#Witchery Remake No.9
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As long as it looks like it can boil and recondense elsewhere, you're probably golden
Yea
I could always give it a stab after rowan tree
Yeah after vehicles get done w their appointments I'm on top of it
I want to touch up the sapling and foliage too
Fair enough
I don't need to have the trunk of the sapling be green, since it has a brown outside when young
And I'm going to take some inspiration from the old witchery rowan sapling and do individual leaves instead of a clump
Ok, ive made the Rowan TreeGrower
But im not in a place I can test rn
And it might not actually exist on NeoForge but idk
My code has been pushed
ok, trees now work on both, i needed to add another tihng to the datagen
Sapling unshittified
Updated rowan log textures, updated sapling texture, finished rowan door texture
Nice, ill add them when I'm home again
Should be properly named now too
Rowan wood should be completely done, let me know what you folks think of the textures
its not sadly, you are missing a few textures
rowan_door item
rowan_boat item
rowan_chest_boat entity and item
rowan_sign item
rowan_hanging_sign item
but im adding what you have rn
Ohh yeah the items themselves
(chest boat has its own dedicated texture, so in this screenshot its still using oak's)
Might darken the boat texture
The items are gonna take like 5 minutes once I get home
@loud cedar i made the assets checklist into separate checklists for each wood type
That'll make it easier to keep stuff straight, thanks
sorry, i forgot one last texture after the others i listed
the hanging sign has a GUI
Ohhh right the sign too I assume
huh
woods are weird
are all the textures updated?
Should be
alr, time to add em all
Oh no just the new ones
I didn't know which one I forgot so I chose the nuclear option of reuploading all of them
ah
If you upload two files of the same name, it doesn't override the old one
and hangiung sign gui
right?
ok, adding em now
Unfortunately the overall palette of the rowan wood is a bit scattered, may fix later
but it's all basically the same
Looks pretty solid as far as modded items go
beat ya to it
now, while i am gonna go ahead and add the other trees now, you can put their textures on a bit of a backburner as, even tho now you know all the textures, making all of them ik is tedious work
so, how about switching to the low priority assets for now
Oh sure
I was just about to say I'll tackle Alder tomorrow
Some misc items will be a fun break
exactly
and after alder, how about working on the Altar Augments which also involve block modelling to various extents
alder added code-wise
Hawthorn now also implemented code-wise
all code is now pushed
now to log off for the night
40 more textures for two trees :)
Don tlike the vibe of this distillery, but i also dont want to redo it right now, so this have to do
ok, ive changed up the model now to use the actual ingame candle texture as well as changed the lit version to use the unlit as a parent and simply swap out the candle texture for the lit one
fraction distillery setup
Ooo sweet
now, i will go about adding color cuz for some reason Mojang didnt decide to use BlockColor but rather has individual candle textures
block color does have some limitations
but if you use candle texture is should be fine to copy paste a few times
yes but this is exactly what its meant to do
OOOo yeaaaa
Aw hell yeah
now to make Candelabra's default state NOT lit and to add lighting and snuffing
should be like one change in the init
being not lit is, but handling lighting and snuffing is elsewhere
dont know what snuffing is but cant you just use .lightLevel(litBlockEmission(13)
ah
there we go, some recipe tweaks and altar succ and we good
nice
Candelabras can now be lit and extinguished
niiice
pushed more tags and fixed certain recipes (hanging signs are NOT made with 6 chains and 2 logs)
distillery seems to be done so imma about to add all the recipes
i can taste the finishline
ill start adding new Oven recipes after you add the distillery now that we, technically, have all the saplings in
also, quick question, what license are we? the repo says GPLv3 but the project says ARR
ARR is nice
also, can you make a Wiki and give me perms to make pages stuffs
Yeah
also also, oven recipes isnt showing the smoker recipe converts in EMI
i have no clue how to make a wiki
:(
its a checkbox in the repo settings
Ah done
fair, what should i replace it with in recipes?
not sure yet
like this one
leave them be for a moment
pushed oven smoking emi and distillery emi
nice, working on da wiki
Sweeet
https://github.com/mrsterner/witchery/wiki/For-Developers i am working on nature power rn, then ill do Oven, Cauldron, and RItuals
Augments... is gonna need some work tbh
cuz we need a system for like-augments and to have them not stack AND only use the best of them if 2 or more are on an altar
Ah yea
for the torch/candelabra augment, i plan to include Candles, Candles on Cake, and Soul Torches
in my mind, the appropriate scale is
- Candle Cake - 0.25 (its one candle)
- Candles - 0.25 x amount of candles
- Torch - 1
- Soul Torch - 1.5
- Candelabra - 2
ok, i have further developed the Wiki page
its not perfect and ill go back over it later when i have time
How about this as an Imp?
