Better animal models

Содержание

ЧАСТО ЗАДАВАЕМЫЕ ВОПРОСЫ

Вопрос: Могу ли я отключить определенные замены?Ответ: Да. Существует конфигурационный файл, который позволяет отключить замену.

Вопрос: Совместим ли этот мод с ?

Ответ: Если он не указан в функциях, то нет, мы не заменяем его модели. Некоторые моды также будут переопределять наши переопределения, например, Волчья броня, с которой мы не совместимы.

Вопрос: Влияет ли на что-либо конфигурация сервера?

Ответ: Нет, этот мод ничего не делает, когда он установлен на сервере, и он не обязательно должен быть установлен на сервере.

Вопрос: Могу ли я присоединиться к серверам с этим модом?

Ответ: Да, этот мод предназначен только для клиентов. Его можно было бы сравнить с ресурсным пакетом, но более причудливым. Вы можете присоединиться к ванильным серверам с ним без каких-либо проблем.

Вопрос: Могу ли я использовать этот мод в пакете?

Ответ: Да, если он размещен на Curse или private. Если вы хотите публично разместить пакет на другой платформе (например, technic), пожалуйста, спросите или подумайте об использовании Curse, поскольку он поддерживает разработчиков.

дополнительная информация

Better Animal Models-это мод только для клиентов. Установка его на сервер будет работать, но просто отключите его. Клиенты с лучшими моделями животных могут подключаться к серверам vanilla (до тех пор, пока это не нарушает правила, и у них нет других неклиентских модов).

Обратите внимание, что связанный Дискорд-это Лучшие животные Плюс Дискорд, но из-за взаимосвязанной природы двух модов у нас также есть раздел для Лучших моделей животных

Программирование, Искусственный интеллект, Функциональность

  

Спонсируется PebbleHost

Ocelot5836 — Бывший программист

Программирование до 3.0.0

Активы (текстуры, модели) в моделях Better Animals зарезервированы для Cybercat5555 и не могут быть повторно использованы или воссозданы без разрешения, за исключением случаев добросовестного использования.

Behavior

Butterflies will aimlessly fly around in a similar manner to bats. When they spot a flower nearby, they will fly over to it and quickly pollinate it, emitting pollen particles from their bodies once they are finished. Occasionally, they will perch on the ground or on walls; upon doing so, they will stay still until a player comes by, at which point they will fly away.

Butterflies can be caught by using a glass bottle on them. Bottles with butterflies inside them have a special tooltip that indicates their variant, size, and whether or not they have collected nectar.

If a butterfly is exposed to rain, it will be unable to take to the air, helplessly flapping in place and taking damage every time a certain amount of time passes; if it was flying around before it was exposed to rain, it will slowly float down to the ground. While in the rain, butterflies will attempt to seek out shelter to protect themselves; upon finding a hiding spot, they will immediately perch.

7.0.0

  • Added crabs
  • Added nautilus
  • Added sharks
  • Added horseshoe crabs
  • Added bear heads
  • Added wolf capes (with baubles support)
  • Added wolf pelts, used for crafting capes or wool and leather, drops from wolves
  • Added bear capes (with baubles support)
  • Added bear skin, used for crafting bear capes or woll and leather, drops from bears
  • Added crab meat, drops from crabs
  • Added a configuration option to allow variants to be selected based on biomes (white feral wolves -> snowy biomes), off by default
  • Added Italian translation, thanks to Gaber373!
  • Moved kermode bear into black bear egg as a rare variant
  • Renamed creative tab and mod info name from «Better Animals+» to «Better Animals Plus»
  • Added a secret with crabs (try mixing the disk of the skeleton and creeper with the raw crustacean) wink
  • Fixed lampreys not dismounting upon death properly
  • Fixed bears sometimes dropping the wrong head type

