This is a read-only snapshot of the ComputerCraft forums, taken in April 2020.
Mikeemoo's profile picture

DNACraft - Work in progress

Started by Mikeemoo, 31 January 2013 - 10:09 AM
Mikeemoo #1
Posted 31 January 2013 - 11:09 AM
Hi all,

Working on OpenCCSensors has given me the confidence to try a new mod from scratch, so I'm working on a mod called DNACraft.

It's complete work in progress at the moment, won't be ready for release for a long time..

The basic concepts:

At a high cost, you can sequence a mobs DNA, and it writes it to a new item called DNA. You can modify the DNA by merging two DNAs together, or, you can put any organic material (seeds, meat, whatever) into a DNA Centrifuge with a few bottles and it'll extract DNA Fragments. You can merge the DNA fragments with DNA in a DNA splicer, and it'll copy random relevant traits across.

Once you have some DNA, you can then merge the DNA with an Egg, Seeds or Sapling to make a new mob/tree/crop. The thing you create displays particular traits from the DNA.

To sum it up:

You can mix DNA of different mobs or organic material and make your own new creatures and trees and whatnot. Of course it'll be a huge balancing act, but I believe I've got the systems in place to keep it balanced. Your mutant mobs will be able to breed with each other..etc..etc..

A few videos to show off some of what I've been working on:

This first one is just me playing around with concepts:

[media]http://www.youtube.com/watch?v=QotpLy2i-H0[/media]

Next one, I've now got the system in place where I can put any mixture of body/head/legs/wings together:

[media]http://www.youtube.com/watch?v=iRha8hKSwC4[/media]

(Yeah, he has no nose, but easy enough for me to add in)

I'll post updates to the mod as I go. It's open source, so if you want to get involved then please do..

http://www.github.co...keemoo/DNACraft


Still a lot of work to go, such as mobs inheriting traits that decide what their item drops are, what AI behaviours they use..etc..

Watch this space.
ETHANATOR360 #2
Posted 31 January 2013 - 12:41 PM
Looks complex interesting and fun to play with :)/>
Bimgo #3
Posted 31 January 2013 - 11:32 PM
Looks really complex, but funny.
If you need some idea or beta tester i'm up ^^

It's like fossil archeology and possibility are infinite!!

For exemple (some idea i has) :
* manual manipulation and the possibility to work with cc for use some mechanized machine for dna traitment (DNA sequencer, DNA extractor, DNA analyser, …)
* make some booster for help dna manipulation result to keep stability and duration of subject (like drugs '_' )
* a dna manipulation bar of experience, if you make a lot of research you have much chance to have succes with other degree of difficulty

there is a lot of possibility!
Skullblade #4
Posted 01 February 2013 - 01:23 AM
Looks amazing but here is the million dollar question…can u breed them? Because I want a human pig chicken that levitates farm :D/>
Mikeemoo #5
Posted 01 February 2013 - 02:44 AM
Yep, you'll be able to breed them. :)/>

http://www.youtube.com/watch?v=Wcl8cXmDF2Q

http://www.youtube.com/watch?v=5RTEAfSkgjY
Mikeemoo #6
Posted 01 February 2013 - 06:06 AM
http://www.youtube.com/watch?v=S2NvOaqA3Ys
remiX #7
Posted 01 February 2013 - 06:35 AM
Lmfao, this is legend to have fun with xD
Mikeemoo #8
Posted 01 February 2013 - 07:39 AM
http://www.youtube.com/watch?v=urteu0WbwrE
Orwell #9
Posted 01 February 2013 - 08:32 AM
Oh my god, I'm in. :D/> You got to give me a little task on this as soon as I'm done with my exams. ;D (no pressure :P/>)
This is just an awesome idea…
Mikeemoo #10
Posted 01 February 2013 - 09:52 AM
Spider body + chicken head & wings + ender legs = ostrich!

NeverCast #11
Posted 01 February 2013 - 10:00 AM
You sir are a monster!
I LOVE IT xD
NeverCast #12
Posted 01 February 2013 - 10:01 AM
though I think there should be some sort of skill, or quality to the combination of DNA.

DNA is very fragile and the slightest change typically leads to disease.
Would be a nice aspect, that animals would die, or fall apart, or just .. end up.. idk, messed up, *Imagination Offline* ! URGH
digipenguin #13
Posted 01 February 2013 - 11:41 AM
if you're looking for testers, I'll help.

I have tested for several games before, and I think that this mod will be awesome (maybe you should add evolutionary pressures, i.e. pigs don't live in snow etc. in order to have more traits)

by the way, can your ostrich teleport?
anonimo182 #14
Posted 01 February 2013 - 11:59 AM
Awesome! I am open to test
Skullblade #15
Posted 01 February 2013 - 12:21 PM
Spider body + chicken head & wings + ender legs = ostrich!

Dear Jesus what unholy creature of d*mnation have you created :P/>
I would love to bug test and get to try this out, looks amazing :D/>
Mikeemoo #16
Posted 01 February 2013 - 06:34 PM
Heh, thanks guys! :)/>

It's still a long way off needing any beta testing, but thanks. When it's nearing completion i'll post links here first.


by the way, can your ostrich teleport?

