#Trial Chambers and Ancient Cities
1 messages · Page 2 of 1
base game has tridents, banner patterns, smithing templates and the new music disc
I'd like to add mod support to have the oceanic expanse trident in there but that won't be in by default
bottles of enchating are the only other thing I can think to put in there?
ominous values have kinda the same problem but they also do have heavy cores in them
might chuck a diamond block in there?
mending book?
Seems like a modpack maker issue tbh
Are banner patterns exclusive to the trial chmber? If so, could they just be added?
unfortunately not, there's a few craftable ones and one found in bastions, they also require the loom to be able to be used
we can think of some additions for loot in the future like new items and such
true
as I think for now it's functionality and then we'll fill in the blanks where things could be improved
Could always add the ones exclusive to trial chamber if FutureMC is loaded
I mean yeah mod support is ideal, crossbows, tridents, banner patterns are all things that exist in other backport mods
I think the Vaults still hold a lot of good things, even without the future content. Enchantment Books, Materials, Golden Apples, it's good stuff.
Though, if we really want, in the future we can plan out some new loot items to add
yeah
I added fixed mending books to the pool which could make them worth it as well tbh
I had considered maybe some unique type of armor, something to 'fill in' for Trims not existing in 1.12
I realised that ominous vaults give mobs trimmed armour
which is cool, but it's a bit out of scope
so a custom set could be great tbh
I was figuring a custom armor set, something pretty close to vanilla armor with the 'Flow' trim
yeah
If we do go for something like that, I think it would be best for it to not be anything crazy or advanced. No 'unique' abilities or anything, just a different aesthetic.
in the chambers I believe it's iron armour with copper flow trim
just from what I've seen but it might be a different trim
if you're adding copper gear, maybe unoxidized copper armor with oxidized trim, or vice versa
copper could go hard
Yeah, even if the stats aren’t that good, cosmetic armor (the mod) exists
We discussed Copper Armor here before, and I do have ideas for art for it
Not to be rude, but I think some more of the core parts of programming need to be sorted away before we are adding luxary stuff like new Armor, even if it's cosmetic
Tbh I think thats starting to go out of scope. Copper blocks etc that are actually in the structure are one thing but armor is basically going to be something dropped via loot tables or crafted and there are tons of mods for that
Or at least i think it should be
I've got a bunch of ideas for the cities but we are rediculously far away from any of that
That could be an entirely sepearate mod
true tbh
I mean the original mod pitch was fairly large in scope, quite a bit got cut from that
If i can throw my two cents here, calling this armor something like "ancient alloy" would be way better than just copper armor. I mean, many mods already add copper armor and, for something that could only be acquired by looting, the idea of a lost recipe makes much more sense, and won't be getting people to just use crafttweaker to add a recipe because they thought it was WIP
antique gear?
did someone mention boss weapons? 
warden gun
honestly if we get to cities the warden could use something
I know you're not supposed to fight the warden but we're modded players
As long as you leave stats config
Alternative take: The Catalyst drop should be removed, instead, killing the Warden places a Catalyst and grows a shit ton of Sculk.
People shouldn't be rewarded for something they entierly aren't supposed to do.
that's a really funny idea tbh
"I killed a Warde-"
5 Shriekers are placed
better get ready to sneak and immediately place wool if you want to kill it
what if the warden is only like a small part of a bigger creature
skulk does very much seem sentient
Like an antibody?
yeah could be
I would say "I very much dislike the idea, because the entire point is for the place to feel more dead than the rest of the game, expanding to add any mobs beyond the Warden ruins that vibe"
... Though what if the Warden stays the only mob, instead all the sculk starts lashing out.
With this and the shriekers placed when the warden dies, you're getting to something nasty. I love it!
I had been considering how I would try and integrate the cut Sculk Jaw
Might be freaky as hell if the entire environment starts reshaping as if angry at you
you anger the skulk a bit and it sends a warden
you anger it too much and the whole thing gets pissed
had anyone here seen the rising kingdom music video?
that's got insane massive skulk tentacles in it
Alright, idea.
An early concept for Ancient Cities included Stone Chests, which are chests that take time to open, stay open for a limited time, and make sound, attracting the Warden.
What if we instead have Stone Chests wrapped in Sculk, and when you kill a Warden, it releases the chests, as it is focused on killing you. Makes the whole structure a mad-dash and looting while it is trying to kill you, while still being able to spawn Wardens
pair those with the jaw and you got a terrify sarlacc monster in the skulk
huh that could work
Like the Chaos of Trial Chambers with Bad Omen
Although, this is heavy Scope Creep currently. We got more fish to fry
we honestly got way more to do before we're allowed to cook this hard
we haven't even built the oven yet
Speaking of which, I am still waiting on how we are going to do the Breeze. I can do the animations, though are we going to be using the custom system by Unseen?
If there are any other art assets that need to get done currently, let me know
tbh not sure the breeze isn't that technically difficult when it comes to animations
but if the animation system we have can make it easier it still might be worth using
Weirdly enough it has multiple keyframed animations for charging, jumping, and attacking
I've been trying to get vaults working today and I think I almost got them
Oh HELL YEAH, I will be hyped to see that
huh maybe that is woth
Speaking of mobs, trial chambers and copper items... Do you guys have plans for the copper golem?
no clue, it was down on my original notes but it might go in the cut pile
maybe not though they do go well with chambers
I need to put my notes somewhere
I see, thanks for answering!