8.0.0

  • Add moose
  • Add turkey
  • Add new songbird variant
  • Add pheasant egg
  • Add turkey egg
  • Add fried egg
  • Add turkey legs
  • Add edible turkey block
  • Update models for Feral Wolf (and heads)
  • Lower reindeer health to 30
  • Split coyote head into its own head (on 1.14 this will request an ID change, you WILL lose any coyote heads upon updating!)
  • Add polish translation (slightly out of date)
  • Fix being able to breed pheasant with wheat instead of pumpkin seeds
  • Make deer drops better (always drop 2 antlers, sometimes venison)
  • Fix coyote dropping wolf pelts
  • Removed broken update checker
  • 1.12: Fix fox dropping wolf pelts
  • 1.12: Add oredictionary support to taming items config (format: «ore:oreName»)
  • 1.12: Add Thaumcraft 6 Aspects
  • 1.12: Fix crash from Boar eating crops before the world is loaded
  • 1.12: Fix cascading worldgen lag
  • 1.12: Fix strange desync with lamprey
  • 1.14: Fix heads, hand of fate, and trillium not dropping ever
  • 1.14: Add campfire and smoker recipes for most cookables
  • 1.14: Make nautilus by default despawn again (oops!)
  • 1.14: Add Crab Rave support for Essential Features’ Portable Jukebox
  • 1.14: Fix crash when placing heads on tall grass or two-high plants
  • 1.14: Internally rewrite configs and entity registration
  • 1.14: Fix config not always generating with modded biomes (delete configs to get a new one)
  • 1.14: Added waterlogging support for heads and hand of fate
  • 1.14: Fix tame items config not working
  • 1.14: Add tag support for tame item config (format: «#tagdomain:tagname»)
  • 1.14: Fix some water mobs spawning on land
  • 1.14: Fix ‘Unknown custom packet identifier’ warnings in log

Lycanites Mobs

Подходит для любителей уродливых и страшных тварей. Minecraft пополнится около 115 жуткими существами. Все они имеют собственный уровень силы, а некоторые из них даже будут помечены, как боссы. Благодаря широкому диапазону возможностей и огромному количеству данных мобов, игрок сможет почувствовать себя в новой, более агрессивной среде.

Lycanites Mobs разнообразит геймплей: майнкрафтеру придется встретиться с множеством интересных существ, от пассивных аризавров, мирно жующих траву, до демонического Раховарта, который будет призывать дополнительных миньонов и испепелять игрока своими огненными эффектами.

1.1.0

  • Added venisons to OreDictionary (listAllmeatraw and listAllmeatcooked)
  • Fix hirschgeist bones sometimes moving out of the ghost part
  • Added sound for hirschgeist and footstep sounds
  • Added Russian Translation (Thank you to kellixon!)
  • Fix invalid domain errors (May reset model of trillium and burning status of hand of fate)
  • Added particle system (not used)
  • Removed misc unused code (reduce filesize, cleanup)
  • Added lammergeier landing to make taming easier
  • Made some hostile mobs spawn in peaceful but are unable to attack
  • Added rotation to trillium (rotate different placement directions like a chest)
  • Fix bug where mobs that check for daytime (hirschgeist, coyote) would not always register daytime/nighttime
  • Fix hirschgeist spawning in groups of more than one
  • Add logo to mcmod.info
  • Lammergeier now puts its head down while sitting (midair)
  • Buffed feral wolf health (now more than normal wolves)

Animania Extra Animals

Еще один супер-мод, который добавляет диких представителей фауны, а именно: ежей, павлинов, хорьков, хомяков, три вида земноводных, среди которых есть лягушки, жабы и лягушки-дротики. Павлинов можно размножать. Ежиков, хорьков и хомяков можно приручить, но их нельзя разводить. Поэтому придется всегда искать их в естественной среде обитания.

Также Animania Extra Animals добавляет новые предметы. Можно крафтить мячи и колеса для собственных хомячков. В связке с индустриальными модами, которые добавляют механизмы, есть возможность вырабатывать ток, используя этих животных.

