[Mod] Prehistoric [0.1.8] [prehistoric]

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Mossmanikin
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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 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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by Ikishida » Sat Aug 17, 2013 08:13

nice one mossmanikin! can i please use your archaetools mod as a base for the mod I'm making?
Last edited by Ikishida on Sat Aug 17, 2013 08:14, edited 1 time in total.
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by Mossmanikin » Sat Aug 17, 2013 10:10

Ikishida wrote:nice one mossmanikin! can i please use your archaetools mod as a base for the mod I'm making?


Thanks Ikishida. :)
Of course you can, do with it whatever you like.

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by Ikishida » Sat Aug 17, 2013 11:13

Mossmanikin wrote:
Ikishida wrote:nice one mossmanikin! can i please use your archaetools mod as a base for the mod I'm making?


Thanks Ikishida. :)
Of course you can, do with it whatever you like.


Thanks man! if i ever post it(idk if i will post it) ill say that all credits belong to you! ^_^
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by Ikishida » Fri Aug 30, 2013 02:57

yo mossmanikin,its Ikishida again,how can you make a non-wet reed?
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by Mossmanikin » Fri Aug 30, 2013 10:05

Ikishida wrote:yo mossmanikin,its Ikishida again,how can you make a non-wet reed?


Hi Ikishida, go to the mod folder called "dryplants", open the file "settings.txt", look for the line "REED_WILL_DRY = false" and change it to true. Then all(!) placed wet reed blocks and slabs will dry over time.

In survival mode there's currently no other way, maybe I'll add the option to "cook" wet reed.

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by Ikishida » Fri Aug 30, 2013 13:52

Mossmanikin wrote:
Ikishida wrote:yo mossmanikin,its Ikishida again,how can you make a non-wet reed?


Hi Ikishida, go to the mod folder called "dryplants", open the file "settings.txt", look for the line "REED_WILL_DRY = false" and change it to true. Then all(!) placed wet reed blocks and slabs will dry over time.

In survival mode there's currently no other way, maybe I'll add the option to "cook" wet reed.


Thanks,Bro!!
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by Mossmanikin » Tue Sep 03, 2013 23:32

Update
- one can get dry reed by "cooking" wet reed
- placed roof blocks will change shape under certain circumstances (similar to stairs in MC)

EDIT: also edited default_grass_*.png textures (in dryplants)
Last edited by Mossmanikin on Wed Sep 04, 2013 18:19, edited 1 time in total.

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by Mossmanikin » Thu Sep 05, 2013 18:24

Update (0.1.8)
- nothing new
- removed dryplants, it can be found here now

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Re: [Mod] Prehistoric [0.1.8] [prehistoric]

by Christian9 » Tue Jul 28, 2015 22:33

perhaps if you add a portal back to the ice age I can add support for in my dinosaur mod with sabre tooths,mammoths and elasmotherium when it comes out
 

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