Possibly.. depends on what traits he inherited along the way :)/>
Mikeemoo #17
Posted 01 February 2013 - 07:41 PM
Hey big SpEnder….

http://www.youtube.com/watch?v=djx-98wb6GI&feature=youtu.be
Mikeemoo #18
Posted 02 February 2013 - 07:10 AM
Spicheepelot!

http://www.youtube.com/watch?v=S8eZv2wAMqk&feature=youtu.be
TheOddByte #19
Posted 02 February 2013 - 08:01 AM
Seems Awesome! :D/>
Love when you'll be able to put a download link for it so we can test it. :)/>
Skullblade #20
Posted 02 February 2013 - 09:13 AM
How are genes and traits determined? Are there going to be pheno and geno types? Will there b recessive and dominate traits?
ETHANATOR360 #21
Posted 03 February 2013 - 05:44 AM
Can't wait for this to come out because I know a guy who actually programs for genetic research
Mikeemoo #22
Posted 03 February 2013 - 06:00 AM
Can't wait for this to come out because I know a guy who actually programs for genetic research

Heh, well it wont be THAT advanced ;)/>

Anyways.. a few variations:

http://www.youtube.com/watch?v=SGzQaiy1qtI&feature=youtu.be

Clearly I need to disable a few things, like ender arms on bodies that are too small for it.
Skullblade #23
Posted 03 February 2013 - 06:52 AM
That looks AMAZING! How will special traits be determined; such as the sheep's wool and the ocelots anti creeper ability. How will their path finding work…will somethings attack you? How is HP determined?
I hope this doesn't sound negative i just am so curious about how this

Also would it be possible for you too mess up the mutating and create a super monster that is VERY powerful?
Zee #24
Posted 03 February 2013 - 07:07 AM
This will be fun. Count me in as a beta tester. Also, following.
Skullblade #25
Posted 03 February 2013 - 07:12 AM
This will be fun. Count me in as a beta tester. Also, following.
-snip-
It's still a long way off needing any beta testing, but thanks. When it's nearing completion i'll post links here first.
-snip-
no beta testing yet
Mikeemoo #26
Posted 03 February 2013 - 11:30 AM
The very very very very start of the splicing system in action..

http://www.youtube.com/watch?v=Qey22QrYmwE&feature=youtu.be
digipenguin #27
Posted 03 February 2013 - 11:49 AM
will it really be that hard to create just a few mutants?
or could you then collect DNA from those few mutants and use it in the next generation?

it seems like a lot more work than I thought it should be.
Mikeemoo #28
Posted 03 February 2013 - 12:17 PM
Mutants will mate with each other if their not too genetically different from each other, so you'll be able to breed them just as you would with cows, sheep.etc.

They'll get occasional mutations in their genomes, but it'll be quite rare.

How easy/hard it is to create mutants should be ignored for now, because I haven't spent any time at all (or put much thought into) the balancing.

In general though I do think i'll have it pretty hard to mutate, or have a setting that increases/decreases the difficulty to take into account how easy it could be to automate the system using other mods.
Mikeemoo #29
Posted 03 February 2013 - 12:19 PM
Keep in mind that I was only using pork there, too. When using items like pork, seeds..etc.. you only get a fragment of DNA.

There'll be a DNA sequencer machine where you can get the full DNA of another mob. You can then mix two DNA's together.

The sequencer will be expensive to use.
Mikee251 #30
Posted 03 February 2013 - 01:08 PM
Wow, it looks great , I will remember to check by here everyonce in a while
Dlcruz129 #31
Posted 03 February 2013 - 06:50 PM
Wow, it looks great , I will remember to check by here everyonce in a while

Umm… Huge coincidence or alternate account?
billysback #32
Posted 03 February 2013 - 11:19 PM
This (already) is awesome!
I just have one question, are you going to make it work with mobs added in mods?
could you not look through the mob list to look for their loot (if they have any) then if they do just use there random body-parts in the mutations.

Also, I don't think you should artificially block any combinations, I think there should be something in place to calculate the randomness of the body shape (like size of limbs compared to body etc.) and just make it die after a bit if it is too ridiculous. Or maybe just blocking them would be better.
Skullblade #33
Posted 04 February 2013 - 07:04 AM
This (already) is awesome!
I just have one question, are you going to make it work with mobs added in mods?
could you not look through the mob list to look for their loot (if they have any) then if they do just use there random body-parts in the mutations.

Also, I don't think you should artificially block any combinations, I think there should be something in place to calculate the randomness of the body shape (like size of limbs compared to body etc.) and just make it die after a bit if it is too ridiculous. Or maybe just blocking them would be better.
It would be cool to have some mutants that live for only a day or something because of bad genetics…
ikke009 #34
Posted 04 February 2013 - 08:11 AM
Wow this is awesome! xD
With some work this could be the biological version of the atomic science mod :D/>
One tip though for later on: try to keep things as realistic as possible whilst keeping it simple..
Mikeemoo #35
Posted 04 February 2013 - 08:16 AM
Working on re-doing the genetics system right now to mimic life a bit better. It wasn't right before.

It's.. very.. complicated. However, to the end user it should seem very natural and understandable.

A long way to go though! :)/>
digipenguin #36
Posted 04 February 2013 - 08:30 AM
If you want help, I can do some java coding.

If you don't mind my assistance, I'll try to find some free time to devote to this.
Mikeemoo #37
Posted 05 February 2013 - 01:32 AM
Ok, so I've been rewriting the DNA system. I've made it a bit more realistic, but not overly so. My first attempt was as realistic as I could make it, but I found it just didn't really work as well as I'd hoped, so I've pulled back the complexity a lot to make something a bit more playable.

The DNA system is a bit too complex for me to want to try to describe here. :)/> I've also used random names in my code that don't really line up with real life terms, because.. well, I'm not very good at biology!

I guess in simple terms it's like this:

A DNA is split into various genomes. Each genome describes a particular trait of the mob. For example, "head type", "body type", "offspring", "drop items", "drop count".etc..

Each genome has 40 genes. A gene is just an integer and a boolean. The integer refers to a particular trait (pig head, chicken head, 2 drops, 3 drops, wool, silk, whatever), and the boolean defines whether that gene is active or not.