8.1.0

  • Add zotzpyre
  • Add bobbit worm
  • Revamped shark animations to reduce choppiness
  • Added «Ultimate Succening» advancement for getting succed by a lamprey, bobbit worm, and zotzpyre
  • Boars will now more actively seek crops to eat them
  • Fixed feral wolf tail receding into body when tamed and added wagging for tamed wolves
  • Fixed sharks attacking slowly/holding enemies and doing nothing
  • Reduced water slowdown of bears
  • Made squirrels immune to fall damage
  • Added thaumcraft aspects for zotzpyre and bobbit
  • Update Spanish translation to 8.1.0 features
  • Update Russian translation for 8.0.0 features
  • Update Japanese translation for 8.1.0 features
  • Update German translation for 8.0.0 features
  • Fix some entities with glowing eyes causing water behind them to be invisible
  • Fix rare crash caused by some mods with armor displays and modeled armor (capes/hirschgeist skull). Test case Modern Warfare mod.
  • 1.14: Brown Bears, Black Bears, and boars will now eat berries similar to foxes
  • 1.14: Brown Bears and Black Bears are now immune to bush damage
  • 1.14: Brown Bears will now attack salmon
  • 1.14: Rewrote shark movement AI
  • 1.14: Fixed some water mobs spawning on land (actually this time)

8.2.0

  • Fix crabs and horseshoe crabs despawning by default (existing configs should be deleted or fixed)
  • Remove zotzpyre in peaceful difficulty
  • Fix zotzpyre spawning too much in some places
  • Fix zotzpyre attacking other monsters (creepers especially)
  • Fix zotzpyre sometimes going into ground
  • Fix zotzpyre randomly floating mid-air
  • Fix zotzpyre «attacking» horses
  • Fix zotzpyre being unable to swim
  • Fix boars not properly moving to crops
  • Update portugeuse translation
  • Fix goats not properly breeding from all tempt items and remove carrot on a stick as a tempt item
  • Fix entities with nametags despawning if enabled in config
  • Improved lamprey animations
  • Fix tarantula spawning in deserts being very rare
  • 1.14: Fix boars not properly pathing through berry bushes
  • 1.14: Fix bears not properly pathing through berry bushes
  • 1.14: Fix dispensers not outputting spawn eggs as entities but instead dropping them
  • 1.14: Fix possible threading issues from packets
  • 1.14: Fix possible configuration editing exploit from client to server
  • 1.14: Fix reindeer spawning in frozen oceans
  • 1.14: Update AI for lamprey to improve pathfinding
  • 1.14: Fix crash with zotzpyre
  • 1.14: Make boars immune to berry bush damage
  • 1.14: Fix shark teleporting player to them when shot with arrows
  • 1.14: Speed up sharks a bit

Behavior

Black bears will not attack players unless provoked, and, when undisturbed, will wander around aimlessly and avoid any natural hazards such as high cliffs or lava. As well as this, they will eat from berry bushes they walk into; however, they will make no attempt to seek out any nearby berry bushes. However, if provoked by a player or another mob, they will start running quickly at them and dealing 3 hearts (6 HP) of damage upon contact; when attacking, they will rear up and roar loudly to warn targets of incoming damage. They will also attack players that get within 10 blocks away from their cubs; as well as this, if a black bear cub is attacked by a player or another mob, any nearby black bears will immediately turn hostile towards the player or mob that harmed their cub.

In addition to attacking players who threaten their cubs, black bears will also occasionally prey on chickens, rabbits, and pheasants, being able to spot them from 20 blocks away. This behavior is influenced by how hungry they are.

Predator Hunger
Upon spawning, this predatory mob will have an initial hunger defined by the sum of 10 and a random number (from 0-49); every second, this hunger goes up by a single number. In addition to this, it has a hunger threshold of 80; this threshold is vital for its effective hunger, which is 0 when below the threshold and equal to the difference between the hunger and the threshold when above it. If the effective hunger is greater than or equal to 100, the mob will immediately attack a prey animal; otherwise, its chance of predation is determined by the quotient of 1 and the difference between 100 and its effective hunger.

Black bears can be bred with salmon or honeycombs, and are bred in the same manner as other vanilla animals (right-clicking with the breeding item). However, they will not follow players holding meat.

It takes 1 day for a cub to reach adulthood.

