#Witchery Remake No.9
1 messages ยท Page 3 of 1
I'll throw some twigs and leaves and stuff on him
And then look at making variations
If we made it resistant to everything except axes, it could body the warden
Axes could do bonus damage at least
Ill attempt the infusion power meter texture
boom?
you snooze you lose, i added it
also remember to do the event submit command anatevka and tech
Now ill try making a new logo
logo no1
logo no 2
Hmmm
logo is hard to make :(
maybe just straight fire
I think the gold one kinda slaps
finalized logo:
looking good!
Thanks!
australian pentacle
What's that
run the /event submit here in discord to add yourself to the mod
done
It's barebones but it is an ent
if you want to add stuff to it feel free
Taking a stab at the other ones rn
Probably just gonna put them all on the same model for now
Nice!
I do wanna add the little stick and leaves
Hot damn
Made the alder guy's smile a little less overtly evil
Nice
Yes, i am still here, been doordashing since I now have a vehicle and also am re-applying for college
hustlin'
How hard is it to animate in blockbench? I've never tried
what are you using for animations? any library?
Yesnt, GeckoLib has a plugin for it and iirc, you can also make pure Java animations
Mmm
GeckoLib has key frames and mimicking Bedrock animation schema but requires GeckoLib as a dependency
While Java animations are code-defined iirc (havent done animation in a bit)
Yeah i animate with math in code, not in blockbench
Warden uses a new keyframe animation method too
While im very experienced working with geckolib i believe we should think twice before adding yet another dependency
We got ent spawning mechanic and ai done, aka all Ent stuff done, poggers
This leaves the guidebook stuff and maybe some more infusions. And we gotta playtest and polish the stuff
other than that it should be a totally survival friendly and ready for modfest
I can still not believe how sexy the ents are, great job
Thanks :)
Do you have a video of the ent walking?
I love him so much
I downloaded some audio editing software to get into making sound effects
Going to make some noises for these guys
OOoo sweet
Other textures/models we need?
Broom item?
Broom is a 3d render right now
I dont think we are in dire need of anything more, so feel free to make any witchery texture, its going in the game some day anyway, maybe a Belt for the leech belt and whatnot
Maybe the Nightmare so we can finish off the spirit world stuff
Also i need some feedback on the whole "replace spirit world with a spirit plane" idea too. Instead of a new dim you become a spirit in the regular world, but things you couldn't see or do before becomes available and the Nightmare will hunt you like usual
@strong wagon
Hmm, then stuff like the Rite of Manifestation becomes a bit useless as takes away the need to tie it to dreaming and dreamweaving
At the point it's more like Astral projection than dreaming
True
Alright lets do an undercooked dimension for one resource like all the cool people do
Lol
I could whip up a nightmare
I'm probably going to start pivoting to focus on personal projects but I'm always here for textures
Still down to help with the entire development past modjam of course
Niiiiice
A really incredible well researched read
I started reading before i realized it was like a whole dissertation. Give me a tldr, are we pivoting away from silver when we make the lyncantropy stuff?
Nah I just enjoyed reading it
Btw, for the manifestation from the spirit world and countering other spirits, I suggest adding salt-based defenses, specifically akin to the Garland in old Witchery vs Vampires
Yeah we could do that
We probably want to update the version one more time for modfest
Im busy this weekend fyi, irl witchery stuff
noice, im also busy, tho still thinking
what about booth? I think either lean on cottage-core or quidditch
OOOOO quidditch
We need trading card graphics too, i can cook some tomorrow i guess
Im back, lets crack out this bad boy
good luck!
Got sleeping player inventory transfer done, so now we just need to transport the player to a new dim and also make the player able to wake up
Nice, as for waking, Icy Needles and death of either the spiritual player or the physical player would wake them up in the OG
How the hell do i make a new dim with the exact same properties as overworld and also the same seed
I barely know how to make a new dim
ask raph lol
Ah sure
they have by far the most experience xD
we got spirit world and transport in between
no nightmare mob yet tho
and the item transfer might break with mods adding extra inventory, need to look into that
Mmmmm tasty
Oh I can do nightmare mob
I did these guys a while back, any parts of their design stick out for a nightmare mob
Dayyyyyyyymn
Ill submit 0.1.2 now since theres only 2h leftto the deadline
We have the most downloads so far :D
lol
we should make a Modfest-Features-Only branch so that we can do bugfixes without adding new content to the Modfest branch
yeah totally
That's smart and I might utilize that idea lol
neat, tho i dont think we have anything thatll use this recipe style atm
yeah only thing i can think of is converting wispy cotton to disturbed
btw, does Wispy/Disturbed Cotton generate in the Spirit World?
