Earlier Versions
| Name | Size | Uploaded | Game Version | Downloads | |
| Prehistoric Spawns 1.1 (1.12.2) release | 172.15 KB | May 31, 2020 | 1.12.2 | 79,447 | Download |
| Prehistoric Spawns 1.0 (1.12.2) release | 172.05 KB | Mar 1, 2020 | 1.12.2 | 5,290 | Download |
| Prehistoric Spawns Beta 0.2 beta | 3.85 KB | Sep 2, 2016 | 1.7.10 | 23,976 | Download |
| Prehistoric Spawns Beta 0.1 beta | 3.92 KB | Aug 23, 2016 | 1.7.10 | 669 | Download |
Screenshots
Description
1.12 IS HERE!
Prehistoric Spawns version 1.1 is compatible with F&AR 8.0.4! Note: If using F&AR 8.0.3, please use PS 1.0 instead.
What is Prehistoric Spawns?
Prehistoric Spawns was originally created as a personal add-on for one of my YouTube series, but I thought others might find it convenient, so I decided to share it here. That was three years ago and I was a novice coder to say the least– but I definitely couldn't have predicted the amount of attention the project would receive. Thanks to you all we've reached more than 17,500 downloads, and as per popular demand, I'll be uploading the mod for more recent versions of F&A, along with other things!
What does the mod do?
Prehistoric Spawns does NOT add its own dinosaurs to the mod. Prehistoric Spawns adds natural spawn entries for the dinosaurs in the Fossils & Archeology Revival mod. In the base F&AR mod, dinosaurs do not spawn naturally in the overworld, and must be reanimated from fossils in the style of Jurassic Park. Prehistoric Spawns changes this to allow dinosaurs to spawn naturally in the overworld, making for a more challenging experience where there are dangerous animals roaming the surface world.
What's new in 1.12.2 V1.0?
Configuration files! Now, you can edit spawn rates and weights for yourselves, instead of waiting for the official rates to be changed.
What's yet to come?
-Continued updates as F&AR updates. When new animals are added, I'll add them to Prehistoric Spawns as well.
-Overall spawn controls (update spawn weights for all dinosaurs at once)
-Possible updates for other biome mods, such as BoP.
Who am I?
I am not a member of the F&A dev team. Please direct all questions about the prehistoric creatures themselves to the F&AR team and not to me.
I am an independent modder and YouTuber who originally created Prehistoric Spawns as an add-on for one of my YouTube series. The mod gained an unexpected amount of traction and now I'm continuing to develop it, alongside my main original project WildCraft. WildCraft adds overhauled versions of existing animals, and will eventually add many new ones. A new version of WildCraft is in development, and will be releasing in the coming months.
Prehistoric Spawns
Imagine a world where extinction never happened- where dinosaurs still roamed the earth. That is exactly what you'll find with the Prehistoric Spawns mod.
This add-on for the Fossils and Archeology Revival mod causes all the prehistoric mobs to spawn in the Overworld. Although many of these mobs are peaceful and will happily coexist with you if you leave them alone, others are not so friendly, and you will quickly find that you are no longer at the top of the food chain. Even in the daytime you'll have to tread lightly, lest you catch the eye of a hungry predator.
Please be advised! F&A creatures have a mood meter, and if this drops too low, some mobs that might normally be neutral can become hostile. Tread carefully in the presence of wild creatures– you may find they tend to be cranky!
Why do many groups of the same creature type spawn in the same biome, instead of a variety of different creatures?
Minecraft's entity spawns aren't exactly random. It appears that the game tends to pick one creature to predominantly spawn in a region, and spawns mostly that type. Unfortunately that can lead to large groups of predators spawning in close proximity. This isn't a problem that can't really be fixed without rewriting Minecraft's spawning code.
How do I minimize lag from natural spawns?
Much of the lag from F&AR creatures comes from those that can break blocks. You can find out which creatures break blocks from the F&AR Wiki. To minimize lag, keep spawn rates for creatures which can break blocks lower. Having many creatures that can break blocks in an area may increase lag, so decreasing their numbers can help keep lag to a minimum.
Changelog:
R1.1 (1.12.2)-
+ Updated for use with F&AR 8.0.4 (fixed Pterosaur crash when using PS 1.0 with F&AR 8.0.4)
Older logs
R1.0 (1.12.2)-
+ First 1.12 release!
+Added configuration files to allow for customization of natural spawns
B01 (1.7.10)-
+ First release!
B02 (1.7.10)-
-Removed natural mammoth spawns, due to the lag that mammoth AI causes.
Known issues:
-Probable spawn imbalances (may have to tweak spawn rates manually)
-Aquatic spawns don't work properly. This appears to be due to an issue with the way Minecraft handles water spawns, and I'm unsure as to whether or not I can fix it. It seems like extra code has to be provided for mobs to properly spawn in water (such as F&AR's already-naturally-spawning fish), and that code might have to be added through F&AR itself.
Licensing:
This mod is free to use in whatever way you'd like. You don't have to ask me, but it would be nice if you'd tell me what you're doing.
As far as I understand, this mod in no way violates the F/A Revival terms and conditions, however if I am mistaken I am prepared to remove this mod immediately. However, I understand it to fall under the "Adapt" clause of the Creative Commons Attribution (CC BY 4.0).
Requirements:
Minecraft Forge for 1.12.2
Fossils and Archeology Revival mod 8.0.4
LLibrary 1.7.19 (see F/A page)
On Spawn Rates:
If you find the natural spawn rates aren't to your liking, please feel free to tell me what you've adjusted them to! I plan on tweaking base spawn rates according to community feedback, so that the experience on initial download will be more balanced.
Get 0.05 TON 💎
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