4.1.0

  • Fixed bug where animal heads would not drop their item after being broken by external sources (like water)
  • Added config options to disable natural spawning instead of removing entities alltogether
  • Rewrote configuration / entity registration system to add more options (min, max) and categorize entities
  • Lowered Coyote and Goat spawnrates slightly
  • Increase size of deer hitbox by 0.2 blocks
  • Coyotes no longer growl while tamed (unless attacking) and don’t bark
  • Tamed feral wolves will growl when attacking
  • Foxes will not bark
  • Fixed bug where HOF recipe was stuck on last oredict for stone
  • The wearable Hirschgeist skull can now be repaired with bones and antlers
  • Breaking and replacing wolf, deer, or reindeer skull will no longer pick a new variant, but instead persists through the item
  • Wolves, deer, and reindeer will drop heads that match their skins
  • Drop rate of heads greatly reduced
  • Increased goat health
  • Lammergeier now accepts any food for healing
  • Fixed incorrect translation for «fox» in Hungarian
  • Added more oredictionary values for venison (listAllvenisonraw/cooked, foodVenisonraw/cooked) (Pam’s HarvestCraft)
  • Added fox head (also drops correctly and such)
  • Updated all translations for new content except Arabic and Chinese
  • Updated hirschgeist skull (wearable) model on head
  • Fixed bug where the worn hirschgeist skull would render backwards in the inventory screen

Feature Changes

  • 1.15: Remove all mythical features (Hand Of Fate, Zotzpyre, Hirschgeist + Skull + Advancements) They will be moved to our other mod Whisperwoods
  • Feral Wolves can now only be tamed when wearing an Ender Dragon head
  • Add custom textures for baby boar, deer, goose, pheasant, and turkey
  • Add new shark variants (hammerhead, goblin, mako, great white)
  • Update model for shark variants (tiger, whitetip, blue)
  • Make all animals available and non-hostile on Peaceful mode
  • Add baby brown bears (any meat)
  • Add baby black bears (salmon or honeycomb on 1.15)
  • Add baby feral wolves (antlers, must be tamed)
  • Add baby badgers (only occur naturally)
  • Brown bears, black bears, feral wolves, badgers, boar, crab, deer, goat, goose, horseshoe crab, turkey, squirrel, songbird, and pheasant will now naturally spawn as babies (25% chance)
  • Antlers can now be crafted into 3 bonemeal each
  • Bears can now rear and will defend their babies, like vanilla polar bears
  • Goats will now remember their friend when the world is unloaded

Alpaca

The humble alpaca can easily be a part of any early game colony thanks to their low skills required to tame. While they are not sturdy combatants by any stretch of the word, they can be sheared for wool to solve the need for clothes or simply sold to traders for a steady source of income. Beyond that, they are also capable pack animals, allowing them to carry your burdens on caravan trips. Ideally, you’ll move on to more difficult animals to handle, but alpacas will serve as the stepping stone for your tamers to get better at the task. 

What is great about Alpacas:

  • Easy to tame.
  • Produces wool for clothes or trading.
  • Capable pack animals.

For more details about alpacas, check here.

4. Boomalope

While somewhat grotesque, a boomalope is a decent source of chemfuel to run your generators. So long as they have enough grazing land to maintain their large appetites, having one or two boomalopes under your care reduces the need to busy your colonists with other more hands-on approaches to chemfuel production. Definitely do not tame or raise too many of them, as they can eat your colony out of house and home. Another unique trait of boomalopes are their explosive deaths, which can lead to large fire if you don’t protect them.. On the other hand, if you have a few extra boomalopes you’d rather get rid of, they can be ejected out of pods like a mini missile as a surprise gift for hostile colonies. 

What is great about Boomalopes:

  • Produces chemfuel.
  • Living bomb.
  • Use the point above to send them into enemies as cannon fodder.

For more details about boomalopes, click here.

3. Cow

If you’re looking for animals to feed the colony with, cows are on the top of the list. Compared to its competition, cows are the only animal able to produce enough milk to feed a colonist on a daily basis. The math of nutrition can be complicated in Rimworld but know that the milk they produce is enough to make simple meals to feed one colonist. If you’re looking to spice things up, however, the more popular choice is to mix cow milk with some sort of grown crop to instead have fine meals. Either way, they’re great as a food source and can be taken along on caravans as a food truck on the go (whenever you take a stop to milk them). 

What is great about cows:

  • Produces more milk than most animals.
  • Can be butchered for a lot of meat if there are extra cows around.
  • Can be used as a pack animal for caravans.

For more details about cows, click here.

