#Legacy Landscape
1 messages · Page 1 of 1 (latest)
also removing biome blending, reverting to pre-1.13 water color (but keeping update aqautic creatures), making an easier way to nix the drowned from your world
I'm gonna rename this to Legacy Landscape
because it's supposed to make the landscape look legacy :3
Legacy Landscape
i also want to focus on the void a bit here, kind of like yttr. not sure how i’ll do that since i already added a bedrock pickaxe to world in a jar. i might make the bedrock pickaxe mechanic its own separate mod though, so i might submit two mods to this fest!
i’m sure una would be happy
i don’t mean that sarcastically btw
For the showcase, I want to make a small biome with a mall showcasing other mods and their features.
Also, who else would want to volunteer to showcase their mod in the legacy-themed mall?
If you want, you can make a miniature version of your booth in the legacy mall, perhaps showcasing the legacy or old aspect of your mod.
probably left half of the map because those are for industrial and information ages
suitable for a mall
There'll be a small legacy biome around the mall as well
i'm thinking of using that island in the top-right of the bottom-left (3rd) quadrant
that's a real good idea!
giving it its own little space
you could make it like an amusement park, even
this one right here
a fest within a fest
yeah
i'm thinking about making four quadrants within the mall, each of which focus on their own things. one of them will be nature-based (including aquatic), another will be industrial
i'm thinking of making the nature-based quadrant of the mall one or two stories, made out of wood. the industrial will be 8 stories tall (to give a liminal, foreboding feeling) made with gray concrete
they'll be diagonal to each other
Liminality my beloved
the center of the map (the clock) is a reserved common space and the starting area
so it's okay to split the island here in four representing each of the ages?
actually i might do something different
there will be an industrial area, but it'll be based on different aspects of each age
it'll be its own timeless island
I'll let someone else answer that
i guess we could call it the timeless island
is that against the booth rules? and can i claim this island for that purpose?
the reason why i'm choosing an island is so that it's self-contained
@rough patrol (asking you since you wrote the #1-21-info channel)
hama or Sisby would have to answer that ^^;
If this gets approved, are other mods allowed to put theirs in the timeless-island so to speak?
they were the ones who primarily designed the world and it's lore
yes!
there'll be a mall in the center as well where booths can go
DGB's booth is planned to be styled like an old-gen MCPE adventure map, and it'd fit perfectly in an amusement-park-mall-thing sort of thing
that'd work well yeah
some more brainstorming
anyway my mod is gonna disable biome blending and enable programmer art but only for specific chunks
i might not be able to do the programmar art part but
i could just duplicate the atlas or some shit with programmar art
idfk
that might take up too much VRAM tho 😭
so i might have to scrap that
instead i'll add a thing that enables programmer art when you step inside a legacy chunk
i think i might do it for entire chunk sections rather than individual blocks, just to save on storage and complexity
basically certain biomes have a chance of becoming legacy-ified during generation
particularly forest and plains biomes
and it depends on the seed ofc
for determinism :3
neoforge has some coole APIs for this :3
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@deep spindle ? (sisby left the thread?)
we'll shake it all out during the claiming period. you'll probably be able to use it for this unless someone else is contesting it or we need it for event purposes, but even then i'll help find a compromise or an even better place to put it
I'll put in an earmark for giving the island special consideration since you want to make it a shared-booth area anyway
once I get everything with Sodium sorted out, I can start working on the Legacy Additions (pre-1.9 Command Block, pre-1.13 Command Syntax, Water and Lava Blocks, Wall Sign Block, etc.)
This is not lapis.
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adding noob diamonds
[Reply to:](#1290871220589428847 message) https://www.youtube.com/watch?v=SZybGJbV1vI 📎
@deep spindle since i reuse an asset from my prior mod Weird Wares, do i need to add this to my README?
Asset Reuse
This mod utilizes assets from other mods. A list of reused assets and their corresponding sources are as follows:
- Weird Wares
i. Glitter → Ore Dust
Hey, are you planning to add any nature-y blocks?
what specifically do you mean
Like new plants or a new grass block, etc
wouldn't hurt, though honestly if it's just for small things it doesn't matter that much
i don't wanna break the fest rules so
this is basically what the legacy island will look like
any objections? suggestions?
super cool! seems like you know what you're doing, no objections from me
w< i kind of don't know what i'm doing lmao
[Reply to:](#1290871220589428847 message) super cool! seems like you know what you're doing, no objections from me
who does
https://www.youtube.com/watch?v=D73p8e7T_4o i searched noob diamonds and this came up
NOOB DIGGING MINE AND FOUND DIAMONDS and RAINBOW DIAMONDS IN SECRET MINE!