And, well, i don't think all features of this mod will be released at once lol, you guys have too many good ideas
yeah, I figured we might be able to do a release with trial chambers fully in and config options but some of the other stuff is quite a bit extra work
I might try and tackle geodes after we get the chambers done tbh
I added your top as part of the entrance the Trial Chambers @umbral talon
like it feels like geodes are just tacked on, but to get the full usefulness out of copper and skulk sensors, amethyst feels slightly needed
unless we just used quartz instead?
I feel like the geodes aren't too hard of a add, as what do they make the telescope?
We should just do that. Amythest is tacked on. Like every use of Copper
lmao
Yikes I'm sorry, I would've provided a file if I knew you were interested!
spyglass, calibrated skulk sensors and amethyst block resonance are the three main things
that's perfect for the animation system as it uses keyframes in the model file and you just call the animation via EntityBreeze.ANIMATION_CHARGE
We should make a dang Trello or something, an internal working board. Just going back and forth on Discord isn't the best for tracking things
honestly yeah
we use click up in the itm server
I will have to check out an example soon, that'd be neat
you can either look at Beast Slayer Fire Elemental that you saw in the itm chat or I think on my github theres test-ai-3/animation/examples
is a mod by vazkii
damn I suck at discord formatting
excellent job hoping for first release
tasty copper fakes
Coppey flakey
There's that guy! The green guy! Uhhh... Swampert!
Everyone knows Swampert, the newest Minecraft mob!
so uh, is there a mega swampert? I recall that being a new mob as well
btw, a question about the ancient cities/sculk. How would they be implemented? something akin to quark's cave biomes?
Honestly, way too early for us to plan any of that yet.
We got Trial Chambers to get done first
The famous Minecraft Mega Swampert
Added 4 more chamber variants! Once I get the final room layouts I'll do variants of the previous ones for variety
nice, I'm still struggling to get the vaults working, rendering is being weird and I have no clue why but loot tables are just refusing to generate
I wrote a whole ass custom model loader and the models still aren't working for some reason
I just found out the issue is that the blockstate isn't syncing to the client somehow
so the issue at the moment is the model just renders the default state
it doesn't update when the state changes
Damn, I wish I could peak the code
I've been tring to hold off committing it becaue it just flat doesn't work at the moment and it's a mess of debug statements but maybe I need to send it, maybe in an alt branch
maybe I should have just used normal blockstates but the item rendering would still not be working
the te just isn't sending it's sync packets, I'm pretty sure I'm missing something
took me until today to figure out that was what was happening
reminds me of working on the first geckolib block that totally didn't make it to EE due to weird issues. It worked as suggested however, any chests or other tile entities near it would just not render whatsoever. It was suppose to be the original way of making combined Lustrian and Pure Crystals
I'm trying to think of a mod that does change blockstates very fluidly, I'm sure like a lot of tech mods have blocks that do that but I look at tech mods code and I get lost instantly
wait it crashed while trying to render the item hold up it might be working
ok so I got the blockstates working
it's now just loot tables and the item rendering
rendering should be fine
legit no clue what's up with the loot tables
even vanilla loot tables don't want to produce items, I think I may be using the wrong method
Loot tables are always odd to deal with
https://github.com/SirSquidly/Oceanic-Expanse/blob/33eed181b727f8145f56e3a132ebab65c56bb3f0/src/main/java/com/sirsquidly/oe/entity/ai/EntityAICrabDig.java#L80
Here's an example of me using it for an EntityAI, although I'm unsure how helpful it is
yeah that's the exact way I did it at first and it just didn't add any items to the list when I called generateLootForPools
please tell me if I'm missing something because it's just not doing it, I feel like I must have missed something really obvious
The Loot Table is called at multiple parts, is it not working in any of them?
no it's not
I've checked with a bunch of debugging the list comes back empty
I need to test outside of the tile entity and see if the tile is just cursed, I'm not sure
I will assume a hard-coded LootTable shows that the block does get the loot table properly, it just isn't getting a list
if I hardcode it to put certain items in the list it works but for some reason any actual loot tables from the manager don't work, it gets a loot table object, no clue if it the right one
let me try and hardcode a table to check
hardcoded loot table works strangely enough
found the issue, no clue how it is but any loot table I try and get from getLootTableFromLocation is giving the empty loot table instead
Damn, I want to help, but I completely don't recall how to setup my Eclipse workspace to run the mod
I'm a dumbass
I think
every time I check to see if it's been loaded or not I check if it's null
how did I miss...