2. Wargs

If you’re looking for a strong animal that could haul around your colony and also fight off raiders, there’s not much better than a warg to get the job done. Essentially, they’re wolves but greater in size and lethality. Compared to other animals that could haul such as horses, wargs will not nibble on the crops as they primarily feast on meat. So long as they don’t have access to your meat stockpile, you can instead keep your wargs fed on raiders corpse while they mill about on hauling duty. Quite reasonably manageable creatures that will prove their uses when the going gets tough. 

What is great about wargs:

  • Tough and can hold their own in a fight.
  • Advanced intelligence means it can do rescue and hauling duties.
  • Feeds on corpses, which makes it ideal for cleaning up raiders you’ve wasted.

For more details about wargs, click here.

1. Rats

You thought it was going to be a thrumbo here? Too bad. It’s rats! Requiring only a small dingy room and as many corpses as you can stuff in it, rats are a low-maintenance pet that can procreate rapidly so long as given something to nibble on. Given time, you will find yourself with an endless horde of vermin to overwhelm raiders. Sure, they’re not exactly lethal at any point in time, but as cannon fodders they tend to trip up raider groups packing explosives, resulting in no small amount of friendly fire. 

Jokes aside, it is important to remember that all animals in Rimworld have their place depending on the scenario you find yourself in. While Thrumbos would likely earn their first place as attack animals, they are difficult to tame and require far too much food to keep around for most cases. Understand what you need and plan accordingly, that is the key to survival in Rimworld. 

What is great about rats:

  • Easy to tame and maintain in any room.
  • Can be fed anything and will feed upon each other if there is no food available.
  • Great cannon fodder that can overwhelm raiders in numbers. 

For more details about rats, click here.

5.0.0

  • Added Boars
  • Added Squirrels
  • Added Boar heads
  • Animal head items have textures for each variant
  • Spawn eggs now show in the Better Animals Plus tab
  • Added biomes configuration for spawning
  • Fixed jellyfish floating/being too large
  • Fixed reindeer neck rotating strangely when eating
  • Fixed lammergeiers derping before attacking («hesitating»)
  • Fixed minor offsets on resting leg models (should prevent feet half clipping into the ground or being angled)
  • Fixed Esperanto translation
  • Fixed some random crashes with Entity datamanager (may still afflict old worlds with older entities, try removing mod, loading world, and re-adding mod)
  • Redo render factory system (use method references)
  • Removed the useless «Common Proxy»

9.0.0

  • Added walrus
  • Added geese
  • Added whales (beluga, pilot, false killer, narwhal, bottlenose, and Cuvier’s)
  • Added saltwater eels
  • Added freshwater eels
  • Added albino deer variants and heads
  • Added new deer model
  • Added arctic, brown, and red feral wolf variants, capes, pelts, and heads
  • Added greenland shark variant
  • Improved shark animations
  • Added goose egg
  • Added golden goose egg
  • Added blubber
  • Updated advancemnts with new heads
  • Added secret with the walrus (they like being fed fried eggs btw)
  • Tweaked tarantulas so they rotate when on a wall
  • Fix non-honey type badgers spawning in savannas
  • Updated Spanish translation (partially updated to 9.0.0)
  • Update French translation (8.2 equivalent)
  • Update Chinese translation (8.2 equivalent)
  • Update Russian translation (partially updated to 9.0.0)
  • 1.12: Updated Thaumcraft aspects for new features
  • 1.12: Added oredict listAllegg and listAllEgg to custom eggs
  • 1.14: Biome based variants now enabled by default in config. No longer affects spawn eggs, only natural spawns. Existing configs must be updated.
  • 1.14: Added a clientside config, also allows reindeer snow particles to be disabled
  • 1.14: Made it so boars retaliate and summon their friends, like in 1.12
  • 1.14: Added buckets for some water mobs (lamprey, nautilus, freshwater eel, saltwater eel, jellyfish)
  • 1.14: Rewrote the ENTIRE variant system to make more sense and be named.
  • 1.14: Rewrote the ENTIRE head-variant system to make more sense and be named.
  • 1.14: Rewrites means that some items in worlds will break. DO NOT take this update lightly. Back up your worlds.