Minecraft Noob vs Pro Battle ! Who win? You decide!
Subscribe: https://bit.ly/2KfcKBX
Hi! Today Dirty Noob found diamonds in minecraft and rainbow in minecraft and rainbow diamonds minecraft! Why villager turn this mine into what happened to this secret mine in minecraf...
Looks like the brainrot content that was popular a few years ago
Now the brainrot content is questionable at best
guess i have to add GAY DIAMONDS for the WOKE MOB now 😔
scope creeper is gonna be knocking on my door soon 😭
Aw man /ref
Is this against the fest rules?
[[dependencies.${mod_id}]]
modId="iris"
type="discouraged"
reason="unsupported; don't use Iris"
@deep spindle
"discouraged"still allows the mod to load if the dependency is present, but presents a warning to the user.
Why are you discouraging iris? /gen
I don't support Iris, and this will probably break it in some weird way.
How will it break it? Do you apply shaders or something?
#1-21-participants message
we don't support shaders at fests already
ok
what's this
ooo okay i'll add power
a guideline for pre-emptive compat for Witchery and your nature bits
should we add more power to legacy chunks
can if you like
is there an API for it
i added more power for nether stuffs
not one that involves giving you a BlockPos
this is more about your new nature blocks rather than boosting nature power in your new biome(?)
i don't wanna mixin and break things😭
ok
i'm already adding blocks so that's fair
Turf won't have any nature power since it's supposed to be fake
are you sure nature is a good mod ID
that sounds like it'll conflict a lot
ohhh wait
nevermind i'm silly 
@tame edge what is the recommended power level for ores
@tame edge would it be okay to give the legacy command block power?
It doesn't have precedent imo
These are the current values we have
are fractional powers supported
[Reply to:](#1290871220589428847 message) https://github.com/mrsterner/witchery/tree/main/common%2Fsrc%2Fmain%2Fgenerated%2Fdata%2Fwitchery%2Fnature
These … 📎
no, only ints
embeds on the original post got nuked
so i'm gonna attach images of the videos instead 😭
crap i can't do that either
uhh
there's no add to post 😭
a
(submission spoilers) ||based on my recent mod Weird Wares and in its spirit, i think my fest mod should be called Wistful Widgets||
Brainstorming
this mod i wanna focus more on the java 1.8- experience
release 1.8, 1.0, and beta 1.7.3
like using fire to craft chainmail 😹
also removing biome blending, reverting to pre-1.13 water color (but keeping update aqautic creatures), making an easier way to nix the drowned from your world
anyway my mod is gonna disable biome blending and enable programmer art but only for specific chunks
i might not be able to do the programmar art part but
i could just duplicate the atlas or some shit with programmar art
idfk
that might take up too much VRAM tho 😭
so i might have to scrap that
instead i'll add a thing that enables programmer art when you step inside a legacy chunk
i think i might do it for entire chunk sections rather than individual blocks, just to save on storage and complexity
basically certain biomes have a chance of becoming legacy-ified during generation
particularly forest and plains biomes
and it depends on the seed ofc
for determinism :3
neoforge has some coole APIs for this :3
Relevant Messages
#1290871220589428847 message
#1290871220589428847 message
Inspiration
Minecraft 1.8, 1.0, b1.7.3
Old villages
Pre-Jappa textures (and how they clash with Jappa's textures)
My mod Weird Wares
Void fog https://youtube.com/shorts/txwxhC8TIvE
Noob diamonds https://www.youtube.com/watch?v=SZybGJbV1vI
Images attached, shown below
https://www.youtube.com/watch?v=3lEwnnrsj6U
Progress
Weird wares for your wacky world! This mod adds various unobtainable and forgotten items, blocks, and features plus a few extras.
↓ ↓ ↓ FOLLOW ME EVERYWHERE ↓ ↓ ↓
Twitter: @camman18_
https://twitter.com/camman18_
Twitch: camman18 (weekly streams)
https://twitch.tv/camman18
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^ follow all of those to ...
This is not lapis.