Does anyone have a link on a simple guide to setting up a workspace in Eclipse? Every tutorial is outdated, searching myself has given no good results, and I want to eat glass
Sorry, I'll crosspost to #mod-dev-support , that belongs there
I switched to intellij for a while because it's easier to setup, as far as I remember it's just running gradlew eclipse
I do kinda remember having to scour the internet for an old version of eclipse though because you couldn't use any java versions after 10 for 1.12
but I can't remember if that was because I used an old gradle version
so uh I accidentally made the vault item spin too fast and I really want to leave it in because it's funny
it spins about 5 times as much as it's supposed to
I really want to see it, lol
I tried to record it but it spins too fast for my obs
petition to have the fast spinning vaults on april fools
oh wait I know why, taht's a bad mistake, they're accidentally spinning 180 degress every tick instead of 180 every 10
so that's 10 times faster I guess
sounds like stuff is getting resolved, nice!
yep definitely
and I totally get that feel of trying to fix something all day, it's what put me off the Altar as I spent a week trying to fix that
I think that's all of the vault functionality in, they just need sounds and particles now
yeah I completely just put it off and did other things yesterday because I really couldn't find what I did wrong
also, I did find a bug regarding slabs
spawners might be slightly harder, maybe
do we wanta ll the new potion effects? they seem to be one of the main part of ominous trials, or do we redesign them?
whenever placing upside polished Tuff slabs it only shows the regular one for texture. I'm sure it's just a simple texture change but that's the only thing I've noticed with the slabs, stairs, blocks, and god I love those trap door sounds
are those the slimed, spider, and I forgot the rest potion effects?
How do you actually get them, via a bottle as I don't recall seeing a physical potion
ominous spawners throw lingering potions of various effects on a timer, including the new potions but also other ones that can either buff/debuff mobs or the players
huh, interesting
only thing is the spawners in vanilla aren't too smart, I've seen them try to buff strays with strength
tbh I only just learned two days ago that theres a harder version with the ominous spawners
they're vanillas answer to difficulty, which because they don't want to buff mobs too much, or add the actually difficult mobs to them (like vault hunters does with it's pigbrute and vindicator spawns), they opted to just spam mobs and potion effects
I wonder if we can mod a witch that throws the lingering potion effects
two of the new potion effects litterally just spawn more mobs
there's a slime one and a silverfish one
I feel like with the ominous spawner is where we could do a spin and add a creature to it, something that'll work well with the spawn system
shouldn't be that hard to make a lingering witch tbh
honestly yeah, I kinda like how vanilla does it but the ominous versions seem slightly more geared towards chaos than difficulty
I'd have it have two tasks one for offensive and one for defensive. the witch will throw buff potions at nearby mobs and offensive potions at the player. Perhaps we could use that as a basis for a new creature instead
vanillas version is interesting but could definitely be improved
so have the spawners spawn buffing mobs as well as their configured mob?
I'll have to go try out the ominous version to get a feel for it and understand it more. how do you activate a ominous spawner?
I'd say so, or we could do the lazy way and just spawn in the mobs with the said potion effects
but a lingering does add more to randomness
you have to drink ominous bottles to get the bad omen effect, which turns into trial omen if you're near a trial spawner
ominous bottles are gotten either from vaults or from pillager patrol captains (they're the replacement to the old bad omen effect)
trial omen resets the cooldowns on all nearby spawners and turns them ominous while at least one nearby player has the effect
so you can fight all the spawners, drink an ominous bottle and fight them again but ominous without having to wait the like 30 minutes I think for them to reset
also the resets are per player
I believe???
also ominous spawners use soul fire particles so I don't know whether to just use regular fire particles or if we just add the particle
it is only 1 texture needed
oh you're right all the upside down slabs use the tuff texture, they are the right variant seen in f3, I'll go fix the models
I've been putting off the doors because doors scare me but they probably shouldn't be too hard to add tomorrow
if I can tomorrow, I'm going to try and get the doors, sounds and recipes done
then if I get that done relatively early I might take a look at the spawners
Oddly, I cannot get Deeper Depths to run in Intellij
can't get it to open, or build?
because I ran into some mapping issues, so there is, I think one obfuscated method use in the vault tile entity
I'll be honest I forgot what I had to do, let me think on it
cause I had to screw around with some stuff to get things to work
I need to fix my mappings
can you put what it's saying when you try to build it? or is it on run
It was having an error loading Forge's Datafixes for EntityPlayer or something? I commented out FutureMC, as I assume Intellij is getting confused by Future MC having a class with the exact same name
I think I had to remove three of those implementations, FutureMC was one of them. Mekanism I think as well
sorry, my workspaces are normally a slight mess, I just copy all my gradle files from previous projects, I think this was copied from raw ores which was copied from the hordes which was copied from raids etc
Interestingly enough, it is now giving errors related to the Ominous Bottle and TileVault
FutureMC, Mekanism, and Chisel
honestly I don't know if we need those implementations in the build grade anymore
I do the exact fuckin' same, lol. I can't be bothered to setup Gradlew and all that crud every time
for the bottle where it shows the error just replace with .isCreative()
On these, I assume these issues are fixed on your end already Smiley
YEP, Unseen is correct, the errors here are due to mapping conflicts
yeah those have unmapped methods because forgelin/ futuremc can beeak them, on my end I just build then without the mappings, I'm gonna see if taking futuremc out fixes the mappings
yeah I just took out the dependencies we aren't using and it fixed the mappings
I've pushed it so that should make it easier to tell what the methods are
honestly these are awesome to see in game
I am currently learning that slime.setSize is privatized for some damn reason
I added Oozing. Fully functional, slightly customizable.