Looks good
Also, i just looked at the Ritual Registry
You mean the ramshackle piece of abomination?
added a bunch of recipes
Nice
Oh I forgot to mention buti gave the guidebook the tags needed to be put on a bookshelf as well as a lectern, haven't tested them but I presume the lectern might not work
Ah cool
So I'm guessing Demonology is now on the table?
Well we needed something to drop demon heart
Since we are pretty much done with the base we could discuss what to do next @strong wagon @loud cedar trello looking hella fine, whats next? After some refining and finishing touches of course?
I think Covens and Familiars
Oh yeah, good idea
Also, Curses
Also poppets
Tbh, Poppets might be the easiest to make
Also, do taglocks expire as of rn?
Alr, then we also want a config system as servers will likely want to set the time limit
Yeah, ritgh now its 7 days i believe, and i dont know if /time set day resets the world time to 0? Might need a better way to compare time
Unix timestamp?
Seems good
this is still the first week of modfest, damn we good
We got Heart
Ok, so polishing stuff
Alder and Hawthorn Textures
Crop age-specific states
Waxing/De-aging Copper variants
Making Crop stuff compostable
Proper ritual registry
Altar Augments
Yep
And with Forge, its likely a method of IBlockExtension
Luckily it shouldn't be too hard to implement if we do it like I did the StrippableLogBlock and ForgeStrippableLogBlock
Tonight/Tomorrow I'll do touch the ritual system and the Altar Augments
โค๏ธ
First I need to learn how registries... work as rituals ana augments should be datapack-able so I can't have the registry freeze on me
good luck, i gave up when i needed to do codec + holderlookup.provider + bootstrap
Lol
I found platform specific registries, just not a common one, atleast not in Arch Loom/API
Nice
And all we need to expose is the ResourceKey for other modders to use it in theory
I'll do some items tonight
ok, finally home, imma start the ritual registry stuffs
Tongue of Dog
@delicate fog for when you wake up
What is floatingItemOutput and what does it cause?
Toe of frog
Owlet's Wing
Instead of popping the items out if the cauldron it creates an item entity with no physics hovering above the cauldron, can be picked up by touching it as well at "using" it
Niiiice
I think im gonna rewrite the command handling in rituals
Id make it simply pass along an mcfunction or use one line commands
Yeah i removed all of command context
i dont know how mcfunctions works so i cant add that
They are separate files
Is like a list of commands to run with its own stuffs
Cool
Functions are a great tool that allow you to condense multiple commands into a singe custom command. This tutorial will show you how to use them.
Notepad++ Download link (Download latest) https://notepad-plus-plus.org/downloads/
Text for pack.mcmeta:
{
"pack": {
"pac...
doesnt it just support that out of the box? i mean if a user defines a recipe with the command /function coolboy:killall it should excecute the mcfunction?
Yep
Also, i truly don't understand how rituals are being done tbh
It feels like two separate systems are being used and put together
What do you want me to explain?
the ritual registry as supposed to enable more advanced rituals, but i failed to make a registry so now its just a if else solution
The connection between RitualRecipe and WitcheryRitualRegistry
Thats right, theres no connection
but if the registry actually worked, i should also tick the class that extends Ritual along with the commands and stuff
but since the registry dont work i hade to do it like this in the meantime
private fun onTickRitual(level: Level) {
if (ritualRecipe?.ritualType?.id == Witchery.id("push_mobs")) { // :(
PushMobsRitual.onTickRitual(level, blockPos, this)
}
RitualHelper.runCommand(level, blockPos, this, CommandType.TICK)
}
this would be replaced with a registry call
hence the comment of the sad face
The idea is we always want to tick commands, but we can also tick a more advanced ritual which extends the Ritual class in case we or addon makers want to make more complicated stuff
Theres no https://modrinth.com/mod/witchery on modnrith ๐
I added the infinity egg to make ritual testing easier
ok
also im redoing the Ritual class to be more in line with how the ritual recipe is used
CST, but insomnia
Ah sweet*
also dealing with a situation in VScord
Oh no :(
one guy did not like the way a situation was handled and now is doing everything BUT calling us pedos
main
basically Jay wasnt convinced two images were NSFW (one was imo) and after arguing, actually deleted both and gave a verbal to the poster, but the guy arguing with him wants more than that
Ah i see
anyways, back to doing the stuff
ok, i think Dynamic Registries do not work like normal registries and cannot be registered like such
Yeah i poured like 3h down the drain on trying to make registries work, i feel your pain
so, how about this
a normal registry with a DataDrivenRitual which holds all the data driven rituals
this way, we dont have to worry about the stupid dynamic registries and others can use our registry to register their own rituals without error
either that or we have 2 registries, one dynamic and the other normal
I trust your judgement
i added wool of bat, refined evil and redstone soup, feel free to replace with better textures
fuck it, lets leave rituals as is for now, but the system definitely needs a rework
rn im working on polishing the crops bugs
well they all give wheat seeds when middle clicked and their shapes are off cuz they used the default shape getter
Ah, simple enough to fix
yea so im just going thorugh and fixing em
Ah, yeah the ember moss did that too, but that one i fixed
also, certain crop textures seem... stretched?
