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Gothic-Lycan — Lab 3rd Iteration - Complete - all views

#archaeology #dinosaur #fossil #fossils #genetics #lab #laboratory #minecraft
Published: 2015-05-08 09:04:00 +0000 UTC; Views: 1095; Favourites: 4; Downloads: 0
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Description Here is the completed 3rd iteration Fossils & Archaeology Lab design.
This thing is enormous! Easily the largest single structure I have built in Minecraft in a very long time, it is about as large as an entire average-sized NPC village!! O.o
Just to clarify, it is not supposed to look like the upper levels project out into the air, it is actually resting on the basement level, which is supposed to be at least 6metres (blocks) below ground-level.
(I just do builds like this on a flat-type world)

Overall, I'd say I'm fairly happy with how it's turned out. Some parts seem a bit cramped, such as the Aquaculture department, but they are otherwise perfectly useful.
The roof turned out larger than I expected, so I have no real idea of what to do with that area, so for now I'll leave it as-is.

As always, any constructive suggestions are always welcome.
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Comments: 16

Tote-Meistarinn [2015-05-08 19:27:41 +0000 UTC]

Very nice!

Would recommend making the greenhouse ponds a bit deeper though, so they can have things like seaweed, corals etc. growing in them, depending on what mods you have.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-08 20:31:54 +0000 UTC]

I have actually noticed a few very minor things I wanted to add, such as detailing on the back of the building, so I can always deepen the Arboretum's ponds when I do that.
I might also combine two of the aquariums in the Aquaculture section, the two sand-bottomed ones, since they'd be holding sea-going small animals, like squid/nautili/maybe Mo' Creatures fish.

I had originally planned on the Arboretum being pretty large, with the roof of it reaching the top of the main roof, to allow the keeping of trees, but I was unsure if that would work out, as some trees, like F&A's Palaeoraphes can get ridiculously tall and seem to have no trouble breaking even stone bricks to get through. (experiments with them as decoration around the 2nd iteration lab showed that when too close to the building, they'd replace parts of the walls with their leaves >.< )
If necessary, I can always create a large Eco-Dome structure for trees, so the smaller Arboretum here is no real problem.

Any other recommendations?

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-08 23:07:54 +0000 UTC]

Yeah. Depending on how much you use Jurassicraft, I happen to... know some things about future updates. Keep an eye on the seafloor...

And yeah, that's a good idea. If you have Oceancraft installed (which I highly recommend, for that awesome snorkel. Plesiosaur Reef, the Underwater Observatory and the kelp forest simply would not be possible without it), you could even put some of their crabs in with the nautili, as they regularly shed bits of their exoskeletons. In the wild of course, nautili often eat discarded crab shells.
And yeah, Mo' Creatures fish are always a great addition.

Yeah, Palaeoraphe trees are brilliant but extremely temperamental. Plus, by default they don't get taken out by Treecapitor-ed axes in one go like most trees. Make sure you pack some dirt blocks if you want to chop one down...
They're best used in dense forest alongside very tall jungle trees. I've got a whole bunch of them in my Eocene exhibits (particularly in the one with the Gastornis and Leptictidium).

Well, as you know I too use a greenhouse to house my plant specimens. However, I often find myself thinking that I underestimated the amount of space I would need, particularly the height. Gets a little claustrophobic sometimes.

My advice on the greenhouse/Eco-Dome is to make it HUGE. And tall enough to contain trees up to the size of large oaks. Anything bigger/taller than that should be kept outside, though.
What you could do is something vaguely similar in appearance to the Eden Project, with a large greenhouse/glass dome, but also an outdoor garden/forest area.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-08 23:31:55 +0000 UTC]

I was actually thinking of the Eden Project, when I said Eco-Dome.
I just cannot remember what they call those domes.