Might need a little tweaking, and graphics made of course.
oh nice!
added all the current crrafting recipes except the pot because I still don't know if we want it
Plz add the pot 🥺
If we could add custom pots of our own yeah but idk how feasible that would be
I just added Infested and Weaving Potion Effects. Both fully functional, customizable.
Just needs particles, though Weaving has one unique quirk that will require a mixin later.
We already got these Pots
#1258949585884282881 message
Also Smiley and/or Unseen, I have my own very hacky way to add Potion Icons, as shown here:
Is it fine if I stab that in, so it is done?
Wait... looking at Smiley's Raids Backport, it looks like there is a way cleaner way to get Status Icons in, huh
huh it's a similar method to the one I used for raids, but not quite the same, go for it
I think either method works tbh
yours might be cleaner?
this was the method I used
Yeah, looking between them, mine is a little more simple, though yours has infinite expandability due to files being seperate
We might not need infinite potion icons though. Might.
Wait 7? We only really need 6
Oozing, Infested, Weaving, and Wind Charged are given by Trial Spawners, Bad Omen and Trial Omen are used by this mod.
Unless we need Raid Omen for the Raid Backport to work?
wind charged, oozing, infested, weaving, plus trial omen and bad omen, then darkness if we end up doing cities
Ohhh yeahhh, Darkness
only 6 for now but potentially 7 unless we do a bunch of expanding
We should add the Sticky status effect
sticky?
let me know when you have the other potion effects in and I'll port over my bad omen code, and make it do trial omen
The only one left to add is Wind Charged, which requires Wind Charges to be added
huh yeah they are the next big thing to add
as you're probably doing the textures would you prefer to do all the textures in one sheet or separate sprites?
that probably determines the method we use for texture rendering
if you still want to do them
Very recently I've started doing it all on one sheet, makes it easier to do colors
Also of course I can do more textures
I think there's a mapping error between Deeper Depths and Raids Backport currently
Crashes when loading a world, error log links to a wrong spot in Raid Backport's code in relation to the method it is saying
I think raids backport might still have futuremc as a dependency
Hm, maybe
or at leas in it's build.gradle so it didn't get built with the right mappings
I can post the specific error to you if you want
yeah that migth be helpful for the moment
I've temporarily disabled the integration for the moment because raids isn't near to a releasable state at the moment
I'll try and fix it as soon as I can though
damn I really hate forgelin and by extension futuremc, it kinda feels like there was no real reason for it to be done in kotlin
and it immediately breaks any dev environments you try to use it in
oh wait that's not even a crash because of that
that crash means mixins aren't being applied in dev
I've disabled it anyway so you should be able to build
Oh jeepers, is it my error then?
I know in Eclipse I had to add extra run arguments for Mixins
Haven't done that yet in Intellij
I think it's a problem with the run configs but I don't remember what you ahve to add to them to make it work]
Can you just send me your Run Configurations then?
I don't have any set up, a bunch of my projects were literally unable to be ran in dev so I got used to building and running in a normal instance
unseen probably has run configs
Bro what
I cannot live without hotswapping
Hell, the one thing I miss from Eclipse is how instant Hotswapping is
it's all those years of being stuck working on specific mods for modpacks
I am so sorry for you
I hope we can get this project fixed up enough for easy workflow
can't setup run configs when you depend on several unreleased mods that change every week and the main one is an mcreator mod
honestly yeah we need to get working on that
I need to be able to get back used to running in dev now that I barely work on dawncraft any more
My MAN you gotta try Hotswapping, it makes coding 70% faster
I'm still kinda expecting to at some point get a random message asking me to work on dawncraft 2 if that actually still exists as an idea and didn't just become echoes from legends
oh I used to have an insanely good hotswap eclipse environment pre dawncraft and last days of humanity, I had all my like 9 unfinished mods all in a single eclipse environment with fully configured runs
trying to add sounds, pray for me
sounds.json is a pain
added all the sounds I think we may need
it's a commit and a half
still need to do subtitles and actually you know make them play when they need to
but they're in the assets now
ahhh this commit
Ngl thats a surprising amount of work
I can handle Subtitles
Also I will try to add green in a day or so
if you want to, feel free it's 193 sounds though
it is a little bit of pain
subtitles will prrobably be a few less though
some of the sounds may not be needed yet
but I added all the ones for any trial chamber, geode or ancient cities stuff that I could find
not all of them need subtitles
block breaking, mining, placing and step sounds don't need subtitles but the rest do
thats maybe half that need subtitles
the list is quite extensive
quite a bit of this we don't actually use yet but it's so much work extracting the sounds I just wanted to get it done in one go
Huh... candles and spyglass. So this isnt just trial spawner stuff but later stuff in general
yeah, who knows how much will get used but I wanted to be safe just in case
The spyglass is a good addition. There arent really good mods with it
Also to @sudden fjord and @karmic portal , commet out the entirety of RaidsIntegration in integration, then comment out Line 23 of PotionBadOmen.
After that it should run in workspace 🙂
Which spider is preferred here? B is edited from a Minecraft Painting (The Stage Is Set) , while A is original
honestly I prefer the spider from b, but if you wanna use your own feel free
easist way to find the trial chambers change my mind
/gamemode spectator
this kind of looks dope, End Expansion + Trial Chambers update 🤔
ruined trial chamber variant?