hell yeah they do
oo that sounds cool
[Reply to:](#1291733083405680660 message) yeah only thing i can think of is converting wispy cotton to disturbed
nice, might wanna inform @strange hornet since that is new worldgen
about what
What needs to be done?
my thought is that people will start throwing certain items into void fluid to try and craft them into stuff
idk we added a random patch feature in the spirit world
i'm gonna add EMI support soon anyway
[Reply to:](#1291733083405680660 message) my thought is that people will start throwing certain items into void fluid to try and craft them inโฆ
Wispy/DIsturbed Cotton generates in a new dimension
should be in latest upload i think
then yep
ill add the void recipe for cotton
is there a conditional recipe loader for arch api? so it only loads the recipe if legacy lanscape is loaded?
does the cotton generate in specific biomes or what
uh, i don't know. that's out of scope for my mod. i'm pretty sure recipes that don't make sense are ignored.
[Reply to:](#1291733083405680660 message) is there a conditional recipe loader for arch api? so it only loads the recipe if legacy lanscape isโฆ
by out of scope i mean there's nothing i can do about it
ah, since mayPlace dont have access to dimension, i had to add a hack which requires the dim type to have fixed time for it to spawn
since i needed it to spawn in the spirit world's Plains, but not in the overworld's plains
No it throws a large error, i know fabric has a load condition for recipes
oh uh
[Reply to:](#1291733083405680660 message) No it throws a large error, i know fabric has a load condition for recipes
Recipes which can't be loaded spam the logs with a stacktrace, which is a huge problem for modpacks because people often don't give a shit about adding loading conditions to their recipes in cases of optional integrations. Both loaders have loading conditions for this
that's odd
okay yeah definitely use that then
[Reply to:](#1291733083405680660 message) Recipes which can't be loaded spam the logs with a stacktrace, which is a huge problem for modpacks โฆ
i didn't know about that
how about we shove it in a datapack to be added to the server
@wraith nexus i forgot about this but you should do this in your mod
To be clear, this is always an issue on the side of the mod adding the recipe file and not the mod adding the recipe type/serializer
mhm, I'll do that
"fabric:load_conditions": [
{
"condition": "fabric:all_mods_loaded",
"values": [
"legacy_landscape"
]
}
],
yeah
this is what the fabric one should look like
I've done this before
ill make two separate recipes for fabric and neo instead
so i can have loadconditions
if it's using sinytra it shouldn't matter, otherwise do that.
If you're not datagenning this recipe, then you can put both condition entries in the same file
what's the forge one look like
oh sweet
{
"conditions": [
{
"type": "forge:mod_loaded",
"modid": "legacy_landscape"
}
],
"type": "legacy_landscape:void",
"group": "",
"ingredient": {
"item": "witchery:wispy_cotton"
},
"result": {
"count": 1,
"id": "witchery:disturbed_cotton"
}
}
guess its neoforge?
I would love to show you, but my internet decided that loading websites isn't needed anymore
oof
Yes, the namespace of the condition type changed. I'm trying to remember whether we also changed anything else, but I'm not sure right now
Alright cool
Sometimes, it is desirable to disable or enable certain features if another mod is present, or if any mod adds another type of ore, etc. For these use cases, NeoForge adds data load conditions. These were originally called recipe conditions, since recipes were the original use case for this system, but it has since been extended to other systems...
found it
Yup, that's what I was looking for
Sweet, ill just add both in the common
im looking at the nature bits rn
Poggers
these are the new nature bits
easy
yep, each block can have its own settings
did we add values for our cotton?
i think its still commented out in the datagen actually
gastroarchaeology:cassava
gastroarchaeology:peppers
gastroarchaeology:tomatoes
industrious:cotton_plant
days-gone-by:grass
days-gone-by:rose
days-gone-by:rose_cyan
Sweet
pushed
@delicate fog can you flesh out the For Developers page more? Explicitly for ritual support
๐
pushed Magisterium compat for their lighting spell
maybe a ritual or two to enable/disable timewarp on a target?