As for Jurassicraft, I don't use it. Though I have been tempted to.
I don't use Oceancraft either, and I don't really know anything about it.
I think the main reason I don't use Jurassicraft is because I don't know if there's any clashes with F&A or other things.
Heck, truth be told, I know next to nothing about it, so I'm cautious about using it.

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-09 12:15:52 +0000 UTC]

Ah I see.

Well, provided you use the latest versions of F/A and Jurassicraft, there shouldn't be any problems. Jurassicraft behaves itself with other mods, too.

It's quite safe, and compliments F/A wonderfully.

It's obviously a very similar mod to F/A, except many of its creatures are more directly inspired by Jurassic Park, and more detailed. You also don't need to feed the JC creatures (Though wild carnivores will hunt farm animals and follow you if you have meat equipped, and I've seen the Gallimimus break tall grass).

It works in a very similar way: You mine fossils, extract DNA (and in this case also combine lower-quality DNA samples of the same species to get an improved specimen), and cultivate eggs/syringes.


Oceancraft affects mainly the overworld. Beaches are now covered in seashells (some of which spawn crabs when broken), and sometimes have quicksand pits (BEWARE OF THESE, as like cacti, they swallow your items if you suffocate in them). Also on the beaches are jungle wood huts, containing a double chest and two Polynesian-looking guys. You can trade with these, though the trading system is a bit different from Villagers. 

Various sea creatures (fish, crabs, king crabs, rays, sharks, turtles and even whales) spawn in the ocean, and they can be captured alive with specialized fishing nets. There are also seagulls. The ocean floor is littered with seaweed, pearl-bearing clams, and glowing coral/sponge pieces.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-09 13:07:52 +0000 UTC]

Hmm... might try Jurassicraft out. There is a lot of stone forming the foundation of the new lab design, which I could hollow out for a Jurassicraft genetics lab, since the one already in-place is built around the F&A stuff.

Biomes O' Plenty adds quicksand and coral too, and Mo' Creatures also adds crabs.
I'll look into Oceancraft, as whilst Mo' Creatures has dolphins, it has no really big animals like whales, so they'd be nice.

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-09 14:17:05 +0000 UTC]

Yeah. Or you could even mix in the DNA extractors and DNA combinators with the F/A analyzers. Makes the lab look varied.

Yeah, that, and the awesome snorkel. You can basically LIVE underwater using it.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-09 14:49:13 +0000 UTC]

Just picked up Jurassicraft, so I've not yet seen the various components. I'd have to get a look at those and how they work before I can figure out where they'd go in a lab set-up.

Turns out I've used Oceancraft before (though an older version) and other than the whales, it seemed rather redundant to have it, with the selection of mods I use.

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-09 15:47:35 +0000 UTC]

Well as I said, it basically works like F/A.

* In F/A it's:
Fossil ore->Fossil->Analyzer->DNA->Culture vat->Egg->Creature

* while in Jurassicraft it's:
Fossil or Amber ore->Fossil or Amber->DNA Extractor->DNA (25, 50, 75 or 100% completion/quality)->DNA Combinator (if necessary)->Hatchery->Egg->Creature

Like F/A fossil ore, Jurassicraft fossils can only be mined with an iron pickaxe or better. Some high-tier pickaxes from other mods, like Galacticraft's compressed steel pickaxes or Caveworld's Cavenium pickaxes, also work on it.


Some basic recipes:
DNA Extractor:
[Iron ingot][Iron ingot][Glass block]
[Iron ingot][Redstone][Glass block]
[Iron ingot][Iron ingot][Iron ingot]

DNA Combinator:
[Iron ingot][Iron ingot][Iron ingot]
[Iron ingot][Redstone][Iron ingot]
[Iron ingot][Iron ingot][Iron ingot]

Hatchery (I may be remembering this one incorrectly mind you. Try it out):
[Stained glass pane][Iron ingot][Stained glass pane]
[Stained glass pane][Blank][Stained glass pane]
[Iron ingot][Iron ingot][Iron ingot]

Dinopad (works like the F/A Dinopedia, although beware of associated glitches):
[Iron ingot][Iron Ingot][Iron ingot]
[Redstone][Glowstone dust][Redstone]
[Iron ingot][Iron ingot][Iron ingot]

Growth Serum (speeds up a baby animal's growth slightly):
[Cactus Green] + [Golden Carrot] + [Water Bucket] + [Any kind of meat or fish, raw or cooked], in any shape.