Ngl thatd be kind of neat
Cracked versions of blocks, randomly missing blocks etc.
Oooh ooh just thought of something: flickering light blocks
I've tried flickering light blocks depending on how you do they they can be very laggy
I wanted to add flickering lights to an abandoned hospital structure I was working on but I couldn't get the lighting updates to not tank the game
changing light levels just clientside for me was quite hard nut it could potentially be done I guess?
a decent compromise could be fragile lamps that shatter on any sort of interact/entity collision
yeah that's not bad tbh
I was thinking an animated texture tbh
But if clientside could be done thatd be better
oh fair that's not hard to do at all
added the block sounds
You likely noticed, but all subtitles are in
god damn
I'm going to enjoy building the rest of the chambers thats for sure
soothing metal sounds
it doesn't feel right without the sounds
I can't stop messing around with the vaults now
I almost have all the satus effect icons done
so should I go ahead and implement data blocks to spawn the vaults in?
and pots are at full functionality right?
yeah we can do that. I've added in full vault config nbt so that shouldn't need to change anymore
pots are almost fully in, they currently don't load their loot table but I can add that now
These are the Status Effect icon RN, most are good.
I need to cook Wind Charged, Trial Omen, and maybe Raid Omen at little more
also they don't have a crafting recipe
Raid omen or vault trial omen?
GOD DAMN THOSE GO HARD
I took some in a different direction, like Bad Omen being a smoke made of skulls, Infested being very cute, and Darkness being a creepy eye instead of a weird black spiral
Wouldn't adding raid omen make this mod incompatible with Raids Backport?
I just did the texture since it was fast. It's a vindicator face, mini 8x8 axes, and the Bad Omen texture I already made
Okay, I see
Anyway, I'll try getting the Status Textures done, and maybe get a basic implementation into the mod today
And please let me know if any of my code I add to the mod needs to be tweaked or have more comments added, I am more than happy to improve it and keep it readable
Are the sounds registered yet in the latest build? I am not hearing any of the sounds
It's working for me in the dev environment. Have you Updated the Project in Intellij?
yeah let recheck github desktop
yeah still nothing on sounds, I can hear all vanilla sounds
let me try adding a snippet to the build file
yeah the snippet I added now sounds work lmao
the sounds
the sounds
its an eargasm
vaults and ominous vaults now spawn in the Trial Chambers. the Ominous vaults have set locations while the vaults are random in where they spawn
is that a spawner platform I see in the second image?
I've been trying to make those fully work
yeah I'm getting a idea for possible location of spawns. all the set ones that are in are gonna be removed and be replaced with the random ones. as long as theres a function for me to set what can spawn via the spawners in the template it'll all come into play
yeah, it should be able to
is it worth us having soul fire particles or just use the regular flame particles?
the ominous vaults and trials use them, but we probably aren't adding soul fire/torches/lanterns
Maybe leave it as a config toggle or detect mods that add soul fire/torches?
Or just assume people added them?
Idk
That's actually kinda fair
We've got a couple of mods that do it already
I suppose so but that would mean adding direct support to use the particles added by other mods
which is definitely doable
Or package the textures and, worst case scenario, people get two soul flame particles in their pack
Literally UNPLAYABLE
I mean, I can spare the few bytes of RAM soul flame particles take
And if people want torches/lantern/campfires, they can just download FutureMC
soul fire would be useful if we add ancient cities but I think it's slightly out of scope to add all of that if other mods already add it
For soul fire, I'd say cross the bridge when we get to it
If ancient cities end up being made, then they definitely should get added (that or FutureMC dependency). Otherwise, I don't see the soul fire particle justifying the whole array of soul fire-related items
I'd say not worry about it until we get to ancient cities
actually wait a sec
you can just make the flame particle a different color for the time being
huh yeah I can, the only thing is that it may not look great but I'll try it
I added Bogged
and I just made a commit for vaults and ominous vaults to spawn in the chambers (as well another chamber variant)
fuck progress going kinda quick on the chambers
Lol. hopefully not, I try to have things functional when committing
Also Bogged are probably done, with Shearing, art assets, sounds, Poison, and even their slower firing speed implemented.
Might need a tiny bit of coding polish later, I just did all of their code today
I might be able to do the breeze or get a start at least tonight
I can setup a very basic Breeze if you want, just getting the mob registered and adding assets
The Animations and Wind Charge are the only things I am unsure on with the Breeze
yeah the model and all would be nice, cause I'll probably just convert it for the animation system
I'll just have to analyze the Breezes animations and it should all be converted for the system
I will note the Breeze will need to be split into 2 seperate models, since the Wind needs the texture animated
testing out this system on two projects is bringing the heat, I hope all works lmao
For setting up mobs:
Entities are registered in DeeperDepthsEntities, in the method registerEntities. This method is called in CommonProxy's preInit.
RenderingRegistry is handles at the end of ClientProxy.
Loot tables are... incredibly weird? They are registered in CommonProxy, then given an a proper location in Constants??
I strongly suggest we rip that apart and register Loot Tables in their own class to keep it organized.
I'm deep in the spawner code
Fuck yeah, nice
honestly loot tables could use their own class
I don't know how many we have though
quite a few I'd bet
Mind if I break it off and do that then?