Idk the models seem fine
it might be the textures then, maybe they arent already wide enough pixel-wise?
they all are 16x16
hmm weird
no pain no gain
pushed my code
crops now have proper hitboxes and give proper seeds when middle mouse clicked
couldnt fix the cross crop models tho
welp, i guess its time, Altar Augments
i guess a JSON for it could be
{
"type": "witchery:light",
"augments": [
{
"tag": "witchery:candelabras",
"multiplier": 2.0
},
{
"block": "minecraft:soul_torch",
"multiplier": 1.5
},
{
"block": "witchery:torch",
"multiplier": 1.0
},
{
"tag": "minecraft:candles",
"multiplier": 0.25
},
{
"tag": "minecraft:candle_cakes",
"multiplier": 0.25
}
]
}
that way everything is grouped together
alternatively, to avoid having to add custom state handling in code
{
"type": "witchery:light",
"augments": [
{
"tag": "witchery:candelabras",
"variant_multiplier": {
"lit=false": 0.0,
"lit=true": 2.0
}
},
{
"block": "minecraft:soul_torch",
"multiplier": 1.5
},
{
"block": "witchery:torch",
"multiplier": 1.0
},
{
"tag": "minecraft:candles",
"variant_multiplier": {
"lit=false,candles=1": 0.0,
"lit=true,candles=1": 0.25,
"lit=false,candles=2": 0.0,
"lit=true,candles=2": 0.5,
"lit=false,candles=3": 0.0,
"lit=true,candles=3": 0.75,
"lit=false,candles=4": 0.0,
"lit=true,candles=4": 1.0
}
},
{
"tag": "minecraft:candle_cakes",
"variant_multiplier": {
"lit=false": 0.0,
"lit=true": 0.25
}
}
]
}
what about the guidebook?
Oh yeah i can cook the book
ik i should do a codec but sometimes they make my brain hurt ๐ญ
fuck it, raw JSON parsing it is
damn, serializing properties is a pain, but if i dont do it like this then this get more complicated with serialized BlockState
cuz this is an encoded BlockState
{"Properties":{"waterlogged":"false","lit":"true","candles":"3"},"Name":"minecraft:candle"}
D:
and the parser for those properties is stuck deep and private into weird parts of the code
While im dying trying to make a brewing recipe page in modonomicon
fuck it, ill just do it, i dont have time to fuck around with custom codec BS today
ill just rely on BlockState.CODEC
so the JSON now becomes this
Those look sickkk
Copper alchemical instruments was a truly inspired design choice
I'm gonna take a stab at these
๐
The original refined evil texture was a powder, but it makes me think of a crystal for some reason
the original was quite poor, feel free to do whatever you feel fit
It's kicking my ass for some reason
D:
Oh we need the attuned stone texture too, pls dont make it shaped like a diamond tho
binding of isaac has a lot of nice crystals
Today's just a bit of an off day but that's ok
I got rowan berries and the ent twig up
Nice, also we are basing Attuned Stone off of Amethyst right?
Yee i think so
thoughts?
Yeah that totally works
Sick
Unintentionally ended up looking like the ars noveau source gems
Mine's better though :)
Very much better
Yay Alder
Ill implement the textures tonight when I'm home
ok, so i think i got the JSON down for the light type augmentation
im making the berries edible (using Foods.APPLE) and making it drop from the correct set of leaves
code pushed
so, since im in a recipe mood, how should the Cauldron and Copper Cauldron be created?
hmm, so found out that the guide book was stackable, am fixing that
as well as Guide book on Lectern doesnt work rn
recipes i just made tonight for the hell of it
Im adding attuned stone ritual support and charging
So the way i have it setup now is: a charged Attuned stone will always provide a flat 2000 power to any ritual, so if a ritual required 3000 and you only have 1000 in your altar, an attuned stone will make the ritual possible
the effect does not stack
I have a friend who can make an owl model, they are on vacation tho so we cant implement it yet
Ah seems like we will get a model on monday!
added cauldron and distillery recipe
I think this means the mod is "playable" now?
