My man, any time I see something new from Dawncraft, my jaw is on the floor. Thanks for making a modpack that feels dynamic and not static like vanilla! Also, I love that more people are getting into Blockbench. Modeling, texturing, and then animating an entity that large sounds like a nightmare, but that pay off was incredible. The only thing I could possibly suggest would be giving the necromancer a summoning staff? Idk, but I'm super excited for the modpack's release!
Waiting for Dawcraft to come out makes me feel like i'm 12 again and i'm waiting for Minecraft's new update to drop. This project genuinely makes me very excited to play Minecraft again and I can't wait for the day that the modpack becomes public. Thank you and your team for all the hard work you've been putting in. Everyone appreciates you.
This is so cool, and also hearing more updates on the modpack is amazing as always! I rlly hope you will add this mod as a secret side quest for DawnCraft (maybe make tiny necromancer and his friend a single boss fight NPC in the world so that their spawn rate won't feel too overwhelming), keep up the great work :)
I haven't been into minecraft for a while, when I was this modpack caught my attention. Now I come back every once in a while to see how it is coming along. Can't wait for it to come out.
I can't wait to get jumpscared by a massive homicidal ghost skeleton after a long day at work! Also, those three skelly-lads are amazing and I honestly hope that the Dawncraft mobs get their own standalone mod in the future. Also, it would be funny if the Tiny Necromancer did a cheering animation (Like the one it does after getting lapis) for a bit after summoning the Giant skeleton, so it looks like it's cheering it on.
After showing my friends the original Dawncraft video they've had me acting as the Dawncraft watch, I can't tell you how excited they were when I showed them an update this good!
Hi, bstylia14. Did you know that Enemy Expansion mod was updated and now not only theres new mobs, but the mobs have better animations? I watched a video about the updated version. I saw that some mobs (not all of them) could perfectly fit in in your modpack (Dawncraft), due to them having amazing attack animations. I think you should out this mod in your modpack, but remember to test every single mob of the mod, as some don't fit in with the epic fight combat style.
Idk if it's just a coincidence but either way I'm super happy that my ideas are getting implemented such as Invaders and the Crucible Knight inspired boss. can't wait to play this, (I would get the patron but I'm poor as hell ngl) Edit: Also, wacky Idea but could you technically recycle some of these assets to create spells or ashes of wars for players to use. I.E The beam of the giant skeletons, the seeking skulls or airstrikes the skeleton overload creates, the Sentinel Knights stomp, maybe even the explosives the Maritain uses. People have been demanding spellcasting and it sounds like a good place to start, though I have never coded a day in my life so it could also be the most impossible thing in the world with things like how to prevent the spamming of spells.
You should add the mod (Philip's ruins) It's for forge and fabric 1.19.2, and 1.18.2. It adds over 56 new structure to the game, and the developer has big plans in the feature.
Btw for the modpack i think you should try to add like a quick way to tp yo your place of death cause in monster and mineshafts you had to like travel alot to get your stuff back
@@bstylia14 Nice! Even though I probably won’t be able to play the mod for a while, I’m glad to see content like that whenever I wanna check out some cool mods creators have put their hearts into!
I was just roaming around in the nether then 2 of these fuckers spawned on me at the same time and started beaming on me ... I had to jump off with a paraglider with 1 and half heart left. Was looking for it's wiki that I saw this video, amazing work
I would really love to see a magic mod like Mana and Artifice added to Dawncraft. I think it would be overpowered as is, but if it's balanced and the spell construction had progression it would be super rewarding. This way, you had more combat options than just using weapons.
Ngl I clicked on the video because the skeleton is vaguely similar to Sasuke’s Susanoo lmao. Love the video btw, you put a lot of effort into it and it shows.
Hey man! as soon as i found you and this modpack i fell in love with it i even paid the patreon just to get it. I know you probably cant add this because it might feel out of touch with the style but you reckon there could be a way for you to add some bosses from norse mythology? Like Odin, Thor, Baldur? if not all good but i just thought of suggesting it.
not sure if you have added this or not but adding the atlas, with no minimap and no coords seems like a cool thing to add, or mabye make it a setting thats changeable
nice little mcrator mod, but I do think you should add that you made it with it in the tags in curseforge, (there is a category just for such mods) still nice afford though and a nice start, I do enjoy the model you have made but also by linking that you made it with mcrator you also give people the possibility to understand what you can do, in the sense of backporting the mod or similar I just think it would be smart to say it somewhere (especially on the mod page) It dosnt make your mod unvalid
What if u add the giant skeleton to dawncraft? Like an end game boss that you need to summon with specific item.. Texture him like thos mobs that u showed in this clip and give him som horns and red eyes and keep the attacks. And maybe those mobs would drop the items to summon itt.
wondering if kulitin is also taking part in this modpack? she does alot of custom entities for epic fight which i think would work really great with this modpack
You should give the skeleton the ability to create black flames that never go out until the block they are on is burned up. I Think the mod Mahou Tsukai has something similar. And yes this is a Naruto reference
Hi, Dawncraft is a very awsome mod concept, but i cant help but to notice that the modpack can feel very overwhelming to us who mostly play vanilla, perhaps you could make some sort of guide to understand the basics of the modpack? what i'm referering to is the UI elements and a guide to some of the mods that the modpack utilize to core mechanic functions.
I think you tend to sometimes add too much details and sometimes add too little. This model feels overdone tbh. Same with the boss, it would really benefit from horns made from 2-3 cubes, rather than 15. Those skeletan things in the nether tho, they look perfect when it comes to model, texture needs some cleaning, but overall really good one. Overall, I love your work, but you should try to make few models before choosing the final one. It usually accelerates the learning part a lot And you should add some more R in the colors of cape of tiny necromancer. Colors should fit better together this way
man that's good advice, ty; I feel like I'm slowly improving though. at the same time idk if i want a more detailed model to resemble the mobs in souls-like games, or a more vanilla-like model to make it fit better in the game, so thats kinda messing the artstyle up as well 😵
hi bstylia, i have been a fan of your channel for a while now and was wondering if you could review my mod "Magical Box Of Oddities". Its a magic mod that adds in a whole bunch of relics that all do really cool and useful things
Is there any way to disable this mob in dawncraft? A giant invincible skeleton spawned right inside our nether portal, and is not despawing. Any time we go in we take damage from it no matter what we do.
Hey bystilia, installed the mod and placed it in a modpack, it says it failed to load, are there any known incompatibilities? (21 mods most of them just add epic fight stuff)