6.0.0

  • Added Badgers
  • Added Lampreys
  • Added Songbirds
  • Trillium now match biome grass color
  • Lammergeiers have new animations
  • Deer are breedable (wheat)
  • Tamed Fox are breedable (raw rabbit or chicken)
  • Hand of Fate has breaking progress and a nicer bounding box
  • Deer no longer run without a single leg on the ground
  • Deer will eat grass
  • Goats will eat grass
  • Lammergeiers will now land on the ground before sitting
  • Fix some translations that were not working
  • Fixed bug with deer drops/loot table causing it to not exist or not drop
  • Fixed crashes with DataManager keys on Jellyfish
  • Fixed heads with corrupted or invalid NBT data causing client to crash
  • Fixed doSpawning config option doing nothing
  • Fixed deer head icons not matching their antlers
  • Removed doRegister from config
  • Added config option to make coyotes always hostile
  • Coyotes can now be tamed with cooked or raw chicken, rabbit, and pheasant as opposed to just raw rabbit.
  • Code refactors (as usual) that make development easier

History

  • 1.0.0:
  • 1.1.0:
    • Now persists in worlds on Peaceful difficulty, but becomes passive.
    • Health has been buffed from 8-20 HP to 10-30 HP (for wild and tamed wolves respectively).
  • 2.0.0:
    • Now occasionally drops a placeable head.
    • Now attacks the newly-added goat.
    • Now has a larger hitbox.
  • 4.1.0:
    • Tamed feral wolves will now growl when attacking targets.
    • Now drops a head corresponding with its fur color.
    • Drop rate of heads has been greatly reduced.
  • 7.0.0:
  • 8.0.0:
  • 9.0.0:
  • 10.0.0:
    • Can now only be tamed when wearing an Ender Dragon head (due to the removal of the Hirschgeist).
    • Added baby feral wolves, which have a 25% chance to spawn naturally and can also spawn after a pair of tamed feral wolves are bred with antlers.
  • 10.1.0:

Bugs

  • Make Lammergeiers Great Again! (No, seriously)
  • Fix crashes related to null variants (Shark rendering, whale rendering)
  • Fix heads with missing textures
  • Add Romanian and Finnish Translations
  • Fixed issue with serialization of types
  • Fix random crashes when certain entities spawned naturally
  • Fixed crash when taming animals
  • Fixed reindeer having weird leg placement
  • Fixed feral wolves not being able to heal to full health with food
  • Fixed coyote, feral wolves, and goats having odd walking animations
  • Fixed taranatulas spawning too much / in the light / in the wrong places
  • Fixed weird desync with feral wolves and coyotes when sitting (walking while sitting, etc)
  • Fix crash with Rosy’s Update mod / overwriting vanilla bucket
  • 1.15: Fix songbirds sometimes not appearing as landed
  • 1.15: Fix walrus not moving when in water
  • 1.15: Possibly fix crash with Lammergeier navigation
  • 1.15: Fix Feral Wolves not dropping pelts and not changing eyes when tamed

Bugfixes

  • Fixed bug where all foods took 32 ticks to eat instead of 16 for some
  • Fixed whales being invisible when they had no pitch
  • Fixed deer fawn not following their parents
  • Fixed black bear cubs not following their parents
  • Fixed black bears not being territorial near players with cubs
  • Fixed brown bear cubs following black bear adults
  • Fixed bobbit worms not angling correctly when in non-water movable blocks (seagress, kelp)
  • Fixed bug where piranhas would spawn adult skeleton horses when a baby horse was killed
  • Fixed butterflies and moths sometimes suffocating themselves in walls when launching from a surface
  • Fixed geese sometimes spawning naturally as the egg-spawned only variant (white goose)
  • Fixed «tamed» octopi despawning
  • Fixed bug where hammerhead sharks had no natural spawn biomes
  • Fixed crab easter egg animations
  • Fixed weird nose cubes on ribbon eel
  • Fixed slow pathfinding in sharks, lampreys, giant/colossal squids, and octopus
  • Improved land/water pathfinding in octopus
  • Fixed octopus being bad at moving downwards
  • Fixed giant/colossal squids getting stuck on the surface of water
  • Fixed broken «ultimate succening» advancement, now works properly with Whisperwoods zotzpyres.

Behavior

Unlike the relatively peaceful vanilla wolves, feral wolves are naturally hostile to players. When attacking, they will quickly run at targets before leaping at them and dealing 2.5 hearts (5 HP) of damage; when pursuing targets, they will emit a constant growling noise.