Theres a bunch of lore we need to write for the guidebook and recipes
Also im gonna try adding a tooltip description in the ritual EMI and guidebook so player get an idea of what they actually do
We should finalize a name for the mod, and we also need a logo
i think Witchery: ??? is a good format since we are pretty much a carbon copy of the mod
This will aslo be easier to find when searching witchery
If we would call it Bitchery it wouldnt show up when searching witchery
Eyyyy
Code is pushed
Well, how are Cauldrons created?
Alr, ill add the receipes
The cauldron recipe is already added
how could you not post this ๐คฃ
haha true
damn, the copper cauldron is expensive
atleast compared to the Iron one
once we get Alder and Hawthorn woods as well as Augments, i think we will be showcase-ready
ok, i gotta bite the bullet, i gotta get Augments working, just dynamically defining what is an augment is hurting my head
ill hardcode it for now
damn, i also need to hardcode which one is objectively best
My hero!
Letsgoooo
Also, a nice QOL feature
Dripping dripstone fills a cauldron
Implemented or a suggestion?
Because i dont want to spend time in dripstone stuff
Feel free to do it tho
Suggested, tho i could do it, think it has an event even
Ah, sweet
Witches Hand?
yeea
So i guess you are doing the powers and/or Symbology
Nice, remember the the infusion kills the player thus requiring something to not die in the process
Yee, if totems wasnt a thing i wouldve made poppets first
But i need poppet texture before i feel motivated to make em
I'll be doing lots of textures tomorrow
:::DDDDDD
Got Commands?
my* data attachment is also auto synced to client so we can render a power bar :sunglalses:
*attachments isnt synced automatically
neoforge and fabric skill issue, well mine is so we good
Sweet
Make it like the old commands, where the first part is something indecipherable, and there are at least 24 parameters
For added nostalgia
and without autofill for pure misery
we skip the whole torment dimension, the torment was the friends we made along the way
/j
(i added the command so i can make the infusion ritual datadriven kekw)
lets test it
:D fluid shenanigans
i made the ticks just give 10 of the fluid per chance
i forgot the impl but forge and fabric have different fluid units per bucket
ik, droplets is Fabric, mB is Forge
Sweeet
Oh, the Cauldron is a multiblock right?
i think the top block is stopping everything
nvm it works but seems to not like rendering
so water is definitely going in, but there is no rendering i guess till its full (Fabric so 81000 is full)
ok, Rain works but Dripstone doesnt, likely cuz of the top block
Yeah i needed to add the CauldronSync payload to make rendering behave
ah alr
huh... it could be that, if a Block has a BlockEntity that ticks, it doesnt let it randomly tick
perhaps
cuz im at 10000 tick speed and my logging message is not being hit
isnt thewre a blockporpery .isRandomlyTicking
hmm weird
my code is pushed, i put the dripstone code in the CauldronBlockEntity tick method
Nice
also added platform specific fluid amounts
Hawthorn already cooked unless you mean textures
i mean textures :p
Alr, there is a quirk between Fabric and NeoForge regarding where the boat textures go but outside of that you should be fine
Sweet, ill just check your boatcode
Oh dw, you dont have to touch any code, just gotta add textures
@delicate fog you seem to have borken Fabric, something about missing an accessWidener
Made Chalice, no model or texture but its there and working
decided to just make a Blood Poppy (no texture) just cuz
Letsgoooo
Why do you have 17 altarpower?
dyable robes or should we just do a black one?, this is what i got so far
frikkin neoforge custom armor rendering is throwing hands
Dyeable i say
Cuz thats in a Void would where I setup a little Rowan tree area
Aaa
@delicate fog where did you put the Hawthorn Sign textures cuz they are not where they are supposed to be, all i see are the item textures in latest
i didnt make one
Ill do one after ive malded about neoforge armor rendering
i just cant get it to work
pushed a little fix for the Hanging Sign Rendering and added potted variants of the other saplings
Sweet
Sweeet
you want me to take a look at it?
I managed to make it work, it was a issue in the way i registered the renderer
But thank you!
Ooo yeah that looks good
hmmm... might poke around the EMI code just to add a dash of extra effects like the processing effect
Yeah go ahead
Nice
Nice
about the signs, their texture is based on the logs texture of rowan it seems, just recolored
yeah
the armor items dont like ot render it seems
looks like intended
so the shoes dont have a back?
Well not in the model
ah
not really, just dont use the armor's render model but a flat item model, the most work should be textures for the 3 pieces
yeah, 3 textures i dont want to make
do what i do and dont 
:clueless:
I think the hawthorne and rowan planks colors are too similar, I'm going to shift rowan to more orangey cream
Or maybe green, that'd be a fun wood color
My hero! ๐
I've slightly tinted all rowan textures green
Ooh, the Wheel
Going off this for the 2d icons?