or making a timewarp area
could work yea
i added some comments on the ritual part of the wiki
i read a book on witchery, should probably add waxing and waning to celestial
oh yea, MC does have actual phases
but thats imo an additional feature so cant go on the Modfest branch
The practice or the mod
Local modder just has a book on witchcraft sitting around
clearly a conjurer, look at what he made
he's a wizard by all accounts
I like how the horns can be interpreted like either sunglasses or a backwards baseball cap
Rebellious teen demon
:3
the practice
thinking of adding a ritual for #1290871220589428847, i just need a more detailed walkthrough or some explanation on how the ritual blocks work
can be any block, the middle just needs to be a Golden Chalk block
they also need to be on the same Y level iirc
correct
i added eyes to this bad boy
@delicate fog Spinning Wheel is missing item model
and the wormwood collision doesnt let players pass
broom is no longer ridable
and broom item model broken
Cauldron water deosnt render on Faboulous setting
rituals cannot be cancelled
there are also some lang bits missing
not in dedicated it seems
I guess, and rituals should cancel on shift right click?
oh shift right click
No matter, I'll fix all this when i wake up
yep, shift right click works
Phew
ill compile a list of stuff messed up currently in the version the pack is using
Cool
This is literally just a quad :(
Damn fabulous
Missing Lang:
block.witchery.snowbell
block.witchery.water_artichoke
block.witchery.belladonna
block.witchery.wolfsbane
block.witchery.mandrake
block.witchery.garlic
item.witchery.blood_poppy
witchery.attuned.charged
witchery:ritual/summon_witch
witchery:ritual/summon_demon
witchery:ritual/summon_wither
entity.witchery.floating_item
entity.witchery.sleeping_player
Missing/Broken Models:
- Broom (item)
- Spinning Wheel (item)
Broken AI:
- Demon (passive?)
- Imp (passive?)
- Ent (passive?)
- Mandrake (missing scream and nausea)
Stuff that happens that shouldnt:
- Demons and Imps can be burnt and set on fire
- Water in Cauldron doesnt render if Graphics set to Fabulous!
- Golden Chalk gets replaced by non-chalk blocks
- Cannot damage sleeping player
- Wormwood bottom block has a collision hitbox
- Broom cannot be ridden
- Broom missing from tab
Sweet
There we go, not only am i awake, im THE wake, and im here to wake up and fix bugs
First roll of fixed leaves these to be done soon
Broken AI:
- Mandrake (missing scream and nausea)
Stuff that happens that shouldnt:
Water in Cauldron doesnt render if Graphics set to Fabulous!fixed- Cannot damage sleeping player
Broom cannot be ridden on serverfixed
frikkin neoforge mount event stops shift from being sent to server when i cancle the event to stop the broom from being dismounted on shift
Idk whats up with fabolus settings so im not gonna fix that
Oh jk i fixed it
and the sleeping player thing has to be a separate feature, since the sleeping player has no hp and cant be killed
because idk what should happen if i sleeping player gets one hitted
Uploaded version 0.1.2c with all the bugfixes except hitting sleeping players and mandrake scream
why merica sleeping when im not :(
While im waiting for more bugs to fix i added a banshee to the non-modfest feature bransh
Hey @strong wagon, I was looking how you did compat with Gastroarchaeology and noticed you put "gastroarchaeology:cassava" as a block instead of "gastroarchaeology:cassavas"
ill fix
ok, some things are still borked
I think your throwable brews should have matching dispenser behaviors
sounds like a feature, so no
Grrrr
Missing Lang:
block.witchery.wormwood
Weirdness:
- Wormwood still has a collision box i can stand on
oh thats barely an issue, nice
how do i dismount a broom?
ah alr
also sleeping players skins arent rendering it seems, got one of the developers ot sleep last night and are still in the Spirit World (atleast as far as Witchery is concerned) but their skin is gone
also also, sleeping players dont retain the scale of the original player
might skip the scale thing, seems like a bother, but the skin needs to be cached, which i didnt have time to implement
ah alr
Well feel free to impl the scale thing yourself if you want tho
mr co dev
wormwood fix pushed
should be fine to just save the gameprofile to the sleeping player instead of a cache
i do have a 2h train ride soon so i might fix the skin thing
Hold on, The skins should be saved
hmm, so Adventure Mode players can take Arthana but not replace them and can remove and replace the Redstone Soup in the Chalice
and Mandrakes dont wanna spawn from the crop when broken
You are the mandrake, arthana and chalice guy
hey, how long does it take taglocks to expire?