So, a typical DNA (so far) looks a bit like this:



dt[2:1,3:0,3:0,2:0,2:1,2:1,3:0,2:1,3:1,3:1,2:0,3:1,3:0,2:0,2:1,3:1,3:1,2:1,3:1,2:1,2:1,2:1,3:0,3:0,3:1,2:0,3:1,3:0,2:1,3:1,3:0,2:1,2:0,3:1,2:0,2:0,3:1,3:1,2:1,3:1]
da[1:0,2:1,2:0,2:0,2:1,1:1,1:1,2:1,1:0,2:1,1:0,2:0,1:1,2:0,2:1,1:1,2:0,2:0,1:1,2:0,1:0,1:0,1:1,2:0,2:0,2:0,2:1,1:1,2:0,2:1,2:1,2:0,1:1,2:1,2:0,2:0,2:0,2:0,1:0,1:0]
tt[33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:1,33:1,33:0,33:0,33:1,33:0,33:1,33:1,33:1,33:1,33:0,33:1,33:1,33:0,33:1,33:0,33:0,33:0,33:0,33:0,33:0,33:1,33:1,33:0,33:1,33:1,33:0,33:0,33:0,33:1,33:0,33:1,33:1]
c[2:0,2:1,2:0,2:1,2:1,2:0,2:0,2:1,2:0,2:1,2:0,2:0,2:0,2:1,2:0,2:0,2:1,2:1,2:0,2:1,2:1,2:0,2:0,2:1,2:1,2:0,2:1,2:0,2:0,2:1,2:1,2:1,2:1,2:0,2:0,2:1,2:0,2:1,2:1,2:0]
ht[33:1,33:1,33:0,33:0,33:1,33:1,33:1,33:0,33:1,33:0,33:1,33:1,33:1,33:1,33:0,33:0,33:0,33:1,33:1,33:0,33:1,33:0,33:1,33:0,33:1,33:1,33:0,33:1,33:1,33:1,33:1,33:0,33:0,33:1,33:0,33:0,33:0,33:0,33:1,33:1]
a[0:0,0:0,0:1,0:1,0:0,0:1,0:0,0:0,0:1,0:1,0:1,0:0,0:1,0:1,0:0,0:0,0:0,0:0,0:0,0:0,0:1,0:1,0:1,0:0,0:0,0:1,0:0,0:1,0:1,0:0,0:0,0:0,0:1,0:0,0:1,0:0,0:0,0:0,0:1,0:0]
at[33:1,33:0,33:0,33:1,33:0,33:1,33:0,33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:0,33:1,33:1,33:0,33:0,33:0,33:0,33:0,33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:1,33:1,33:0,33:0,33:0,33:1,33:1,33:1,33:0,33:1,33:1]
o[1:0,1:0,1:1,1:0,1:1,1:0,1:0,1:0,1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:0,1:1,1:1,1:1,1:1,1:0,1:0,1:1,1:1,1:1,1:1,1:1,1:1,1:0,1:0,1:0,1:0,1:1,1:0,1:1,1:0,1:0,1:1,1:0,1:0]
lt[33:1,33:1,33:1,33:0,33:0,33:1,33:1,33:1,33:1,33:1,33:0,33:0,33:0,33:1,33:0,33:1,33:1,33:1,33:0,33:0,33:0,33:0,33:0,33:0,33:1,33:0,33:0,33:0,33:1,33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:0,33:0,33:1,33:0]
wt[33:1,33:0,33:1,33:1,33:0,33:1,33:1,33:1,33:1,33:0,33:0,33:1,33:1,33:1,33:1,33:0,33:0,33:0,33:1,33:1,33:1,33:0,33:1,33:1,33:0,33:0,33:0,33:0,33:1,33:0,33:0,33:0,33:0,33:1,33:1,33:0,33:1,33:0,33:1,33:0]
bt[33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:0,33:1,33:0,33:0,33:0,33:0,33:0,33:0,33:0,33:1,33:1,33:0,33:0,33:1,33:0,33:1,33:0,33:0,33:0,33:0,33:1,33:0,33:0,33:1,33:1,33:0,33:0,33:1,33:0,33:0,33:0,33:1,33:0]

In this one, the "dt" genome describes the drop types, where "2" refers to feathers and "3" refers to raw chicken. This is a pure chicken DNA.

If you splice two DNAs from two different mobs, it'll run through each genome on both the mobs and randomly copy the values of the genes into a new genome. It also copies the values of a gene independently, so:

Lets take the very start of the first line:

dt[2:1…

Lets pretend our other DNA is

dt[4:1..

there's a 50/50 chance of it being either a 2 or a 4, and a 100% chance of this gene being active in the new DNA.

You could have a situation where inactive genes become active:

dt[2:0…
dt[1:1…

the result could be:

dt[2:1…

Different traits of the animal depend on the active genes within the DNA. For example, for drops it'll use weighted randomness on any active gene in that genome. For color, it might use an average of all active traits. To decide which models to use for different parts of the bodies i'm using er.. weighted weights pow(1.7)!

As for DNA Fragments (which are extracted from organic material), if you splice a DNA fragment with a DNA, it'll copy a single gene from the fragment into your DNA (from a random genome). You currently have no control which gene gets copied across.

I might eventually make some advanced (expensive) tools, possibly CC peripherals too, to give players a bit more control over their dna.
Mikeemoo #38
Posted 05 February 2013 - 09:39 AM
http://www.youtube.com/watch?v=73DrNw-CX-8&feature=youtu.be
TheOddByte #39
Posted 05 February 2013 - 09:54 AM
This Seems SO AWESOME ALREADY! :D/>
Can't belive how awesome it will be when you release it.
How Long do you think it will be before you release it or let some beta test it?
Since I really wanna test this!
FuuuAInfiniteLoop(F.A.I.L) #40
Posted 05 February 2013 - 10:13 AM
Please on release make it MC1.4.6 compatible so i can have redpower too!
FuuuAInfiniteLoop(F.A.I.L) #41
Posted 05 February 2013 - 10:46 AM
it will be cool if you can clone youand have a friend to talk or use it for give you healt thoght donation
Cranium #42
Posted 05 February 2013 - 10:47 AM
it will be cool if you can clone youand have a friend to talk or use it for give you healt thoght donation
It would be cool if you could clone yourself, and have a friend to talk to or use it to give yourself health through donation*
I think that's what you were wanting to say.
TheOddByte #43
Posted 05 February 2013 - 11:03 AM
it will be cool if you can clone youand have a friend to talk or use it for give you healt thoght donation
It would be cool if you could clone yourself, and have a friend to talk to or use it to give yourself health through donation*
I think that's what you were wanting to say.
Damn that's would make it seem like I'm lonely if I would do that! :P/>

