon Jul 13, 2015 06:12

T-Rex is now ready
 

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Re: [Coming Soon]Prehistoric Mod[T-Rex Unleashed]

by Christian9 » Sat Jul 25, 2015 00:44

Indominus Rex screenshot is being released soon
 

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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]

by Wuzzy » Wed Sep 23, 2015 17:36

I just tested version 0.0.1 and had some problems:

  • Is this a modpack? Then you should probably add an empty file called “modpack.txt” in the “trex” directory.
  • Even after adding modpack.txt, it doesn't work for me: The is a naming conflict, you have a mod called “mobf”. Is this mod the original Mob Framework? Then you could safely delete it and list it as dependeny. If you changed it, however, I strongly suggest you rename this mod (perhaps “trex_mobf” or something) to resolve the naming conflicts
 

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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]

by Christian9 » Wed Sep 23, 2015 17:54

Yes it is indeed a mod pack and I will be releasing a Rex beta soon with a modified mobf(I'm in fact working on it has we speak)
 

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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]

by Christian9 » Tue Sep 29, 2015 16:30

Beta is Out! Enjoy!
 

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Re: Prehistoric Life [modpack] [Beta 0.0.1]

by Wuzzy » Tue Sep 29, 2015 17:07

Nice, now I can at least start it. :D

I did not test much, but these are the bugs I have found:

- T-Rex has Z-fighting issues at its arms.
- I got this error message a few times:
2015-09-29 19:05:18: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
2015-09-29 19:05:39: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!


- And then, Minetest (0.4.13) crashed:

Current Callstack:

stack traceback:
...ds/prehistoric_modpack/pref/utils/error_handling.lua:26: in function 'pref_assert_backtrace'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
2015-09-29 19:05:39: ERROR[main]: ServerError: Lua: Runtime error from mod 'dino_trex' in callback luaentity_Activate(): ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: assertion failed!
2015-09-29 19:05:39: ERROR[main]: stack traceback:
2015-09-29 19:05:39: ERROR[main]: [C]: in function 'assert'
2015-09-29 19:05:39: ERROR[main]: ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: in function 'pref_assert_backtrace'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
 

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Re: Prehistoric Life [modpack] [Beta 0.0.1]

by Christian9 » Tue Sep 29, 2015 17:15

Wuzzy wrote:Nice, now I can at least start it. :D

I did not test much, but these are the bugs I have found:

- T-Rex has Z-fighting issues at its arms.
- I got this error message a few times:
2015-09-29 19:05:18: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
2015-09-29 19:05:39: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!


- And then, Minetest (0.4.13) crashed:

Current Callstack:

stack traceback:
...ds/prehistoric_modpack/pref/utils/error_handling.lua:26: in function 'pref_assert_backtrace'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
2015-09-29 19:05:39: ERROR[main]: ServerError: Lua: Runtime error from mod 'dino_trex' in callback luaentity_Activate(): ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: assertion failed!
2015-09-29 19:05:39: ERROR[main]: stack traceback:
2015-09-29 19:05:39: ERROR[main]: [C]: in function 'assert'
2015-09-29 19:05:39: ERROR[main]: ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: in function 'pref_assert_backtrace'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>


Okay I'll fix this up as soon has possible.im already working on the cloning process for survival mode(there only accessible thru creative mode.
 

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Re: Prehistoric Life [modpack] [Beta 0.0.1]

by blert2112 » Tue Sep 29, 2015 20:31

Your license file is unclear regarding your dino models and textures...
May I use your models and textures for conversions to mobs_redo?
 

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Re: Prehistoric Life [modpack] [Beta 0.0.1]

by Christian9 » Tue Sep 29, 2015 20:46

I do not have a license the Tyrannosaur, and the Trikes owner is CC by SA so yes you may use them and the item textures are all by me
 

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Beta Has Been Fixed

by Christian9 » Wed Sep 30, 2015 06:46

Okay I fixed it and also it needs 4.11 or higher.
 

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Alpha is Out

by Christian9 » Wed Dec 09, 2015 18:19

The Alpha has been Released
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Re: [modpack] prehistoric life [1.0.0] [prerelease]

by Wuzzy » Wed Dec 09, 2015 21:13

Congrats for making it this far with the mod!

I have no idea how to use this mod and how to add the dinosaurs, however.

It seems the fossils are pretty common. The nodes with fossils inside look weird when using the default 16×16 textures. Did you use images larger than 16×16 pixels? If you do texture overlays, you should make sure they have the same size as the original images.

I can also recall Minetest complaining about some missing images from pref (I forgot which ones).
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Re: [modpack] prehistoric life [1.0.0] [prerelease]

by Christian9 » Wed Jul 27, 2016 19:30

Yeah, I noticed the fossils are pretty common as well, I'm gonna give them the same rarity has iron ore.has for adding them, there's a cloning process tutorial on the main modding discussion post. has for those images I'm working on that currently.
 

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New Poll

by Christian9 » Mon Nov 21, 2016 20:50

New Poll:What Should the new Tyrannosaurus rex Texture be based on

I picked 5 Modern North American Predators
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Re: New Poll

by toby109tt » Thu Dec 22, 2016 14:46

Christian9 wrote:New Poll:What Should the new Tyrannosaurus rex Texture be based on

I picked 5 Modern North American Predators

Are you still working on this?
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Re: (poll) [modpack] Prehistoric Life [prehistoric_life] [be

by Christian9 » Thu Dec 22, 2016 18:02

Yes
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Re: (poll) [modpack] Prehistoric Life [prehistoric_life] [be

by BBmine » Sat Dec 24, 2016 17:45

Looks good.
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New Screenshot

by Christian9 » Wed Dec 28, 2016 06:19

I have not posted anything on the forums has for progress lately so I made this

Image
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screenshot_20161227_221359.png (495.63 KiB) Viewed 6387 times
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Re: (poll) [modpack] Prehistoric Life [prehistoric_life] [be

by Christian9 » Wed Dec 28, 2016 06:26

If you can see it then that is a male which I used Cougar, Grizzly Bear and of course the eyes are generic bird eyes, The female has more red hued eyes.
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Re: (poll) [modpack] Prehistoric Life [prehistoric_life] [be

by ManElevation » Sun Jan 01, 2017 12:21

nice it looks good but i would put it on a server
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