Damn, we are so close
As soon as we have textures in, I think we can post an alpha to Morinth to atleast have something up and to get people playing with Witchery
Yeah
But we still need a reason to play the mod, like a broom, poppets or infusions
Right now we just have a bunch of materials making other materials
Hmm, Poppets will be easiest given its content isn't hard to code, its just the poppet textures that'll be a bit of pain
Indeed
if the magical anatevka can cook a poppet ill start implementing them right away
Also is there a way to make a arch BlockEntityWithoutLevelEntityRenderer for the spinning wheel item or am i gonna have to go platform
Hmm, likely not as you need to extend it for your BE right? You'd have to do what I do for Strippable Logs
(On the NeoForge side)
D: fine
Witch hat
Hell yeah
And boots
Ah k
hell yeah
HOT
And robes
10/10 as usual
I'll swap to do a poppet rq
Pog
Pogget
Are there room for poppet specific textures on that?
Yeah should be, I scooted it over to the left
Sweeet
If not I can always make it smoller
Recoloring the poppet as well could do a lot for readability
Dyeable Poppets
No >:(
Lol, tbh it should be as easy as storing color in the ItemStack and accessing the color in ItemColors
You need to go to colorprovider rehab
anyway i got the item rendering done on fabric and neo
I've been, they had me make multiple different colored Candelabras without BlockColors ๐ญ

booties
boootiiiess
should be all the witch armor icons
Yeye
updated mandrake seeds texture
Its a poppy that, when stepped on, grabs the taglock of that entity
I made it so you can get a tag from it with a glass bottle
Aaaah
Ok this is what I'll do, ill repurpose my current server into a test server for our Witchery alongside Modfest's pack
Aah sweet
custom thread armor trims when
Should be all the alder wood done
fuck it kinda looks like an acacia retexture
oh well
Could make it more yellow instead..
Iirc, the OG Alder was a pink center with acacia-like bark
Letasgoooo alder
Uploaded the pinkified textures
They look better tbh
Really proud of this sapling
Simple but effective
Autumn vibes
Yellow gray faded pink is a powerful color set
OOOOoooooooo
alder textures pushed
hell yea
now all we need are the Hawthorn boat and chest boat and maybe a revisiting on the Hawthorn signs as they are meant to reflect the wood they come from, tho i understand why you yoinked Rowan signs and just recolored them
Yea
Oooooo hot
Our creative menu sparks joy
@delicate fog NeoForge's AW access is broken
Cause: java.lang.RuntimeException: Could not find method (getGrowthSpeed(Lnet/minecraft/world/level/block/Block;Lnet/minecraft/world/level/BlockGetter;Lnet/minecraft/core/BlockPos;)F) in class (net/minecraft/world/level/block/CropBlock)
huh nvm
just running ./gradlew build hits it
weird
nope yep it happens when trying to build NeoForge
thats an issue
yea i cant fix that, it would require multiple accesswideners on a per-platform basis, and Arch Loom doesnt support that
ok, i ripped out CropBlock stuff that required access widener stuffs
oh no, ModernFix breaks us on NeoForge
fixed it
More like ModernBroke
pretty attuned stone render type and with a new distillery model and texture
added a particle effect for when a brew is done, its quite sexy
We gonna do Impregnated Leather be Impregnated Fabric instead
alr, also Mandrakes look weird when the tern around, their heads rotate wrong
Maybe the pivot point on the model is off
maybe, in any case Mandrake spawning works, now imma edit their loottable so that when they are awake they only drop seeds so to get the root you have to kill the Mandrake
Cool
code pushed (and merged)
ill mess with the vibration system later, just wanna use it since its a vanilla feature specifically dealing with capturing sound
Sweet
we should add waila or whith of whatever they are called support, change blood poppy to poppy and namespace from witchery to minecraft
ill try adding that rn
:kekw:
Ah hidden in plain sight?