In addition to indiscriminately targeting players, feral wolves will also occasionally prey on skeletons, sheep, chickens, villagers, rabbits, Illagers, and goats. This behavior is influenced by how hungry they are.

Predator Hunger
Upon spawning, this predatory mob will have an initial hunger defined by the sum of 10 and a random number (from 0-49); every second, this hunger goes up by a single number. In addition to this, it has a hunger threshold of 80; this threshold is vital for its effective hunger, which is 0 when below the threshold and equal to the difference between the hunger and the threshold when above it. If the effective hunger is greater than or equal to 100, the mob will immediately attack a prey animal; otherwise, its chance of predation is determined by the quotient of 1 and the difference between 100 and its effective hunger.

Surprisingly enough, feral wolves can be tamed (despite their name indicating otherwise). If a player is wearing an Ender Dragon Head, they can tame a feral wolf with bones; any player who attempts to tame one without wearing either of these will cause a message saying «You cannot tame feral wolves without proving your prowess. Discover a mighty enemy, defeat it, and wear its head. Feral Wolves only bow to the protector of the forests.» (referring to the now-removed Hirschgeist) to appear. They can also be tamed wearing the Hirschgeist Skull added by the mod Whisperwoods, which the Hirschgeist was moved to.

Once tamed, feral wolves will drop their spooky visage for a more natural-looking one, and will start following the player, even teleporting if they are too far away from their owner. They can be commanded to sit by right-clicking them with an empty hand. As well as this, tamed feral wolves will attack any mob (save for Creepers and Ghasts) their owner attacks; in extension, a tamed feral wolf will come to its owner’s aid if they are under attack.

Feeding a feral wolf any kind of meat will heal it; a feral wolf’s tail rises and lowers depending on how much health it has, and when a tamed feral wolf is low on health (below 33% health), it will start whimpering pitifully.

Feral wolves can be bred with antlers, and are bred in the same manner as other vanilla animals (right-clicking with the breeding item).

It takes 1 day for a pup to reach adulthood.

Rats

Название этого мода говорит само за себя. Добавляет крыс, а вместе с ними и дополнительные элементы в геймплей. Теперь можно будет создать целую армию маленьких помощников. Мобы спавнятся в темноте и изначально боятся игрока.

Но встречаются еще чумные крысы. Они будут агрессивно себя вести по отношению к майнкрафтеру. Также эти существа заражают себе подобных. Однако, если их приручить, то они будут невосприимчивы к болезни.

Прирученных грызунов можно использовать для охоты, сбора и транспортировки предметов. Также крысы помогают в сражениях. Но не стоит забывать, что дикие мобы могут прорываться сквозь землю и красть еду прямо из сундуков.

Также крысы перемещаются, перегрызая дерево. Это нужно обязательно учитывать при строительстве дома.

Appearance

Butterflies come in 6 different variants:

  • An orange-winged variant with black veins and margins on its wings, a dark brown body, black eyes, legs, and antennae, and white speckles on its body and wings (based on the monarch butterfly).
  • A yellow-winged variant with black veins and margins on its wings, pronged hind wings with blue and orange spots on the margins, a yellow body with a dark brown stripe on its thorax, black eyes and antennae, and yellow legs with black tips (based on the Eastern tiger swallowtail butterfly).
  • A purple-winged variant with black veins, thick black margins and white spots on its wings, a pair of orange markings on its hindwings, a white body with dark brown stripes on its thorax and head, black eyes and antennae, and white legs with black tips (based on the purple emperor butterfly).
  • A blue-winged variant with thick black margins on its wings, reddish-orange spots on the margins of its hindwings, a dark brown body, and black eyes, legs, and antennae (based on the common blue morpho butterfly).
  • A yellow-winged variant with brown margins on its wings, a pair of large, dark brown spots on its forewings and a pair of smaller, orange spots on its hindwings, a brown body with yellow speckles on its thorax and abdomen, black eyes, and brown antennae and legs (based on the clouded sulphur butterfly).
  • A brown-winged variant with black margins on its wings, reddish-orange stripes down the middle of its forewings and on the tips of its hindwings, white speckles near its stripes, a dark brown body, black eyes, and dark brown antennae and legs (based on the red admiral butterfly).
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