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Crewmate's Data Packs: Feedback, Suggestions, etc.
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Suggestion:
A complete "ground up" remake of Crewmate's Prehistoric Datapack
different from weird birds, but all the models and such are reused from the original datapack, just ported over, and recoded to both fit your current coding style/actually work post 1.21
after your done with weird birds tho
A complete "ground up" remake of Crewmate's Prehistoric Datapack
different from weird birds, but all the models and such are reused from the original datapack, just ported over, and recoded to both fit your current coding style/actually work post 1.21
after your done with weird birds tho

Yes, I'll probably make a spiritual successor to that in the future. But it's gonna be using new textures since I've advanced in texturing ever since those days.

ok!

crewmate like among us

(sorry for not posting this here from the beginning)
Is there any Requirement for Ruptures and creatures from other times to start Spawning? I mean, the only things Ive seen since I installed the Data Pack are the Deer and the Crowbar, but I havent seen any trace of creatures from other times or Ruptures.
Is there any Requirement for Ruptures and creatures from other times to start Spawning? I mean, the only things Ive seen since I installed the Data Pack are the Deer and the Crowbar, but I havent seen any trace of creatures from other times or Ruptures.

you installed the old version of the datapack where i (accidentally) left the spawning of ruptures off by default. this new version fixes that. pls reinstall.

just weird birds now?

might work on other things but yes

Discontinued :(
There was so much planned, it couldve been so great..
weird birds looks good too but ill miss this
There was so much planned, it couldve been so great..
weird birds looks good too but ill miss this

Hmmm....

Btw in my 100 Days I tried killing Godzilla, but his ray is kinda broken, the axe no longer works against it :(

I saw you use that exact same data pack on a test world, and it worked just fine there. Maybe it was just some unlucky factors that led to it not working. Send me anything else you think could have caused it 👍

Might be because I keep on updating the datapack versions on the same world, because a lot seems to be broken for me on that world lol

Hey guys! Updates won't come for at least two months, I've been working on a new project based on the Twitter ARG "Weird Birds."
Click here for more info.
With this Data Pack, ruptures of space and time bring in creatures from the past and the future. It'll include creatures from the ARG, along with a few new ones!


Click here for more info.
With this Data Pack, ruptures of space and time bring in creatures from the past and the future. It'll include creatures from the ARG, along with a few new ones!



Data Pack is almost FINISHED!! Just a few bugs and monetization approval and it'll be released! Join this discord for the testing server: discord.gg/EJxUkkQx

a


WIP Tyrannosaurus new walking animation

huge improvement

Wait, is Megalodon coming back 😱
Just saw it on the planned mobs list.
I kinda miss it... even when it killed like all of my villagers in my Iron Farm and made me restart like 10 times lol
Just saw it on the planned mobs list.
I kinda miss it... even when it killed like all of my villagers in my Iron Farm and made me restart like 10 times lol

If you research into it, Otodus is an animal genus that can refer to giant sharks like Megalodon, so it's just a Megalodon but with a less specific name.

Is high regeneration for godzilla planned? (he still doesn't have it in the mod, and he really needs it since otherwise hes easily killed and can't recover from damage). Seriously, godzilla REALLY needs regeneration, as his own atomic breath kills him because he can't heal

It's already added wym?

No, you forgot to add it, I’m testing it rn. You might’ve added it in a test build but not the main one

aight i think i fixed it now, try downloading the data pack again

I think it's more an issue with the datapack itself, for some odd reason it wont regenerate except for very very random moments. I think you may need to make it so it has regeneration every tick. You did manage to get it resistant to its atomic breath tho, good job on that

yea i just set it to be invulnerable whenever its atomic breath explodes
btw it regenerates whenever it roars
btw it regenerates whenever it roars