That reminds me, when we actually do certain brews, we can make their trap variants
Yes
One variant could make the player drop a weapon
and maybe one variant could hold a potion effect
Ok, i have a plan
I'm gonna commit to the dynamic registry for rituals
But ALSO have a normal registry for code-defined rituals that'll then be added to the dynamic registry on its bootstrap stuff
Lmao good luck
If you can convert your Ritual Recipe stuff into the Ritual object,I can make the codec
thr ritual registry will turn you from a boy to a man
theres a codec in the ritual recipe
Imma say it right now, im not comfortable enough with codecs and registries to know exactly what we are talking about, so if you wanna rewrite rituals you probably have to do it alone
Ill explain
Your current attempt at registry stuff has a Ritual class to handle... well the Rituals, this is the object you want to register
But RitualRecipe creates and uses the RitualRecipe class and there is no conversion between them
I want you to make a class where you stuff Ritual logic into that RitualRecipe currently contains so that the transition to using a registry is as painless as possible and so that code-based Rituals can have more select options
Dont know how to do that
@delicate fog can you send me the sprites for hawthorne? I can make the boat items and whatnot
Sure
Just the planks and the stripped log tbh
I'll make sure the verticality of the planks gets translated to the boat
That should be the hawthorne stuff, uploaded to trello
What kinda ent design are we thinkin'
OG witchery looked ass, much rather have one of the above ones
example art done in that weird flat style people do when they can't model
I like it
yeaa
As an aside, I really don't fw the Creaking model
It just looks really noisy, and I don't agree with the asymmetry
Ive got Ghost of the light invisibility and power draining done
and paved the way for other abilities
nice, also i added hawthorn boat textures to NeoForge
Sweet
btw, for the Distillery and Oven, which slots are which?
important for making sure everything goes in and out as it should
i think i define it in the companion
Those are copypasted from abstractfurnace lol
ah ok
ok, slight issue, some of them are multiblocks that arent the same BE
nice
also pushed my code making DIstillery, Cauldron, and Spinning Wheel accessible via Hoppers
Cauldron can only be put into
Sweeet
the only issue is the multiblock stuff
yee, not sure if we can fix that
also your GUIs dont allow people to quick move stacks in and out
lol, i think i can do it
:D
That's really cool
Shouรถd we pop up a modrinth page with Just Another Witchery Remake?
Rewitchery
i like JAWR
Yeah i cant come up with any satisfying name, but im onborad with anything
Aww we need an icon
D:
reversing the recipe still works
so putting whiff in the first slot and hay in the second still makes golden thread
Thoughts on an icon? I could make something
well the OG was a witch hat and broom iirc
well the OG was an ugly witch hat and an ugly broom*
fair
Yeah no i cant make logos
also, an oddity less than a bug, the second progression arrow for the Spinning Wheel has a good second of delay
Thats because both arrows are the same texture
We could split them and immidiately start the second arrow after the first one completes
I mean that works
i added is as a temporary so we can get the project up
boom, quick moving item stacks now works
had to go through every index to know what was happening
Sweeet
codes been pushed
Very cool
Ive made a CF and a modrith page, should take a few days to get approved tho
nice
also, im not good at textures or models, so if one of you want, the Arthana, Chalice (filled and not), and the Pentacle, thatd round off the Altar stuff
I made a few attempts on arthana earlier today, nothing stuck
but i can cook a chalice tomorrow
i played around with Bone, obisidan, gold and silver colors couldnt get it to work
oh, thats a good texture imo
Ait ill send it
lmao i have the same google search up in a tab
ill make the arthana block model tomorrow
lmao
tbh, an easy version is just extruding the existing texture in block bench
oh boy, theres a slight issue with the Altar
D:
its not too painful
๐
essentially, modded logs and vanilla logs are in the minecraft:logs tag and that apparently gets hit first so the higher power/limit witchery:logs (a new tag to encompass rowan, alder, and hawthorn) doesnt get hit
Ah i se
What textures should I focus next?
Also, your bat wool and mutandis/extremis are wayy better than mine
how about Pentacle?
since Sterner says theyll do chalice and have Arthana
or Poppets
or Blood Poppy (poppy that gets taglocks from people walking over it) nvm has a texture
ok, did more tag work and fixed the issue of the overlapping nature power tags (takes the one with the most power for both limit and power)
either gonna do Altar Augments or try Rituals again tomorrow
But we replaced my bat wool with yours ๐
My ritual implementation be like
I just gave it the regular poppy texture
i think this if good enough
feel free to replace as usual
got a data component output recipe made too, stupid vanilla not supporting outputing custom data in recipes
lol
also gotta shove the special recipe into EMI
and gotta mimic it for adding taglocks to Poppets
in any case, i think ik how to do rituals now, i just gotta redo and reimplement it all
Its a recipe builder so it should be totally fine to impl poppet crafting
sweet on the ritual stuff
I added the mineable tag to all metal or rock blocks and removed arthana block entity in favour of a loot table
oh no
the BE was important
cuz what if you enchant the arthana
or had custom lore
thats gone when the arthana is placed
nice, am currently still remaking Rituals as i sift through the current recipe JSON
Sweet
Owl got
Aww get well soon!
Hear me out
Different wood textures depending on wood used
Im thinking about adding a way to make the owl able to ride with you on the broom
maybe familiar in general?
But especially Owls since the familir ability is related to broom flight
Hook into what Parrots do
Tho the gist is making the player a rideable entity and letting the owl ride the player while the player is riding the broom entity
Hmm ye
Also, a use for brooms that can't fly could be sweeping away chalk and cobwebs
Totally
And being able to brush suspicious blocks
oh yeah
Couldn't you hook into boats for multiple passengers?