I was just thinking of copying code like this that I had used previously, here: https://github.com/SirSquidly/Oceanic-Expanse/blob/master/src/main/java/com/sirsquidly/oe/util/handlers/LootTableHandler.java
It keeps all Loottables contained and registered in one class, makes it easy to add to and pull from.
Though if there's a better method, I would be happy to know
yeah feel free
I'm just wondering where the heck to put it. I think I'll just leave the class in the /common folder RN alongside the SoundEvents and such. We can just sort it away later anyway
because the particles are already orange, I don't know what colour to tint them to make the actually look good
WOW I am having a certified "Worked on my PC" moment, Loot Tables are being a bitch
Honestly, we are going to need to add a lot of Particles already, so I don't think it'd be an issue to just add our own Blue Fire one
tbh we are going to need a few
I did also want to do those skull particles for the omen effects
Particles will take less than 5 minutes to actually do the art for
Let me know when they are needed
I just committed the moved Loot Tables. I will need to polish the class later, it's very bare-bones
Also looking at the current Particle Code, a packet will need to be made in the future, so Particles are properly sent between the client and server
only if we need to actually spawn the particles on the server
some particles can be done just on client side
but if we need to time it to any mechanics yeah
vaults and spawners won't need packets for their particles
they can just be spawned client side
Fair enough, I'm not super knowledgeable on Particles.
Though I'm fairly certain the Potion Effects will need particles
I kinda had to lean particles for the tf2stuff reloaded fork
lean them?
yep
lean particles for the bleeze
world.destroyBlock spawns particles on serverside, you can look at that
yeah it uses game events which is just a type of packet
vanilla uses it for a bunch of stuff like sounds and particles
Packets are weirdly not hard, when I messed with them
yeah they aren't
I thought it was going to be L33T hacker shit, when it's just cutting up particle code into a format, and giving the key on reading it again.
we should maybe make a dedicated networking package for them tbh
you can send an empty packet to clientside from serverside and make clientside spawn particles
As always, feel free to just take mine.
you can but you'd ideally need to send at least position values in a packet
also that one meme about the thousand of if statements in undertale, check the game events code in RenderGlobal$playEvent
not a bad coding practice, performance wise, if you don't mix up stuff
yeah it's not it's just funny
you sometimes need to make something like that
they got a 47 option long switch statement
End expansion I’m pretty sure has a packet for particle stuff (copy & paste)
I added all the Potion Effect Icons, along with translations for the effects, and all the potions (Normal, Splash, Lingering, Arrows)
I'm going to try and see if I can finish the spawners tomorrow but I got a commission to finish and I gotta go to work so I might not be able to get them fully done
No worries!
I ain't gon lie that's a cool spawnpoint for the chambers
Can we see about changing the shaft a bit later?
of course 
Why cringe?
I was just thinking, it looks a bit bad when completely squared off, so maybe cutting the corners off to make the shaft cylindrical would be good.
Also adding loops around it with copper or something to break up the shape a bit more, like ribs
oh shit I didn't mean it that way, it was more meant to be like this 
ah yeah I can do that
Oh, I thought you didn't like my descriptions of the shaft, the one we should rib
ribbed for your pleasure 💯
I can help make some test builds for brainstorming such, though I'm not too great a builder.
it shouldn't be that hard of a change, or am I completely differenting your vision. I was gonna cut the corners off. then on the different parts add a copper line going through them
I sha'll do some magic real quick
as this is all it is to building the shaft I shall make some changes real quick
Like that?
I was thinking to also put coners on the copper rings, so it breaks up the shape a little more
Like a back and forth thing
holy shit it is ribbed
... We might need to adjust the top.
I swear to Cthulu I did not predict that.
how to find trial chamber: look for the stone penis with a pinwheel in the hole
coc and ball torture
new copper item ?
I think just... removing the bend to the top would fix it. Flatten it like your original version
I am so sorry for how that turned out, I was entirely not expecting that.
There we go, I think that looks better than before! And less Freudian.
Also I worry I am running low on random stuff to work on in the code, since we got the Bogged and stuff
My current plans are to polish the effect code I made, probably do more art assets for the few things left
I got the spawn rate for the Bogged in
I was about to say didn't they spawn in swamps 😂
I could've done the code for that in 5 minutes
I just copy and pasted from EE
kind of nice honestly having a mod that has a lot so you can just copy and paste from it lmao
The entire reason I delved into this mod to help code bits now is because I already made a version of Oozing, for a future Oceanic Expanse update.
its no betweenlands level of everything you can mod in mc but it has quite a lot for basic coverage
Having code you can freely steal is great. Saves time, no one can get mad since it's your own!
ahhhhh yeah I'm also experimenting stuff lol cough cough the animation system
although it's proven great so far, I can't say anything on multiplayer
tahah you can't see what the breeze is doing in a server
on that point it's always funny how you think of small things to add and make more indepth
I just create a build of the mod, load it up, and then launch a Server from my Dev Workspace and join that.
when I launch server it crashes on the dev workspace
a soft way to try it although i don't think it'll give good results is launching a profile off prism and mc using essentials
also do you think you can put in the breeze model, and texture in tonight so I can set everything up for animations?
Oh yeah of course
Did you setup a basic entity for that, or shall I?
