#Backport of the Better End Mod for Forge 1.12.2
1 messages · Page 6 of 1
Sadly, my dreams of Cataclysm in RLCraft were shattered, haha (mostly joking), so I am stoked at the possibility of seeing Better End in 2.10 again. 
And what's wrong with cataclysm? Licence?
if theres a version that has new changes, I'd be down to test it as well
I guess you tested it already mostly
The owner had bad experiences with other devs backporting the mod without his permission and changed his stance. The license, as a result, was changed to prevent backporting.
I previously had permission to backport, so another dev got started on it. They successfully backported a few of the bosses and some of the structures. I asked again - and the dev said he's changed his stance on backporting but will give it more thought.
But that it will probably be a 'no'.
So, it's a 'no' for now, and likely will remain a 'no'.
i just hope in the future that L_ender reconsiders but it sucks what happened to him
I see, very sad
Which is unfortunate, but understandable.
Yeah. It's a very unfortunate situation. Bad actors ruined L_Ender's experience with backports.
He was previously very open to it.
Yeah, I'd say give it some time and maybe in the future another request could be made and hopefully it could be done
For the full context, since the conversation was within the patreon-only chat, here are L_Ender's responses:
I'd hate to see the incredible work of @toxic narwhal go to waste, but we'll have to wait a while for now, and hope his stance will change. 
Has the repo been archived or deleted fully? Just curious
I have the source-code. It was provided to me from @toxic narwhal. So, the source-code still exists. And Jason simply wants to not see his work go to waste.
I would prefer not to share the source-code without Jason's permission still, however.
If we get permission to move forward with the backport though, I think we could get a repo going somehow. 
You should probably put a tutorial/example script of the added CT support in the description maybe
I will also test for bugs this weekend.
I spent a few minutes trying out the latest update of this backport. So far, I'm not noticing any serious game-breaking bugs, although there are still some unfinished recipes for tools with the new metals added by the mod.
Is the curseforge upload(1.3.9) the same as the GitHub?
I'm not sure. I'll check the GitHub if it's different.
i think it was last pushed 6 months ago
I think so
curseforge has now the latest update
Any chance of getting custom biomes that arent part of the original mod?
Because I have ideas
I’d also like to add to the pot for a commissioned Dynamic Trees addon. If anyone is interested in tackling it, would love to hear back, there’s a growing demand for it. 🥺
Oooh?
Could you probably tell a bit more about it? :3
https://www.curseforge.com/minecraft/mc-mods/dynamictrees
Multi-block trees that are supposed to grow a bit more realistically, there's several other addons right now for a lot of the popular biome mods out right now
It could def enhance a lot of the biomes from Better End I think
Interesting
Although actually, most BetterEnd trees are either large fungi
which grow by their own laws
or pretty huge and chunky trees
which are great on their own
Even some of the large trees in other generation mods do have dynamic addons. I had looked at making a dynamic addon briefly for betterend but decided I didn’t wanna deal with it lol. There are a few that could be dynamic if I remember from play testing
Dang that's like one of the ones I was hoping for lol
I will look at it again maybe this weekend since I’m feeling like messing with code but I am not in a spot skill wise or life wise to take a commission in good faith. Would help if a project was made.
This man was on fire 🔥🔥🔥
I believe that this project will be resumed in due time.
It seems Goodbird is busy with some other projects atm.
Yep, kind of
Buuuut
If you read the latest messages
I was kind of waiting for some guy to test the mod?
What needs testing?
This is what was last said
So if you specify what I could test further for you, please let me know
Welll
the mod is kind of solid right now
I fixed quite a lot of stuffs already
there might be some teensy bugs like weird warnings in the logs or something like that
but I think that all the severe and moderate bugs are fixed
even most of the small ones
Were the recipes addressed?
Hmm, if I remember correctly, I worked on recipes
I added the infusion recipes
and a crafttweaker integration for them
and groovyscript integration
@wet plank, @spice lynx, hi! Are you still wanting to use the mod and test it?
@fading sky Could you specify what you meant?
On another note - I also have yet to test the TConstruct compatibility yet (if it was added)... maybe I ought to...