That was on my mind too
I'm not the most familiar with code so I was curious
It seems fine to do what boats do
Most of my modding knowledge is for 1.7.10 :)
ancient
Fair, if you do wanna try and join us in the code side before Modfest ends, Kaupenjoe has a few 1.21 tutorials and more tutorials for older modern versions covering most topics
Saaaaame :3
KaupenJoe is great, I have his course on a website I think
nice
and FabricWiki and NeoForge docs are great resources too
now our project is a little bit special since its multiloader where you write code that works on both NeoForge and Fabric to cut down on duplicate work and keeping both loader versions in parity for the most part
some bits has specific ways to implement stuff that we have to work around but the majority of stuff Just Works cuz they use MC classes or have Arch API counterparts to help
i think i understand Rituals now
:D
the data-driven portion sets everything up until you hit rituals.id, that determines if it should reference the code-defined rituals when being used
Yeah
i see, in that case, it only needs to be a standard registry
Correct, which i failed to setup
kinda, you failed to set up a dynamic registry
Ah i see
a different beast that only exists upon loading a world
cuz it draws from datapacks
Me making everything harder any % impossible
Also i changed license to gplv3 since cf was so anal about closed source
lol
something is sus about the altar now
[12:57:22] [Server thread/INFO] (Minecraft) [STDOUT]: false / -2147477092 / 3000
fun consumeAltarPower(amount: Int, simulate: Boolean): Boolean {
val hasPower = amount <= currentPower
println("$hasPower / $currentPower / $amount")
if (simulate || level?.isClientSide != false)
return hasPower
else if (!hasPower)
return false
currentPower -= amount
return true
}
the altar gui said about 6000 / 6000
but current power is the negative integer limit kekw
I cant find the issue, ill leave it to you
private fun updateCurrentPower() {
val rate = 10 * powerMultiplier
println("Current P: $currentPower")
if (currentPower + rate >= maxPower)
currentPower = maxPower
else
currentPower = floor(currentPower + rate).toInt()
}
[13:28:51] [Server thread/INFO] (Minecraft) [STDOUT]: Current P: 0
[13:28:51] [Server thread/INFO] (Minecraft) [STDOUT]: Current P: -2147477092
[13:28:51] [Server thread/INFO] (Minecraft) [STDOUT]: Current P: -2147477092
Ah
overflow i guess
Oh its the maxPower who is overflowing
dont know how to fix, i added a temporary fix maxPower += (min(maxPower * powerBoost, 100000.0)).toInt()
oh, its cuz it hits the integer limit occasionally
max(maxPower, Int.MAX_INTEGER) should fix
but that would just pick Int.MAX_INTEGER everytime
clamp or min works and you intend
Oh shit, its approved on CF
@strong wagon @loud cedar give me your cf names
Same as my discord
I see my mistake
Whats next
Do we have time for familars?
Oh i should complete Infusions
It would be really nice to have at least one lesser demon in the mod too
Ops we got hunter armor
anatevka_xD
Added
:D
after ritual rewrite, you wanna take on covens? or curses?
One thing i think is almost impossible to do is the wall around villages witchery had
lmao spookyjam wont know what hit them when we submit this massive mod without even being present in the jam
I made a branch tho its being difficult about grabbing the dynamic registry within the code after its been made
Ah i see
But I think I've got it working
The game atleast boots and world loads but upon attempting a ritual, it didn't like how I tried to grab the registry
Hmm
Well... i mean for now we can do Netherite until we get Koboldite
Ah yeah
Yeah, kobolds where probably my least favorite thing, so im in no rush to add them
Yea they really didn't have much going on
They had trades, they mined for you, they worshipped you so hard that their OG gods get pissed and come personally to smite your ass
Past being access to 2 bosses and (at the time) semi-worthless automation given the function, they really didn't have much
They didn't respect certain metadata in their trades and could be cheesed into selling their koboldite for trash
yeh or neh?
Tbh, if we were to add them, I think we can do better than random structure in the middle of nowhere
Id say add them to strongholds like they took up residence, scattered in Caves, and maybe even a new type of Raid for villages
I think put the poppet behind the shield
I would need to change the size of the shield, lol
I did forget this is a poppet that stops an item from breaking
Or armor from breaking
Armor
I thought Armor Protection meant extra armor, not literal 'Protecting your Armor'
Tbh it's been so long I actually don't know the functionality on the top of my head
Yeah! Basically
I'm not sure what a good icon for this would be
The old one had a shield looking icon
Anvil?