EDIT: 200th Post!
Mikeemoo #44
Posted 05 February 2013 - 11:46 AM
http://www.youtube.com/watch?v=wUewWXgkzwo
FuuuAInfiniteLoop(F.A.I.L) #45
Posted 05 February 2013 - 12:41 PM
it will be cool if you can clone youand have a friend to talk or use it for give you healt thoght donation
It would be cool if you could clone yourself, and have a friend to talk to or use it to give yourself health through donation*
I think that's what you were wanting to say.
english is not my native language and i was writing fast
FuuuAInfiniteLoop(F.A.I.L) #46
Posted 05 February 2013 - 01:04 PM
and also your clones can be programmed like a turtle (maybe a peripheral?) so they mine for you but they can get the blocks IDs and they can have the propierties of the animals that are combined with him(ex: can how thought walls like a spider or jump more like aa chiken or survive underwater!)
FuuuAInfiniteLoop(F.A.I.L) #47
Posted 05 February 2013 - 01:12 PM
/me need tutorial for how intalling it to MCP andhow to install it in minecraft

spanish translation:

dnacraft.fragments.seed.name=Fragmento de ADN de semilla
dnacraft.fragments.pig.name=Fragemento de ADN de cerdo
dnacraft.fragments.chicken.name=Fragmento de ADN de pollo
dnacraft.fragments.zombie.name=Fragmento de ADN de zombie
dnacraft.fragments.creeper.name=Fragmento de ADN de creeper
dnacraft.fragments.ocelot.name=Fragmento de ADN de ocelote
dnacraft.fragments.spider.name=Fragmento de ADN de araña
dnacraft.fragments.enderman.name=Fragmento de ADN de enderman
dnacraft.fragments.sheep.name=Fragmento de ADN de oveja
dnacraft.machines.centrifuge.name=Centrifuga de ADN
dnacraft.machines.splicer.name=Montador de ADN
dnacraft.machines.sequencer.name=Secuenciador de ADN
dnacraft.dna.name=ADN
dnacraft.egg.name=Huevo mutante
dnacraft.syringe.name=Jeringa
dnacraft.bloodsample.name=Muestra de sangre
dnacraft.needle.name=Needle
dnacraft.testtube.name=Tubo de pruebas
FuuuAInfiniteLoop(F.A.I.L) #48
Posted 06 February 2013 - 03:53 AM
-edited-
Edited on 06 February 2013 - 08:00 AM
Cranium #49
Posted 06 February 2013 - 03:55 AM
english is not my native language and i was writing fast
Oh, I wasn't trying to be insulting, I was just clarifying.
FuuuAInfiniteLoop(F.A.I.L) #50
Posted 06 February 2013 - 04:02 AM
english is not my native language and i was writing fast
Oh, I wasn't trying to be insulting, I was just clarifying.
i dont say that was an insult :)/>
FuuuAInfiniteLoop(F.A.I.L) #51
Posted 06 February 2013 - 04:10 AM
-edited-
Dlcruz129 #52
Posted 06 February 2013 - 04:12 AM
Umm, how did you crash if this hasn't been released?
FuuuAInfiniteLoop(F.A.I.L) #53
Posted 06 February 2013 - 04:16 AM
-edited-
Mikeemoo #54
Posted 06 February 2013 - 04:29 AM
Would really prefer it if I was the only person making releases on this, even beta/alpha releases. I'm constantly changing things in source, so the last thing I want is old versions floating around that cause issues when people decide to upgrade.etc.

If anyone wants a release, I'd really rather they wait a week or two for me to make it a bit more stable.
Mikeemoo #55
Posted 06 February 2013 - 04:31 AM
If someone does release this, please be aware that I cant support it at all, and any bug reports are completely irrelevant and will be ignored :)/>
Mikeemoo #56
Posted 06 February 2013 - 04:38 AM
/me need tutorial for how intalling it to MCP andhow to install it in minecraft

spanish translation:

dnacraft.fragments.seed.name=Fragmento de ADN de semilla
dnacraft.fragments.pig.name=Fragemento de ADN de cerdo
dnacraft.fragments.chicken.name=Fragmento de ADN de pollo
dnacraft.fragments.zombie.name=Fragmento de ADN de zombie
dnacraft.fragments.creeper.name=Fragmento de ADN de creeper
dnacraft.fragments.ocelot.name=Fragmento de ADN de ocelote
dnacraft.fragments.spider.name=Fragmento de ADN de araña
dnacraft.fragments.enderman.name=Fragmento de ADN de enderman
dnacraft.fragments.sheep.name=Fragmento de ADN de oveja
dnacraft.machines.centrifuge.name=Centrifuga de ADN
dnacraft.machines.splicer.name=Montador de ADN
dnacraft.machines.sequencer.name=Secuenciador de ADN
dnacraft.dna.name=ADN
dnacraft.egg.name=Huevo mutante
dnacraft.syringe.name=Jeringa
dnacraft.bloodsample.name=Muestra de sangre
dnacraft.needle.name=Needle
dnacraft.testtube.name=Tubo de pruebas

thanks for the translations
FuuuAInfiniteLoop(F.A.I.L) #57
Posted 06 February 2013 - 07:06 AM
please make it for minecraft 1.4.6
Mikeemoo #58
Posted 06 February 2013 - 07:12 AM
Can you post an alpha release with the last sorce, when I compile it it throw errors

if you do it please make it for minecraft 1.4.6

I have no interest in supporting earlier versions of minecraft. People are welcome to back-port if they wish, but I won't be.

As I said before - I'll release an "early alpha" build when I feel ready to. Right now I don't. :)/>
FuuuAInfiniteLoop(F.A.I.L) #59
Posted 06 February 2013 - 07:34 AM
-edited-
Orwell #60
Posted 06 February 2013 - 07:36 AM
Can you post an alpha release with the last sorce, when I compile it it throw errors

if you do it please make it for minecraft 1.4.6

I have no interest in supporting earlier versions of minecraft. People are welcome to back-port if they wish, but I won't be.