Ideas (if possible anyway)
Prehistory datapack:
Exploding cycads (reference to the now discontinued game dinosaur arcade, would add a nice survival aspect. When the cycad is touched it explodes with the force of a tnt)
Meteors (occur every 27 nights during meteor shower events, each meteor lands with the force of half a tnt, though ignites fire. The meteors drop special items on top of this)
Velociraptor and protoceratops (I feel the datapack is missing actually small animals, so these two would serve as a nice way to fill that niche)
Kaiju datapack:
Small godzilla being resistant to explosion it generates via its atomic breath (this is a common reason it flatout dies in my experience)
AOE attack for kaiju (would allow them to fair better against whole groups of mobs, such as guards from the guard villager mod)
Prehistory datapack:
Exploding cycads (reference to the now discontinued game dinosaur arcade, would add a nice survival aspect. When the cycad is touched it explodes with the force of a tnt)
Meteors (occur every 27 nights during meteor shower events, each meteor lands with the force of half a tnt, though ignites fire. The meteors drop special items on top of this)
Velociraptor and protoceratops (I feel the datapack is missing actually small animals, so these two would serve as a nice way to fill that niche)
Kaiju datapack:
Small godzilla being resistant to explosion it generates via its atomic breath (this is a common reason it flatout dies in my experience)
AOE attack for kaiju (would allow them to fair better against whole groups of mobs, such as guards from the guard villager mod)

Response:
- I'll consider the exploding cycads.
- I'm not sure about meteors but I do agree that the datapack should have some sort of natural disaster thing in it
- I already have multiple small animals planned (Compsognathus, Mononykus, Lystrosaurus)
- I quietly updated the Kaiju Datapack a few days ago and it already added your critiques on Godzilla.
- Multiple AOE attacks have already been added to both Prehistory and Kaiju, are you sure we need more?
- I'll consider the exploding cycads.
- I'm not sure about meteors but I do agree that the datapack should have some sort of natural disaster thing in it
- I already have multiple small animals planned (Compsognathus, Mononykus, Lystrosaurus)
- I quietly updated the Kaiju Datapack a few days ago and it already added your critiques on Godzilla.
- Multiple AOE attacks have already been added to both Prehistory and Kaiju, are you sure we need more?

Natural Disasters sound quite destructive, dunno if it would be too hard, but if you do add them please add a toggle lol.
I've had a fair share of experiences of my world getting unplayable because some mod / datapack I downloaded just bombs everything 💀
I've had a fair share of experiences of my world getting unplayable because some mod / datapack I downloaded just bombs everything 💀

Also, one small question
Could creature anims be made smoother? (I assume the animations are made by swapping between models, so just adding more models between the walking intervals should make them smoother)
This would dramatically boost the datapack's popularity i believe and allow for some more cool animations (ex: walking animations not being so janky they dont look right)
Although to make it smooth you might have to do 20 models per second to make the anims smooth..
I'm more familiar with designing mods, so I'm fairly unfamiliar with how datapacks work.
Could creature anims be made smoother? (I assume the animations are made by swapping between models, so just adding more models between the walking intervals should make them smoother)
This would dramatically boost the datapack's popularity i believe and allow for some more cool animations (ex: walking animations not being so janky they dont look right)
Although to make it smooth you might have to do 20 models per second to make the anims smooth..
I'm more familiar with designing mods, so I'm fairly unfamiliar with how datapacks work.

The walking animation is one model with an animated texture. (Textures take up less space than multiple models)
Better animations is something I already am planning. Better walking and a bonus animation for the mobs that use custom attacks
It'll be less janky but still expect like 4-6 fps on the animations
"Long Term Plans:
- Prehistoric Bounties
- Playable Mobs
- More Animations!
- book that lets you change spawns and event and whatnot (?????)
- Custom mob daily activities (feed, graze, hunt, etc.)"
Better animations is something I already am planning. Better walking and a bonus animation for the mobs that use custom attacks
It'll be less janky but still expect like 4-6 fps on the animations
"Long Term Plans:
- Prehistoric Bounties
- Playable Mobs
- More Animations!
- book that lets you change spawns and event and whatnot (?????)
- Custom mob daily activities (feed, graze, hunt, etc.)"