@stark crow Was TConstruct Compat added at some point, and shall I check if it's working?
i would be down to do more testing but i got exams coming up but some bugs are still present that were reported previously
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https://modrinth.com/mod/nether-api/version/1.4.0 Additionally, Nether API's new update gives more features / bug fixes
for example, the double end city bug was fixed, so i guess the mixin that was implemented could be removed for future updates as its handled by nether api
Additionally there are some API changes that could be implemented as well
this would be pretty beneficial for betterend as when you leave biomes the music stops which the current version keeps on playing
also jbredward's response about the biome particle issue
With two End mods now depending on netherapi (BetterEndForge backport and End Expansion) this api has been a huge help to developers to provide biomes to these dimensions lacking in content and pro...
My apologies. I've been preoccupied with work.
Understandable.
It's still a high priority for RLCraft's next major update, but development and testing has been moving slowly recently. Better End was recently added to a public test release for April Fools Day. But, it'll likely be removed in the next version until Shivaxi has time to look over everything.
And what about the players? If it was added to public test, were they enjoying it? Were they reporting something?
Obby pillars in end on dragon resummon and various log complaints about missing files during startup is what i noticed
^^ also original pillars not extending down to y 0 but that might be from normal betterend
Idk if thats clear but im severely missing the crystals of the crystal mountains
oh yea and another thing that shiv was complaining about and then extremely sadly just disabled: the custom sky boxes have a way too quick change from one to the other. it seems like it is only block distance dependent (switches from one color to the other in around 4 blocks), not time dependent. its kinda jarring. idk if its easy to find a solution for this to make the sky boxes change a bit slower. maybe @lilac spoke can help there too
might even interact with better biome blend idk
(or betterer biomer blender 🌚 )
unless im missing something or like the github isnt updated, isn't there only one custom skybox type
I just see a few textures that are rendered at the same time to make the custom skybox, not separate types for biomes
I thought the whole custom biome skybox/fog/effects stuff was the shaders
this is without shaders. the skybox might always be the same, the colors are different though @lilac spoke
the behavior is driven by the only config in client.json (set to false by shiv)
im only seeing static colors being used when rendering the skybox though, I have to assume the github isnt the latest version then
nah thats been in for a while already
that or its the fog color which is passed to netherapi and then back to vanilla handling coloring all of it, or im just missing something
yeah like nebula1 which is the horizontal strip is rendered with a static rgb value
does optifine allow for disabling fog color to test? im not really seeing where else it would be getting recolored
yeah thats what this is from
its just a static coloring
unless the github isnt accurate, something else is recoloring it
oh yeah I just tested its not even really recoloring the skybox, the purple coloring is still there
its just more of a flat color change over everything
if you turn off "sun/moon" which disables the custom skybox, the coloring is still there
yeah this is vanilla or optifine jank, not betterend
kinda
optifine installed, betterend sky off:
- sky on, fog off
- sky on, fog on (fast/fancy either)
- sky off, fog off
- sky off, fog on (fast/fancy either)
ok I see the difference
with betterend skybox, the "sky off vanilla" buggy full color render is the same regardless of if sky is on or off
without betterend skybox render handling, it only renders if sky is off
seems like a layer/cutout render issue with fog
well the problem is not how its rendered, the problem is just the abrupt changes of color from one end biome to the next
I mean its two issues, the fog is rendering over everything rather than how its normally supposed to render like in pic 2, and then the issue of the transition speed
for the first problem, my guess would be the difference in end rendering vs overworld rendering not accounting for that netherapi is allowing colored fog which makes it more noticable
for the second, thats all vanilla handling, not betterend
betterend just sets each biome to a color, vanilla handles the transitions
sounds like its mixin time
to me itd be more of an external mod/mixin rather than betterend doing it, since its technically not betterend doing anything related to the transition in the first place
either rework fog coloring to also use a better biome blender type system (if it doesnt already?) or instead modify it to a time based transition rather than blocks
for something like the end, you're more likely to be flying and therefor pretty fast, so even with a betterbiomeblend type transition it may still be too fast
as for the first issue, that may be something for betterend to attempt fixing as it has different behavior with the custom skybox rendering
you technically dont even need a mixin actually I think
EntityViewRenderEvent.FogColors gets posted at the end of updating fog colors
just subscribe to that and replace the end result colors with a blend between what it was and what its supposed to be on a time transition
I think doing that can also make some other effects like night vision have a smooth transition rather than instant flash
if you don't want to affect anything outside of the base color though then youd need to mixin EntityRenderer::updateFogColor earlier where it directly gets the biome fog color