...there really needs to be a wiki. XP

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-09 16:23:42 +0000 UTC]

Just been trying the mod now, seems pretty neat, and certainly useful for expanding on F&A's species repertoire.
But it seems that there's bugs with sounds and behaviour.
Some dinos like the Raptors, Rex and Parasaurolophus make no sounds, and the carnivores (except the aquatics) seem utterly uninterested in attacking anything, yet the herbivores gang up on you the moment one of them gets hurt, even upon hatching. :/

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-09 19:37:16 +0000 UTC]

Yeah... there are going to be some bug fixes in the future.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-09 20:56:05 +0000 UTC]

Aye. Which version do you use?
I'd tried downloading the 1.3.3 build, but the link at the downloads page only gives me the 1.3.2-build-14. :/

Also, do the Jurassicraft creatures grow and breed unassisted? The ones I created during my test of the mod just wandered around doing neither.

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-09 22:54:40 +0000 UTC]

I use 1.3.3 Beta 2.
And yeah, just finding the bloody file is an epic quest in its own right... XP

Well they grow unattended, but reeeeeeeeally slowly. Several Minecraft weeks at the very least. If you don't have growth serum, I suggest you go mining or building or something next to the dinosaur to pass the time.
And no, they don't breed, though that feature is planned in later versions at some point.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-10 00:32:32 +0000 UTC]

Finally found 1.3.3 Beta 2. XD
Maybe I should write a book about my epic journey to find it? "There and Back Again: A Minecrafter's Tale"

I don't mind them taking a while to grow, as since they don't need feeding, I don't have to worry about their maintenance too much.
Shame they don't breed yet, but since there are males and females, I'm certain it'll happen eventually.

I've also noticed that the Jurassicraft machines take up very little room, so I think I can quite easily fit them into the existing 3rd iteration Genetics Lab with minimal alterations, which is great.
They do seem more resource-intensive though, but I think I can work with that.
If anything, the only major change needed for the Lab will be an extra Cold Storage for all the new Jurassicraft species, as I hadn't built the current one with them in mind.
But again, that large foundation I've added to the design should provide somewhere for that to go. Heck, might create a 3.5 iteration just for that. XD
Honestly, I'm terrible for that sort of thing.

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Tote-Meistarinn In reply to Gothic-Lycan [2015-05-10 01:08:57 +0000 UTC]

Hehe, yeah. lol

Yeah, I'm sure it will.

And yeah, chests fill up very fast with Jurassicraft DNA and eggs. Extending the basement would indeed be an option.

Hey, don't beat yourself up about it. Practice makes perfect.


However, no amount of practice prepares you for game-breaking glitches. My save file crashed unexpectedlywhen I entered a new biome, and although I can open it for a second or two, there's not enough time to teleport away to safety. XP
So yeah... my Minecraft output will probably go on a bit of a hiatus for now until I can fix this annoying problem. I've been looking into ways to fix it.

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Gothic-Lycan In reply to Tote-Meistarinn [2015-05-10 01:19:31 +0000 UTC]

I've had a similar glitch before. Not sure what causes it, but the Crash Logs mention a "biomegen mutation" and something to do with grass blocks every time.
In the most recent crashes, it's been minor enough that I can simply load up the file again and wait for the terrain to generate a bit before moving, and it seems to alleviate it.
But I have had some where the whole world-save had to be scrapped because it wouldn't even load with crashing.

Of course, what's crashing your game could be completely and utterly different from what crashed mine.

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