⬛🟨 FIREFLY PLUSH! ⬛🟨
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I've successfully estrogenized the chunks :3
can someone pin this message
was this meant to be posted here?
yesnt, was asked about it hear earlier
ah I see ^^
adding command blocks :3
@slender sentinel #1-21-screenshots is not for discussion #1-21-screenshots message
Ok sowwy
Add portal blocks!! (End, nether, gateway) and even fire and air blocks!! Plsz!!!!
Pweaze
i might add an air item like they had in one of those 1.7 snapshots
Yes please
after all of this, i'm going to add something special
decaying legacy chunks, inspired by Yttr
does anyone have any ideas of what mods were popular from b1.7.3 to 1.7.10? i wanna make some debris based
buildcraft seems like an old mod
ooo pipes
i'll get started on pipe textures
matteroverdrive mentioned!!!
based af mod tbh
Very based mod
Feel free to add them. It's not really my mall anyway
?
It's an impromptu common area
We don't have to split the mall into themed quadrants btw
considering it's in a region that is timeless
[Reply to:](#1290871220589428847 message) We don't have to split the mall into themed quadrants btw
oh, did Hama make it into a common area?
No, I did informally
[Reply to:](#1290871220589428847 message) oh, did Hama make it into a common area?
It's not sanctioned by ModFest
Its placement is ofc but beyond that it's not
I see
I trust others that their showcase or secondary showcase would mesh well as they see fit
I don't know if having multiple showcase is against fest rules but I'm not disallowing it (1+ in the mall and others elsewhere)
whatever the fest rules are basically
I submitted one of the mods that I thought would fit great in your mall, and I think you'll see why

hmm
[Reply to:](#1290871220589428847 message) decaying legacy chunks, inspired by Yttr
gonna add a bucket of void
and a grayer version of legacy chunks
drinks the bucket of void
that'd just give you permanent invisibility
nobody would be able to see or hear you

exactly
remove the player from the world
Maybe drinking or being submerged in void will send you to Limbo
[Reply to:](#1290871220589428847 message) remove the player from the world
I'd have to do worldgen though and that's complicated
I could just copy the Nether though
the main thing though is that others won't be able to see or hear your presence.
[Reply to:](#1290871220589428847 message) Maybe drinking or being submerged in void will send you to Limbo 📎
doesn't this just crash
yeah
actually idk if it hard crashes
anyway decayed chunks can't be turned back
I know the world completely stops ticking in SP if you remove the player
mod should be mostly ready for use. i haven't added void fluid yet though
I do plan to make Wand Dust also invulnerable to all types of item damage like lava and cactus, possibly including void.
It's also not stackable.
The point is that if you don't repair your wands, they will rot in your world and also rot your world
i'm probably not gonna do anymore showcase videos btw. i wanna reserve the rest for modfest.

i'll do a few more screenshots with progress though
[Reply to:](#1290871220589428847 message) i'm probably not gonna do anymore showcase videos btw. i wanna reserve the rest for modfest.
the code behind this is so bad
i'm surprised it works
here's an idea of what i'm doing
RenderSystem.setShaderFogColor(16.0F * -VOID_COLOR.getX() / 255.0F, 16.0F * -VOID_COLOR.getY() / 255.0F, 16.0F * -VOID_COLOR.getZ() / 255.0F);
yes, the color is negative
i found that negative colors make the fog a lot closer and blend very harshly, and i love the effect
also it makes it pitch black
i may well be violating several OpenGL rules so i am anticipating rendering non-compliance
[Reply to:](#1290871220589428847 message) i found that negative colors make the fog a lot closer and blend very harshly, and i love the effect
like uh, you're not allowed to have negative color 💀
[Reply to:](#1290871220589428847 message) i may well be violating several OpenGL rules so i am anticipating rendering non-compliance 📎
some drivers like to show extremely low (high?) negative color as bright glitchy colors
i think, i don't know if this is entirely true
[Reply to:](#1290871220589428847 message) some drivers like to show extremely low (high?) negative color as bright glitchy colors
that might be for colors beyond 255 actually
er, beyond 1.0f
// drinking game idea:
// try saying evanescence 10 times fast and every time you fail you take a shot and do it again
public static final DeferredHolder<MobEffect, MobEffect> EVANESCENCE = MOB_EFFECTS.register(
"evanescence",
() -> new EvanescenceEffect(MobEffectCategory.HARMFUL, 0xFF181818)
);
btw i'm probably not gonna be able to add the void dimension. i really like the vibe dimensional doors has, and i want to replicate that somewhat.