Are these cooking
Voodoo
Vampiric
Hunger
Death
Armor?
yeah!
I was making them just with lil icons but realized I could make them be a lot more creative
Wooooaaaaa
We also need the voodoo protection poppet
voodoo and voodoo protection is two different poppets
Yeah
Maybe poppet + shield blocking the bone needles that hit the Voodoo Poppet
Should we make the devils tongue charm and polynesian charm into curio/trinkets?
Sure why not
Cool
Also, Poppets as Trinkets?
Could work
Ok, tonight I think imma finish off my ritual reworking and then maybe work on making Mandrakes scream/respond to sounds
Sweet
this bad boy is on both fabric and neo
https://modrinth.com/mod/accessories
and im definitely gonna make a lill poppet model hanging on your right side of your belt if we do this
We got taglock + poppet crafting setup
Ah rip, it also requires owolib
and sinytra???
its joever
i guess we could do platform specific implementation of Curios for neo and trinkets for fabric
@strong wagon want your opinion before i do something drastic
Thats how most multiloader mods do it iirc
Ait ill add it
that will be a wopping 12 dependencies
Would it be cool to replace the poppet table with a mechanic of nailing our poppets to a tree or something
its joever
Id make it optional tbh, not a hard dependency but a if they have it use it type
Yeah i just did that
Sure, makes more sense than a shelf
๐
modrinth still not approved ๐
All except voodoo poppet is in now, voodoo is gonna need some mixins and data attachment a shizzle to do all the weird shit it did in witchery
I wonder, will you allow players to perform rituals in the booth on the showcase server?
Asking because I want to allow players to perform magic in my mod, it's literally the only feature I got there, but I also have spells that would be quite disruptive
We can limit the available rituals so its less disruptive
Ait so the voodoo poppet supports movement, and underwater, and you can rightclicka a lava block to set it on fire
Voodoo protection does not nothing yet
Ok, sorry for the lack of dev, this week has been chaotic
The next step should be finishing and polishing existing features and assets, then guidebook shenanigans
Yeah
So what should the book's layout be? How should people be informed to approach JAWR?
I guess the first should be seeds, Witches Oven, and the Jars
Then the Cauldron, Mutandis and the new trees/plants
Then the Altar, Altar Augments, Distillery and Spinning Wheel
THEN Chalks and Rituals
Taglocks, Waystones, and Poppets are more floaty topics imo
Yeee
The book already has some content, this can and should be chabged but the infrastructure is there
We need to write text for all the pages too
Im glad we had time to do some content too
Original goal was mostly foundation
Although we have had no playtesting, and the mod is quite large
Yea, if we ha e any more content time, one easy to implement would be the Spirit World being just a dimension with the overworld's seed + Wispy Cotten/Tormented Twine
We can leave the Nightmares out for now
Tho that also involves doing the sleeping stuff
Added voodoo protection poppet texture
Going to make a pentacle
Thought this was gonna be hard but I fucking nailed the basic shape first try
Add added the pentacle and an extruded block model
Which dreamweaver model is best?
square or octagon
too tired to code today this morning so ill do some modelling even if we dont have time to add them before modfest
Now we got rowan dream weaver, alder broom and hawthorn spinning wheel, nice
Ops i added dream weavers
modinrth approved
Teeech come baaack
?
Am not at PC now, got a little burnt out so I speedran TIS-VS and imma upload it then hop back on Witchery
It tends to, especially if I've still got modding motivation
Let's me refocus on another modding project without losing the modding mindset
No worries, you do what feels best
I uploaded what we got so far just in case
What if we didnt make a spirit dimension, and made a spirit plane instead, same world world with same stuff, but some disguised flowers become cotton. The evil spirit thing can still be a thing. We can add some limitations to what a player can interact with while on the spirit plane too so theres a challenge
I feel like the hands might be a bit too much
Hands are a little goofy but the rest rocks
Cant a demon wear oven mits in this world anymore
Im not happy with the texture at all, but with the changed hands the model is fire, i think it have to do if we gonna have a demon in the modfest
Also, if its not too much, nailing poppets should damage them tbh given the context
Also for stuff like voodoo, nailing the poppet should attempt to damage its target
Ooo cool
I'll do the hunter armor icons
Hunter armor icons should be done
Letsgoooo
@strong wagon how should we sync placed poppets with the bound entity. We could do a level attachment, or a living entity attachment. But wont the chunk with the poppet be loaded every time the poppet activates, should we queue the poppet blocks durability and remove it when the chunk is loaded, storing all the data, durability and logic in the player/entity and then apply it to the poppet block when the chunk is loaded?
Ive decided to make a server level attachment, saving blockpos and poppet item stack
What's next for textures?
How about continuing on the Ent entity?
Yeah