4-6 fps is already better than the 0.5 fps of current anims

Oh.
As for the last question, maybe.
As for the last question, maybe.

I finished coding the new mob drops for prehistoric animals! Hope you like it when it comes out

I was unsatisfied with the method I used to make a melee-attacking Megalodon, so Imma just bite the bullet and make its base mob a guardian again.
Remodeled it so that a laser-shooting shark makes more sense


Remodeled it so that a laser-shooting shark makes more sense



Definitely a good change, because the Megalodon killed stuff through walls :'(
But the rounded eyes and teeth don't fit the Vanilla feel in my opinion.
The Model looks good, but maybe the facial part might need a little rework.
But the rounded eyes and teeth don't fit the Vanilla feel in my opinion.
The Model looks good, but maybe the facial part might need a little rework.

Did I fix it
(16x)

(32x)

(16x)

(32x)


Maybe take inspiration from your Megalodon or other Shark mods, not sure if you think it would fit, but in my opinion Shark teeth should be blocky and wouldn't be bad if the eyes were also block-ish.
Hope I'm not putting too much work onto your Shoulders.
You're really a dedicated worker.
Good job Crewmate!
Hope I'm not putting too much work onto your Shoulders.
You're really a dedicated worker.
Good job Crewmate!

Finished:
- Tyrannosaurus follow range (self-explanatory, IRL tyrannosaurus had good eyesight so the one here should too)
- Megalodon spawn fix (squids spawn alot, megalodon relies on squids to spawn = megalodon spawns alot, megalodon no longer uses squids to spawn)
- Re-evaluate mob spawns and boots (no more errors)
- Triceratops block-breaking (triceratops and other large herbivores can now break leaves)
- kraken spawn fix (errors in kraken commands are now fixed)
- buff godzilla (godzilla is now bulletproof and strong against golems)
- Tyrannosaurus follow range (self-explanatory, IRL tyrannosaurus had good eyesight so the one here should too)
- Megalodon spawn fix (squids spawn alot, megalodon relies on squids to spawn = megalodon spawns alot, megalodon no longer uses squids to spawn)
- Re-evaluate mob spawns and boots (no more errors)
- Triceratops block-breaking (triceratops and other large herbivores can now break leaves)
- kraken spawn fix (errors in kraken commands are now fixed)
- buff godzilla (godzilla is now bulletproof and strong against golems)

Yo just noticed that Mothra also drops Red Dust, damn, going on my killing spree now lol.
Jk
Jk

only a little tho👍

Seems good! Also, are you including the buff to all large creatures in the prehistory datapack or nah

I already increased their health, or did you want me buff them in other ways?

Ah, okay, as in, heres an example
Spinosaurus health: 70 - 140
Similarly, tyrannosaurus: 62 - 124
Basically, every hp in the mod is doubled for any creature larger than utahraptor
If thats already done then its good.
Spinosaurus health: 70 - 140
Similarly, tyrannosaurus: 62 - 124
Basically, every hp in the mod is doubled for any creature larger than utahraptor
If thats already done then its good.

Didn't double the health, I only increased their health by 2/3 since I didn't want any non-sauropod animal's health to be pushing above 120.
Spinosaurus' health is now 114, and Tyrannosaurus mcraeensis' health is 100. (Both can kill the other within 13 hits)
Spinosaurus' health is now 114, and Tyrannosaurus mcraeensis' health is 100. (Both can kill the other within 13 hits)

Ah, okay, thats fine

Wdym by Triceratops Block Breathing?
Not sure if you meant to write that, sounds a little funny
Not sure if you meant to write that, sounds a little funny

btw I'm not adding a tameable Godzilla, at least not one that is truly a Godzilla, so maybe it'll be godzooky or zilla or something
also, i cannot see a way that spawnings can be customized, only enabled or disabled
also, i cannot see a way that spawnings can be customized, only enabled or disabled

Yh, the True Godzilla shouldn't be tameable lol, thanks for listening to feedback, even if you can't accomplish it :)

meant triceratops block breaking, whoops