not in time anyway
but i'll add blocks for it
Concept Art: Fabric of Reality
The Dimensional Doors mod for 1.17 is the updated version of the original 1.6.4 Dimensional Doors we know and love. The mod is roughly the same as it was before, but now has more content. Not only will you be hit with nostalgia, but you'll also get to experience the updated pocket dungeons and the slightly improved Limbo. Download Dimensional Do...
idea: void crafting
concept: throw certain items into void fluid, they become a new decayed item
i lied i'm doing another one because this feature is so fucking cool
[Reply to:](#1290871220589428847 message) i'm probably not gonna do anymore showcase videos btw. i wanna reserve the rest for modfest.
you can just vanish
it works on players too
this is definitely going to cause crashes but it's worth it
i'm thinking this'll be very useful during the fest too
[Reply to:](#1290871220589428847 message) you can just vanish
the amount of mixin this took is ridiculous
absolutely awful, hacky. but it works.
private static void onRemoved(LivingEntity entity) {
if (entity.getServer() != null) {
entity.getServer().execute(() -> {
Accessor_ChunkMap chunkMap = (Accessor_ChunkMap) ((ServerLevel) entity.level())
.getChunkSource()
.chunkMap;
ChunkMap.TrackedEntity trackedEntity = chunkMap
.getEntityMap()
.get(entity.getId());
// Tell players to track this entity again.
//noinspection unchecked
trackedEntity.updatePlayers((List<ServerPlayer>) entity.level().players());
((Accessor_TrackedEntity) trackedEntity).getSeenBy()
.forEach(connection -> connection.send(new ClientboundAddEntityPacket(entity, ((Accessor_TrackedEntity) trackedEntity).getServerEntity())));
});
}
}
this is for when the effect is removed/expired
this is the opposite
@Override
public void onEffectAdded(@NotNull LivingEntity livingEntity, int amplifier) {
super.onEffectAdded(livingEntity, amplifier);
if (livingEntity.getServer() != null) {
livingEntity.getServer().execute(() -> {
Accessor_ChunkMap chunkMap = (Accessor_ChunkMap) ((ServerLevel) livingEntity.level())
.getChunkSource()
.chunkMap;
ChunkMap.TrackedEntity trackedEntity = chunkMap
.getEntityMap()
.get(livingEntity.getId());
trackedEntity.broadcastRemoved();
});
}
}
of course there's way more mixin behind the scenes that prevents new players from tracking evanesced entities
evanesced players can still see themselves, but they appear to have an ashy particle effect around themselves. other players cannot see this though
i still gotta make evanesced player sounds silent
what's your test environment
amdgpu? nouveau (I will bonk you if this is the case)? nvidia proprietary?
alternatively, one of the like nine windows drivers if you use that
I'm on macOS
anyways if anyone experiences glitches I'm sorry
it might be worth testing on other common platforms
I don't have other platforms
[Reply to:](#1290871220589428847 message) it might be worth testing on other common platforms
you could ask around, provide a test build with most secret features stubbed out
I don't have secret features either
I've been periodically uploading versions of the mod to Modrinth
all the way from pre-datagen (oops all missingno in prod) to working
I'm like the expert on not testing in prod
oh god same
once I uploaded a build to cf that I forgot to shadow a library in
so the game crashed on generating worlds in prod, because I was using reflections library
(this)
and I forgot to shadow it lmfao
dedicated is worse
[Reply to:](#1290871220589428847 message) I'm like the expert on not testing in prod
needed to get all entities from a mod
it's even worse now because the sodium build we use in this pack crashes on dedicated servers
[Reply to:](#1290871220589428847 message) dedicated is worse 📎
so I have to rebuild and repatch Minecraft every time I test my mod in dedicated server (I can't be bothered to download Minecraft dedicated server and set it up)
oh God neoforge dedicated sounds like a nightmare to set up
probably still uses python scripts
it what
can't you just use the server task in intellij?
I can't help but think of that one edgy song
no, because there's no way in MDG to isolate client mods from serverside
[Reply to:](#1290871220589428847 message) can't you just use the server task in intellij?