As I said before - I'll release an "early alpha" build when I feel ready to. Right now I don't. :)/>

the lastest versions of Buildcraft, Industrilacraft, Redpower and computercraft(also 1.4.7) are for minecraft 1.4.6 and you only have to copy your workspace in MCP 1.4.6 and Forge 1.4.6 and you have it for minecraft 1.4.6

MCP 1.4.6: mcp725
So? This is no release yet… I would say, let Mikeemoo work as he pleases. :P/> And maybe be a bit patient? :)/>
Mikeemoo #61
Posted 06 February 2013 - 07:36 AM
Can you post an alpha release with the last sorce, when I compile it it throw errors

if you do it please make it for minecraft 1.4.6

I have no interest in supporting earlier versions of minecraft. People are welcome to back-port if they wish, but I won't be.

As I said before - I'll release an "early alpha" build when I feel ready to. Right now I don't. :)/>

the lastest versions of Buildcraft, Industrilacraft, Redpower and computercraft(also 1.4.7) are for minecraft 1.4.6

Mods that work with 1.4.7 are compatible with 1.4.6. However, if I don't release DNACraft before 1.5, it's unlikely I'll bother keeping support for earlier versions.
FuuuAInfiniteLoop(F.A.I.L) #62
Posted 06 February 2013 - 07:37 AM
-edited-
Orwell #63
Posted 06 February 2013 - 07:42 AM
Can you post an alpha release with the last sorce, when I compile it it throw errors

if you do it please make it for minecraft 1.4.6

I have no interest in supporting earlier versions of minecraft. People are welcome to back-port if they wish, but I won't be.

As I said before - I'll release an "early alpha" build when I feel ready to. Right now I don't. :)/>

the lastest versions of Buildcraft, Industrilacraft, Redpower and computercraft(also 1.4.7) are for minecraft 1.4.6 and you only have to copy your workspace in MCP 1.4.6 and Forge 1.4.6 and you have it for minecraft 1.4.6

MCP 1.4.6: mcp725
So? This is no release yet… I would say, let Mikeemoo work as he pleases. :P/> And maybe be a bit patient? :)/>
i write it because of that
Oh well, as Mikeemoo mentioned, it should work for 1.4.6 as is. I'm not sure what you mean with your last post though. But I believe it's best to let Mikeemoo do his thing.
FuuuAInfiniteLoop(F.A.I.L) #64
Posted 06 February 2013 - 07:53 AM
-edited-
FuuuAInfiniteLoop(F.A.I.L) #65
Posted 06 February 2013 - 07:56 AM
-edited-
Orwell #66
Posted 06 February 2013 - 07:57 AM
If that class is missing, then you probably should have received a compile time error. Or you didn't copy all files over. Anyway, maybe it isn't supposed to work. Mikeemoo is rally changing the source every hour. I'm not sure what his methods are, but I'm quite sure it isn't supposed for full testing yet. :P/>

Edit: also, Mikeemoo asked not to distribute binaries, so no one should compile that for you besides Mikeemoo himself. :P/>
FuuuAInfiniteLoop(F.A.I.L) #67
Posted 06 February 2013 - 08:02 AM
-deleted-
Mikeemoo #68
Posted 06 February 2013 - 08:05 AM
Please stop posting crash reports on this thread. This mod is NOT released yet, it's not even near finished, and it's constantly being worked on. If you're getting crash reports the chances are you're compiling it wrong. Please dont spam my thread with them.

thanks.
Lyqyd #69
Posted 06 February 2013 - 08:39 AM
urielsalis, you need to stop being a whiny, entitled child. This is an unreleased mod. That means that you cannot expect stability, or support for your crashes, and especially not fixes for your crashes. Mikee was kind enough to make the source available. That does not mean that the mod was released. You are not entitled to working releases. You are not entitled to release it yourself. You are not entitled to support for your crashes. You need to back waaay off and enjoy the progress so far. If you MUST play with the mod now, nothing can prevent you from compiling and using the code yourself, but do not come here and torment the guy making the mod about problems with his unreleased mod.
PixelToast #70
Posted 06 February 2013 - 09:42 AM
i love it
i can make textures if you want :3
Mikeemoo #71
Posted 07 February 2013 - 03:08 AM
http://www.youtube.com/watch?v=Nske9X3Xtcw

messing around with mob aggression and tolerance. Some mobs (creepers, for example) have a high aggression level, so they'll not tolerate other mobs or mutants that are too genetically different from themselves, and they'll attack.

Pigs have a very low aggression level, so they'll not attack even if the mob is very different.

Next I'll be moving on to territoriality, which'll change the range in which mobs are likely to attack each other.

(of course, I still have to add in behaviours like explosions, teleporting..etc.., damage values and health values)

Also considering adding the idea of swarm, and fleeing. If a mob is attacked and he thinks he'll probably die, he'll flee the target. However, if he's surrounded by genetically similar mobs and they could overpower the creature, they'll all attack together.

Of course, the mating system will be part of this aggression/tolerance system, but the opposite! This'll make it hard for you to naturally breed mutants that are too different to each other. (However, you could of course take blood samples and create your own mutant but at a high cost)
Mikeemoo #72
Posted 07 February 2013 - 08:31 AM
Started a really basic GUI for viewing DNA.

http://www.youtube.com/watch?v=e2Av3FhtQyY&feature=youtu.be

Still gotta add tooltips so you can see what each square means, and improve the colours somewhat.
Cranium #73
Posted 07 February 2013 - 09:00 AM
Started a really basic GUI for viewing DNA.

[media]http://www.youtube.com/watch?v=e2Av3FhtQyY&feature=youtu.be[/media]

Still gotta add tooltips so you can see what each square means, and improve the colours somewhat.
ooh, I really like that. Does the plan include being able to decode the genomes with computers?
Skullblade #74
Posted 07 February 2013 - 10:21 AM
Started a really basic GUI for viewing DNA.