I can do it, it'll just be bare bones, just want to get the animation system set up and write notes in it incase I can't get to before I go on my trip to the UK
Ah, lovely commit message, "Stuff and things"
I added the Breeze Model + Textures
If you want, you can focus on the fancy animation parts, I can do some of the basic mob parts, and maybe animate the Wind Layer
usually if it's small unnoticable things I always write the funny. otherwise I give a desc of it
Sweet, thank you!
I'll do what I can to atleast rig it for animations tonight and we can decide from there where we want to go\
Also, random aside, but it's funny you notice that.
Minecraft just really inspires me to create, and in my own Minecraft stuff I want to inspire others to be creative as well
I try to add small depth to things, because I want non-linear gameplay, where people can do multiple things with the same items
That is more or less why my pack is a nightmare to develop. It was designed to allow A LOT of player freedom
The scope creep is terrible
alright, I'm heading to sleep but I got the breeze in, animation system set up and left notes for anyone interested in learning the animation system incase I can't complete the animations in time
the commit should've been just sent now, and yes I got the egg color wrong
the cool thing I guess is that the animation system doesn't change up rendering whatsoever (unlike geckolib) so you'll be able to add the layer easily in
the main things the animation system impacts is the model (where it has what the animations do) and the entity (stating the animations and calling them at the right time)
wtf I wanted to do some testing of a trial chamber in 1.21 so I bought a map and there's been a chamber right under the area where I've been testing vanilla mechanics for weeks
I committed some work on the Breeze, the Wind Layer is rendered and the texture is animated, idle animations like the Rods Spinning and Head Bobbing are in, Sounds are implemented
damn fast work, I've been stuck on spawners for days
player detection and ominous states are in just gotta make them spawn mobs
oh and eject loot but that can just be copied from vault code
Dope, the spawners are very complex, so zero problems taking time on them
tbh they are more complex than vaults, I was originally just going to use vanilla spawner code but it doesn't quite work for our purposes
Also, I do have 2 issues I am wondering if either of you could take a crack at?
- The Breeze Wind layer doesn't seem to want to animate from any rotation angles. Not sure why.
I've tried adding empty groups to the main ModelBreeze, setting ModelWindBreeze to extend from that, then make the Wind model parts children of the main Breeze Model wind groups. No results.
- At certain angles, the Breeze renders wrong, with the main body becoming transparent. This has to be from
LayerBreezeWind, which is mostly vanilla code fromLayerCreeperCharge, with only the texture movement altered, disableLighting removed, and the blend function altered. I left them commented out.
I will continue trying to crack these issues, I just wanted to make them aware currently
I fixed issue 1 mostly, though now I'm again dealing with LayerBreezeWind being funky, as it is rendering the texture where it shouldn't
.... Me when I fix an issue the second I mention it.
happens to me all the time
you might have too make the layer changes it's parts from ModelRenderer to BasicModelPart
I'll have a look at things here in a bit
I fixed that issue by now actually, just committed it
Also, Breeze has all idle animations implimented.
Looks very nice ingame.
👍
damn what a commit
hahahaha It wouldn't let me update without uploading that change
lmao
rumor has it End Expansion is all one line of code
technically any mod can be one line of code if you try hard enough
and don't care about readability
I haven't had time to test but most of the spawner code should be in
This whole thing makes me want the other elements in other mods like this
Water and stone blaze like mobs with their own mechanics, structures etc.
I committed the Breeze AI code,along with the Wind Charge. Note that they both are nearly a minimum viable product, I have a lot more work todo on them
But now, you can kinda fight the Breeze?
It is very silly though, they shoot at you, then jump someone completely random.
It's kinda fun
Also @sudden fjord I was having some issues with trying to use the animations, both applying to specific model parts, and calling it in an AI.
I left comments at two trouble spots if you could give it a look
I'll have a look
after a bit of a look into it, so it'll work just fine if the boxes are defined in the ModelBreeze class, I just need to figure out how to get them to work in the breezewing or I could try creating a new animated instance in that class. For the animations not working I just removed some lines of code from the attack ai and kept this setShooting true
as in the onUpdate() { if(this.isShootAttack && animation == NO_ANIMATION) {this.setAnimation(ANIMATION_SHOOT);}
other than particles and ominous spawners dropping lingering potions the spawner functionality is in
When a particle registry and base is setup, I can do all the particle textures and implementation.
Also, as always, feel free to just take mine if desired
you dont register particles, you just spawn it with Minecraft.getMinecraft().effectManager
True, I meant more IParticleFactory and the packets
I don't use particle factory 
and I don't know why would you need it
How about "When the code make the fancy .pngs exist and function cool"
vaults don't need packets, spawners need a few
I need to figure out which particles need to bee spawned serverside
You could just make a generalized method
I did make a generalized method for particles that can be clientside only but yeah a generalized method would be fine, it's just about how we serialized the particle packets
they need at least x,y,z maybe momentum
maybe colour
then comes how we dertermine which kind of particle
do we go for a numerical id, or do we send resourcelocations to the image ?
some vanilla particles may be able to be handled via vanillas default packet implementation
In my own mod, I use Particle ID, and inherit the rendering from a base-particle class I wrote
After that, most particles can define their own texture, animation, along with movement
yeah that fair then, so just coords and an id
the only particles we might need that would need complete custom handling is vibration particles (if we get to them) but that's a bridge we can cross much later
For Vibration Particles, my issue is thinking about how they rotate, as they do not face the camera like other particles do
they'd need custom rendering
and packetwise you'd definitely need direction in the packet
The movement can take inspiration from how Enchantment Table particles work, as they have a similar 'move to a specific location'-type movement
whenever you detect a vibration you know the start and end point of where the particle needs to go so you'd just need to send those, or postion + velocity
it appears as though the potions are brewable in vanilla, is that worth adding?