MDG?
moddevgradle
I am so ready for this modfest
i got some good building blocks ready too!
i might make some inverted variants
i'll show it all off in the building period

Yo I made Libraru mod about this
Except you throw item into the end void
And it’s super out of date
didn't Create have an item that was created by throwing something into the end void?
on the list is:
void crafting datagenvoid recipesremove unnecessary lighting properties from reality blocksvanish and unvanish commandsthrowing Dust of Decay into a pool of water converts water within a range into void.
void recipes:
string → twine of realityinverted fabric of reality → fabric of realityTwine of Reality → Reality Dust(un)inverted ephemeral fabric of reality → (un)inverted patched fabric of reality
crafting recipes:
fabric of reality + inverted fabric of reality + twine of reality + string → intertwined fabric of realityplain (un)inverted fabric of reality + reality dust → (un)inverted ephemeral fabric of reality(un)inverted fabric of reality + reality dust + twine of reality → (un)inverted flowing reality
We have void recipes, datagen, and an API now.
basically finished for the fest at this point. i might make the command blocks functional too
I gotta write documentation on how to add a void recipe.
If you would like to make a void recipe and you haven't already, now would be the time to do so. Void recipes allow you to throw a single item into void fluid and transmute that item into another item (of variable size), effectively acting like a crafting recipe. Void recipes typically involve something going "dark" or "light" or inverting in some manner, either by appearance or behavior. But, you can use it however you see fit.
To make a void recipe, you can either use datagen using gay.sylv.legacy_landscape.api.recipe.builder.VoidRecipeBuilder (maven is https://maven.muonmc.org/releases/, gay.sylv.legacy_landscape:legacy_landscape:<latest version>) or using the format below:
{
"type": "legacy_landscape:void",
"group": "",
"ingredient": {
"item": "minecraft:string"
},
"result": {
"count": 1,
"id": "legacy_landscape:twine_of_reality"
}
}
Also, be sure to add a load condition to ensure the void recipes are only loaded when legacy_landscape is loaded. Otherwise, the logs will be spammed when legacy_landscape is not loaded.
For fabric, you would add the following to the top of your recipes:
"fabric:load_conditions": [
{
"condition": "fabric:all_mods_loaded",
"values": [
"legacy_landscape"
]
}
],
For NeoForge, read the documentation https://docs.neoforged.net/docs/resources/server/conditions/.
Also, be sure to add a load condition to ensure the void recipes are only loaded when legacy_landscape is loaded. Otherwise, the logs will be spammed when legacy_landscape is not loaded.
Weird crash happening in my dev env. This does not happen in a prod env so I'm not making a bug report in #1303128241787371601
Legacy landscape has a mixin to a sodium class. I don't have sodium in my dev env, meaning it crashes.
which mixin
[Reply to:](#1290871220589428847 message) Weird crash happening in my dev env. This does not happen in a prod env so I'm not making a bug repo…
[17:34:43] [Render thread/WARN] [mixin/]: Error loading class: net/caffeinemc/mods/sodium/client/compatibility/workarounds/Workarounds$Reference (java.lang.ClassNotFoundException: net.caffeinemc.mods.sodium.client.compatibility.workarounds.Workarounds$Reference)
Lemme post the whoel stacktrace
strange. all of my sodium mixins are pseudo
Hmm
For now I'll just add sodium to my dev env so that I can continue with compat between LL and M!
it says "from mod sodium"
[Reply to:](#1290871220589428847 message) For now I'll just add sodium to my dev env so that I can continue with compat between LL and M!
uh
sodium is loaded
What?
Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinPreProcessorException: Attach error for sodium.mixins.json:features.render.compositing.RenderTargetMixin from mod sodium during activity: [Transform -> Method blitToScreen(IIZLorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V -> GETSTATIC -> net/caffeinemc/mods/sodium/client/compatibility/workarounds/Workarounds$Reference::INTEL_FRAMEBUFFER_BLIT_UNSUPPORTED:Lnet/caffeinemc/mods/sodium/client/compatibility/workarounds/Workarounds$Reference;]
Wait wtf
[17:34:31] [main/INFO] (ModDiscoverer) Found mod file "sodium-mc1.21-0.6.0-beta.2-neoforge.jar" [locator: userdev mods and services, reader: mod manifest]
What's implicitly depending on it
why is it a transitive dep in my mod
disable transitive dependencies for my mod for now
Alr
it's runtimeOnly and compileOnly
Added compat so that throwing a straw into void fluid will give you a mega straw
This means players can use mega straws to drink entire fluid tanks in one go :3
that's cool
another thing on the todo: add a void fluid cage lucky block
Also fluid drinking compat for the void fluid :3
(if you want ofc)