7 days
ok, was about to say that a taglock still worked that i took last night
yeah
ive never seen one expire so we should test it
sheesh the skin save will be hard to test
in game
ah okay
pog, this is after world reload, skin is saved
idk we've been told that datapack changes are ok
if you make classic colored candelabras now it's actually mod compat
@strong wagon should i publish a new version or are you gonna cook something?
Maybe later, afk now
Made a little showcase bit in the current server
Hell yeah
There are a few bugs but they seem to be on my code
- Mandrake Spawning not working
- Arthana can be picked up by adventure mode
- Chalice can be unfilled/refilled by adventure mode
- Book not working in lectern on multiplayer
That last one I think i fixed in my last push
The bug is quite something, ill have to make a patch and submit now anyway
enter version 0.1.2d
btw i made fabric of reality natural (since technically it is supposed to be natural). idk if i got the values right
toss em up ere
oh Witchery isnt updated on the server
or atleast the version number in the JAR isnt updated
?
[Reply to:](#1291733083405680660 message) toss em up ere
as in show the JSON lol
slight issue, are these tags or blocks?
tags, but only tags
then drop the # and switch block to tag
also, the tag-deifned ones have another nested folder called tags but that part isnt necessary to have em working
Waystones dont work across dimensions seemingly
also, am fixing guidebook in lectern to be better than current implementation
my fix is in, now to fix the other issues with my code
Sweet, today i add the fluid stuff and fix the waystone(?)
stuff is pushed
ok, recipe datagen stuff fully pushed
ok, this is the last push for the night, shifted some JSONs around and added a Magisterium tag to datagen
im malding at the fluid stuff
Fair
ait neoforge works, had to do some rewriting tho
Hell yea
Me when testing the pack and retro time says: No
Oof
Also now when we have a lot of items, is there an item more appropriate for the tab icon?
didnt change anything, what did you do to not make it work?
weird, the players i was trying ot pull were in another Mystcraft dimension
i typically create a fake item, give it the mod icon, and use that as the tab icon
not that i can think of
maybe the ritual only checks for the taglock player in the rituals dimension or something
maybe
ill try adding a fix and we will see if it works on multiplayer
Aaah we cant teleport an entoty which isnt loaded
Thats annoying
we would need to forceload a chunk at the start of the ritual and queue the teleport
๐ต
but that might not even be possible, because to force load a chunk we need to have a pos, and we cant get a pos from an entity which isnt loaded
its joever
Letsgooo i fixed it
no chunk loading required, which is weird since it was required for the sleeping player teleporter
I added a queue system to the spirit world -> overworld teleportation so it can load and unload the chunk safely
Yay!
Now we wait for america to wake up and report more bugs, im borsed
im getting out of bed
poggers
animating brews to kill time, brew of sleep
i went to sleep late watching the votes come in, not very happy about what i woke up to but it is what it is
is the new version up on modrinth?
yep
ok so we wait for pack update
Sweetn't
Sure, i can add something
oh no, game breaking bug
poppets have unique models now
But i think this might be a feature?
so ill just push to the other branch
or is it?
not supposed to make assets past the dev period iirc
Ah then ill just push this to the other branch
Super cute :)
Oh, so we just nail poppets to trees, i thought we had a dedicated thing for storing poppets XD
Yep I just forgot what we nail em to
Ill continue to work on the non-modfest branch until something here comes up
Beautiful
i pixelated the shader a bit after the video
Ah that's a good idea
this might just be a visual bug but
Idk, but its the same amount that the cauldron a few blocks over also has
well idk why
spirit world portal is a bit prettier now
any two doors work
also added a better top frame after the video
post-modfest content
dang
Brazier and necro stone?
Gonna tweak the stone
boom
Nope still not the right vibe
Boooom
added a unique enchantment glint to the necro stone, less purple and more blackblue
Frikkin hell, it only works on fabric, guess ill dive deep in neo hell
UUUUUUGRH
ait i got it working on neo too
celestial conditions in emi
we gottem
What should we do about YAWRs future? should we make a discord server to develop in or stay here as a couple of hobos
I CANT
Still not happy with the stone
heres the new one
anatevka has been offline for one day and im dying
spectral dust did turn out great
stop having a life, come back team
Definitely a Discord for development
Sweeey
I guess ill cook up a discord server
ok, so some things hama has brought up about brooms
little less friction on movement and stopping
possibly configurable speed (as in via the data of the entity)?
Should be easy enough
But thats a feature so no go on modfest branch
Main already has some tweaks actually
seems the arthana can be picked up by adventure mode players