[media]http://www.youtube.com/watch?v=e2Av3FhtQyY&feature=youtu.be[/media]

Still gotta add tooltips so you can see what each square means, and improve the colours somewhat.
ooh, I really like that. Does the plan include being able to decode the genomes with computers?
The only thing that could make this mod better would be support for computers…and textures :P/>
CastleMan2000 #75
Posted 07 February 2013 - 12:26 PM
This is awesome, and looks like it has a ton of potential!

Gotta make sure that once actual traits are implemented, you can then splice genes into yourself with a syringe! Right-click with an empty syringe to draw your own blood, somehow put a DNA vial into a syringe, inject yourself with right-click, or an animal! With Ocelot powers, you can now sprint twice as fast!
FuuuAInfiniteLoop(F.A.I.L) #76
Posted 07 February 2013 - 02:01 PM
this:
dnacraft.machines.electroporator.name=Electroporator de ADN
is:


dnacraft.machines.electroporator.name=Electroevaporador de ADN

For the spanish lenguaje ;)/>
PixelToast #77
Posted 08 February 2013 - 07:07 AM
finished those textures :3
Mikeemoo #78
Posted 08 February 2013 - 07:18 AM
Edit: wrong pic!

FuuuAInfiniteLoop(F.A.I.L) #79
Posted 08 February 2013 - 12:57 PM
New traduction:

dnacraft.samples.seed.name=Fragmento de ADN de semilla
dnacraft.samples.pig.name=Fragemento de ADN de cerdo
dnacraft.samples.chicken.name=Fragmento de ADN de pollo
dnacraft.samples.zombie.name=Fragmento de ADN de zombie
dnacraft.samples.creeper.name=Fragmento de ADN de creeper
dnacraft.samples.ocelot.name=Fragmento de ADN de ocelote
dnacraft.samples.spider.name=Fragmento de ADN de araña
dnacraft.samples.enderman.name=Fragmento de ADN de enderman
dnacraft.samples.sheep.name=Fragmento de ADN de oveja

dnacraft.machines.synthesizer.name=Sintetizador de ADN
dnacraft.machines.splicer.name=Montador de ADN
dnacraft.machines.sequencer.name=Secuenciador de ADN
dnacraft.machines.electroporator.name=Electroevaporador de ADN

dnacraft.gui.synthesizer.name=Sintetizador de ADN
dnacraft.gui.splicer.name=Montador de ADN
dnacraft.gui.sequencer.name=Secuenciador de ADN
dnacraft.gui.electroporator.name=Electroevaporador de ADN

dnacraft.dnaprofile.name=Perfil de ADN
dnacraft.egg.name=Huevo mutante
dnacraft.syringe.name=Jeringa
dnacraft.bloodsample.name=Muestra de sangre
dnacraft.needle.name=Aguja
dnacraft.testtube.name=Tubo de pruebas
dnacraft.dna.name=ADN

Mikeemoo #80
Posted 09 February 2013 - 12:56 AM
http://www.youtube.com/watch?v=OVM6oUTvD8s
Skullblade #81
Posted 09 February 2013 - 01:04 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.
Mikeemoo #82
Posted 09 February 2013 - 01:08 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.

Na that's because I was in creative..
Skullblade #83
Posted 09 February 2013 - 01:10 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.
Na that's because I was in creative..
Cool :)/>/> also if the animal is say half creeper half pig would it attack u? Has breeding been implemented?
Sammich Lord #84
Posted 09 February 2013 - 01:25 AM
All I want is a turtle mixed with a ender dragon… ender turtle!
Mikeemoo #85
Posted 09 February 2013 - 01:27 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.
Na that's because I was in creative..
Cool :)/>/> also if the animal is say half creeper half pig would it attack u? Has breeding been implemented?

Whether it attacks you depends on its aggression trait - which is based on another Genome. So, it depends. :)/> You could have an aggressive DNA of a creeperpig, or a passive one..
Skullblade #86
Posted 09 February 2013 - 01:28 AM
All I want is a turtle mixed with a ender dragon… ender turtle!
What If u create androids? That would be so cool they would just mill around and not do anything but if attacked they would attack back and have crazy HP. And if you put a computer next to the you could program them to do stuff :D/>
Skullblade #87
Posted 09 February 2013 - 01:31 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.
Na that's because I was in creative..
Cool :)/>/>/> also if the animal is say half creeper half pig would it attack u? Has breeding been implemented?

Whether it attacks you depends on its aggression trait - which is based on another Genome. So, it depends. :)/>/> You could have an aggressive DNA of a creeperpig, or a passive one..
Could u have a creeper pig with a passive gene but would still blow up if attacked?
Mikeemoo #88
Posted 09 February 2013 - 02:14 AM
OMG!!! Ur creepers explode!!!! Also will you always have the mutant eggs spawn infinite amounts of the mob? Cause that's a lil op.
Na that's because I was in creative..
Cool :)/>/>/> also if the animal is say half creeper half pig would it attack u? Has breeding been implemented?

Whether it attacks you depends on its aggression trait - which is based on another Genome. So, it depends. :)/>/> You could have an aggressive DNA of a creeperpig, or a passive one..
Could u have a creeper pig with a passive gene but would still blow up if attacked?

yup
Mikeemoo #89
Posted 09 February 2013 - 02:24 AM
http://www.youtube.com/watch?v=NA4F_fEFD3c
Skullblade #90
Posted 09 February 2013 - 04:53 AM
This is so amazing :D/> cant wait for it to come out :)/>
CastleMan2000 #91
Posted 09 February 2013 - 07:11 AM
What happens when you mix seed genomes with other things? Does it make mobs drop wheat?

Also, after watching the 'babies?' video, I thought, "Could you add a gene to change the type of thing the mob needs to be fed to breed?"
Mikeemoo #92
Posted 09 February 2013 - 08:06 AM
What happens when you mix seed genomes with other things? Does it make mobs drop wheat?

It will do. I've temporarily disabled wheat dna though, I'll re-enable it once I've got crop growing implemented.
Cranium #93
Posted 09 February 2013 - 08:08 AM
So talking about seeds, will you be able to genetically engineer crops? For example, using the trait from sugarcane/reeds that makes it grow so tall on wheat, so it grows just as tall and yields more crops? I think that might be pretty awesome.
Mikeemoo #94
Posted 09 February 2013 - 08:57 AM
I'm limited by what textures are already in the game. I'm purposely staying away from distorting models too much because I don't want to have to put my own textures in (because I want texturepacks to work by default).

I doubt i'll be able to make them grow bigger, but i'll be able to have their color change, and change what they drop (and how fast they grow.etc.)
Cranium #95
Posted 09 February 2013 - 09:01 AM
Ah, well….guess I can dream. Maybe in the distant future? (very distant)
Mikeemoo #96
Posted 09 February 2013 - 10:01 AM
Maybe maybe :)/>
Shnupbups #97
Posted 15 February 2013 - 07:09 PM
Any updates? Been working on this?
Mikeemoo #98
Posted 17 February 2013 - 02:27 AM
Still going - just slowed down a bit recently due to family issues. I'll get back on it properly soon. :)/>
CastleMan2000 #99
Posted 17 February 2013 - 04:43 AM
I'm limited by what textures are already in the game.

i'll be able to have their color change, and change what they drop

So, maybe sugar cane tinted orange for wheat-cane?
PixelToast #100
Posted 17 February 2013 - 07:20 AM
So, maybe sugar cane tinted orange for wheat-cane?
what is this?
ic2 advanced crops?
Mikeemoo #101
Posted 17 February 2013 - 11:05 AM
Righty, I've not had a chance to work on it much at all this week, so it's still very far behind and not nearly where I wanted it to be at this point. However, I said I'd release an early alpha, so here's an early-early alpha for you..

https://dl.dropbox.c...aft-0.0.0.8.zip

The actual process of splicing..etc.. isn't at all like how it'll be when it's eventually done. Splicing just mixes two DNAs, 50% of each. This makes it very hard to selectively choose different traits.

If anyone downloads it, give me a shout on here if you're struggling to find out recipes or work out how to use the different machines.
Mikeemoo #102
Posted 17 February 2013 - 11:14 AM
Righty, I've not had a chance to work on it much at all this week, so it's still very far behind and not nearly where I wanted it to be at this point. However, I said I'd release an early alpha, so here's an early-early alpha for you..

https://dl.dropbox.c...aft-0.0.0.8.zip

The actual process of splicing..etc.. isn't at all like how it'll be when it's eventually done. Splicing just mixes two DNAs, 50% of each. This makes it very hard to selectively choose different traits.

If anyone downloads it, give me a shout on here if you're struggling to find out recipes or work out how to use the different machines.

Oh, and I think I've left creeper-style exploding on all aggressive mobs at the moment! which is obviously not going to be in the final thing ;D
Shnupbups #103
Posted 17 February 2013 - 11:45 AM
Could you give a detailed explanation (with screenshots?) of how to use the machines, because my YouTube's not loading ATM.
EDIT: Lol, it says hello in the DNA profile gui.
Mikeemoo #104
Posted 17 February 2013 - 11:49 AM
Could you give a detailed explanation (with screenshots?) of how to use the machines, because my YouTube's not loading ATM.

Detailed - Not tonight. I have… negative.. motivation right now and want to watch a film then sleep!

There's some info here which might help:

http://forum.feed-th...70/#post-123345

One thing to note is that the Electroporator requires a diamond, egg and the DNA.
Mikeemoo #105
Posted 17 February 2013 - 11:52 AM
EDIT: Lol, it says hello in the DNA profile gui.

Haha, whoops. :)/>
Shnupbups #106
Posted 19 February 2013 - 10:08 PM
The enderman's missing his eyes :(/>
Mikeemoo #107
Posted 19 February 2013 - 10:23 PM
I'll add them back in for next preview :)/>

Worked a lot last night on the splicing machine, coming up with different GUI ideas..etc..

Also really considering adding special DNA into dungeon chests that'll spawn new creatures that arent in vanilla. Thinking of a sloth and a meerkat so far..
BigSHinyToys #108
Posted 19 February 2013 - 10:49 PM
how do you make a DNS sample into something that can spawn a mob ??
first thing that came to mind was adding DNA to a chicken egg in the Electroporation but that didn't work on another note this looks like a awesome mod cant wait to be growing gunpowder :)/>
Shnupbups #109
Posted 19 February 2013 - 10:58 PM
how do you make a DNS sample into something that can spawn a mob ??
first thing that came to mind was adding DNA to a chicken egg in the Electroporation but that didn't work on another note this looks like a awesome mod cant wait to be growing gunpowder :)/>
Get DNA samples and turn them into DNA profiles, combine the profiles, turn the profiles into DNA, combine eggs, diamonds and DNA and you get an egg.

Complicated process.
BigSHinyToys #110
Posted 19 February 2013 - 11:01 PM
how do you make a DNS sample into something that can spawn a mob ??
first thing that came to mind was adding DNA to a chicken egg in the Electroporation but that didn't work on another note this looks like a awesome mod cant wait to be growing gunpowder :)/>
Get DNA samples and turn them into DNA profiles, combine the profiles, turn the profiles into DNA, combine eggs, diamonds and DNA and you get an egg.

Complicated process.
thanks diamond was what i was missing
Mikeemoo #111
Posted 21 February 2013 - 06:47 AM
Diamond is only temporary :)/> Needed something to signify a cost. I'll replace this with something else in future.

The Electroporator will eventually accept eggs, saplings or seeds - but not yet.

Spent a lot of time coming up with ideas for the splicing machine GUI recently. I think I may prototype a few of the ideas when I get back from my break and as the community to see what works well and what doesn't.
c1doger #112
Posted 21 February 2013 - 12:34 PM
i would be glad to be a beta tester. looks like a very good mod that would be lots of fun. what does it need to run. i mean like modloader, forge modloader or what?
Shnupbups #113
Posted 21 February 2013 - 12:36 PM
i would be glad to be a beta tester. looks like a very good mod that would be lots of fun. what does it need to run. i mean like modloader, forge modloader or what?
It requires forge. That is it. Download the early alpha from Mikee's post above.
MrFrostmaul #114
Posted 23 February 2013 - 01:45 AM
Looks good :)/> - Should be epic if you release.
FuuuAInfiniteLoop(F.A.I.L) #115
Posted 23 February 2013 - 04:27 PM
you should change your ids because your mod is incompatible with IC2
theoriginalbit #116
Posted 23 February 2013 - 04:33 PM
you should change your ids because your mod is incompatible with IC2
Or you just change the ids in the config files. thats why config files exist. no modder can make sure their mod does no collide with another.
FuuuAInfiniteLoop(F.A.I.L) #117
Posted 24 February 2013 - 03:18 PM
you should change your ids because your mod is incompatible with IC2
Or you just change the ids in the config files. thats why config files exist. no modder can make sure their mod does no collide with another.
But IC is a very popular mod so…
theoriginalbit #118
Posted 24 February 2013 - 04:23 PM
But IC is a very popular mod so…
And yet I don't ever install it. Catering to a subset of people still isn't the best thing to do, cater for them then it might effect others, who then complain, then you cater to them, and the next group complains, then you cater for them and everyone complains because you just changed the IDs again and broke their worlds because all the blocks they placed are now gone… just because you use a particular mod doesn't mean that it should be catered to you… so I stand by the fact that you should just change to IDs yourself. and if you're too lazy to do that, get the ID Conflict Resolver mod thing that does it all for you.
Mikeemoo #119
Posted 25 February 2013 - 12:30 AM
I'm not changing IDs to make it compatible with other mods. The user can just do that themselves. Takes 10 seconds.
CastleMan2000 #120
Posted 25 February 2013 - 05:58 AM
I have forge, as well as the alpha; however, how do I install it? I put it in the mods folder, but when booting minecraft, it crashed! It said something about a 'class not found' error.
J15t98J #121
Posted 25 February 2013 - 06:23 AM
We can't help you if you don't post an error log :P/>
CastleMan2000 #122
Posted 25 February 2013 - 08:47 AM
Aight.

Spoiler
---- Minecraft Crash Report ----
// My bad.

Time: 2/24/13 11:56 AM
Description: Failed to start game

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: dnacraft.DNACraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: dnacraft.DNACraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:418)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_39, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 492240824 bytes (469 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.518 Optifine OptiFine_1.4.6_HD_U_C3 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
ComputerCraft [ComputerCraft] (ComputerCraft) Unloaded->Constructed
CCTurtle [ComputerCraft Turtles] (ComputerCraft) Unloaded->Constructed
Thaumcraft [Thaumcraft] (Thaumcraft3) Unloaded->Constructed
DNACraft [DNACraft] (dnacraft) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine GL version 2.0 APPLE-1.6.36, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

And then I was like, YOOOOOOOOOOOOOOOOO!
J15t98J #123
Posted 25 February 2013 - 09:04 AM
It looks to me as though Forge cannot find DNAcraft's main class. Are you sure you installed it correctly?

EDIT: Also, did you extract the zip?
CastleMan2000 #124
Posted 25 February 2013 - 10:31 AM
The zip auto-extracted, as zip files tend to do when I am using Safari. I placed the 'dnacraft' folder into my mods folder. I see a 'DNACraft.class' among other things in the folder.

EDIT: That made it work. Thanks. It appears that any spliced creature, even purebred, will be hostile to anything not identical, will float, and will explode. I hope that is fixed later. Maybe a "special trait" chromosome, that has a few different values that mean different combinations of floating, bow and arrow shooting, and exploding or something.
Shnupbups #125
Posted 25 February 2013 - 10:58 AM
The zip auto-extracted, as zip files tend to do when I am using Safari. I placed the 'dnacraft' folder into my mods folder. I see a 'DNACraft.class' among other things in the folder.
You need the zip to be… well, zipped.
Draktharis #126
Posted 14 March 2013 - 03:21 PM
I know you're probably busy with OpenCCSensors and real life, but I'd just like to say that this is an amazing mod, and you should definitely work on it more. If you feel like it, that is.. I don't mean to sound rude or pushy or anything, but yeah…

I can't wait for selective splicing!
hego555 #127
Posted 14 March 2013 - 07:44 PM
Wow looks epic!!!

Will have a epic zoo with those :P/>
J15t98J #128
Posted 04 April 2013 - 08:27 AM
Any updates on this?
TheOddByte #129
Posted 07 April 2013 - 05:24 AM
I just downloaded this and installed.. Did'nt seem to get any error but this: IT DOESN'T FIND THE MOD!
What items are there in the mod?
Like what are some of them called? SInce then I could search for them and see if they exist and I'm just blind..

Btw, Sorry for the caps there..
J15t98J #130
Posted 07 April 2013 - 11:09 AM
Where did you download it from?
FuuuAInfiniteLoop(F.A.I.L) #131
Posted 08 April 2013 - 04:35 AM
Will this be updated to 1.5.1?
TheOddByte #132
Posted 08 April 2013 - 11:50 AM
Where did you download it from?
From github.. And I downloaded it as a zip and installed it like any ohter mod.
Draktharis #133
Posted 09 April 2013 - 04:48 AM
…Did you compile it?
superaxander #134
Posted 10 April 2013 - 12:50 AM
This is one awesome mod O.o!
J15t98J #135
Posted 10 April 2013 - 12:34 PM
Where did you download it from?
From github.. And I downloaded it as a zip and installed it like any ohter mod.
As Draktharis said, you'll need to compile the source. The best way to do that is probably through Eclipse unless you know what you're doing. (Something like File > Export, pm if you need more help)

EDIT: a compiled version was linked to a while back, though it probably isn't as recent as the version on GitHub: https://dl.dropbox.com/u/4295615/DNACraft-0.0.0.8.zip
FuuuAInfiniteLoop(F.A.I.L) #136
Posted 20 May 2013 - 05:52 PM
Will this be updated to minecraft 1.5.1/1.5.2?
H4X0RZ #137
Posted 20 May 2013 - 06:54 PM
Will this be updated to minecraft 1.5.1/1.5.2?

I hope it will be updated to 1.5.1/1.5.2 !