I'm thinking potentially?
Ridiculously easy to add, lemme throw that in
honestly yeah just throw it in the recipes class
So, I added the potion recipes
I also added the Wind Charged effect, which is fully functional
Currently the Wind Charged Effect has all of it's values hard-set, as I need to alter Wind Charges to work off of variables
fair enough, good work though
Specifically, I want to make the range and power tweakable, as oddly enough, Vanilla just registers 2 entierly different Wind Charges used by the Breeze and everything else
that's a strange way of doing it
despite making a lot of stuff customisable via datapack mojang have been making a lot of stuff hardcoded recently
and weirdly programmed
Yeah, I want to just use open variables, so we can tweak it with ease when just summoning the Wind Charge
I’ve been trying to fix the breeze issue but I may have to change the animation system itself. It feels like something stupid simple to fix atm
Yo, I am adding the Wind Charge item, and I am so tempted to make it so punching a player thrown charge makes it go SUPER FAST like Ultrakill
spawners need a lot of polish tbh, I did them mostly ignoring vanilla code except for raw numbers for things like cooldowns, I keep finding weird quirks of these ones
I'm trying to make them slightly more accurate
honestly that would be really fun, might need to be configurable though
I agree with Smiley, I’d have it on all the time
I do have 1 issue, being how to make the Wind Charge alter the player's fall damage.
In vanilla, Wind Charges from the player or Dispensers have an odd behavior, where they stop the player from taking any fall damage, unless they fall below where the charge landed.
So, if you use a Wind Charge at Y=10, and go directly up 10 blocks, then land on the same level, you take zero damage. If you use it at Y=10, go up 10 blocks, and fall to Y = 5, you take the same damage as just falling 5 blocks.
I think this can be achieved by saving the data to the Player, although, I am unsure how to do this. Is this possible with the Capabilities system?
yeah you could probably use capabilities for that
I have never setup a capability before, is it very complicated?
you may need to use a mixin to get it working properly
you need to change Entity$fallDistance before it calculates the damage
it's not too hard to do capabilities
it's a little bit of setup though
Forge has the LivingFallEvent, which allows altering the distance and damage multiplier. Is there any reason to not use that?
I wasn't aware that was an event, I was just trying to check the method call that checks the damage
that should work
Aw god damn, I need to test Wind Charges on a vanilla multiplayer server
I am very confused on some parts of their behavior, as the Wiki neglects to mention them.
It states that Player and Dispenser Wind Charges have the fall damage reduction, so does that mean any player gets the reduction, even if thrown at them? I suppose that avoids them being broken in PvP.
yeah I think any entity that gets pushed by a wind charge gets the fall reduction
huh except I guess breeze wind charges don't have that effect
Nope, ingame testing shows mobs do not get the reduction, only players
I mean, does it really need to work exactly the same way as vanilla? It seems very in inconsistent
My current plan is for the Wind Charges to use an NBT boolean tag "playerFallReduction". Any players that are within the Knockback Range will then have a capability recording the Wind Charge's Y level.
A separate LivingFallEvent then simply subtracts the player's Y level from the recorded capability, and passes that as the new Fall Distance, then resets the capability.
that should work I think
Hm. I will have to learn Capabilties later then. I'll impliment that behavior later if I get around to it
capabilities have 4 parts, th actual classes that handle the data,
then there needs to be a capability instance you can check against which extends Capability<T>
the capability instance then needs to be registered via CapabilityManager.INSTANCE::register
then finally you need to attach capabilities with the AttachCapabilitiesEvent
it's a little lengthy but it's not too bad
here's a basic example I used in raids to store a blockpos for use later
the capability instance usually will look like this
@CapabilityInject(RaidOmenTracker.class)
public static Capability<RaidOmenTracker> RAID_OMEN_TRACKER = null;
@CapabilityInject tells forge where to assign your capability to at runtime
the forge docs for it as well
My brother keeps suggesting to add the ability to trap a Breeze in a jar
Some pretty funny uses could come out of that
That thing would be so mad when it gets out
Wait... throwable mobs in jars
Treasure only
Just bottle any mob in one of those jars and make it spawn it on landing near your enemy
what potion effects we're added? blood lust lmao
I just made the commit adding the spawners with there correct blocks to spawn in the structure. I just can't seem to get there data for the mobs loaded right in them (as they show empty when loaded into the world), @karmic portal WorldGenTrialSpawnerType in handledatamarkers is where I'm trying to generate the spawners data
if you're using modifyconfigs you shouldn't need to set a cached entity but you can I suppose, I should add a setEntities with a resourcelocation as a parameter
the nbt should be {id:"minecraft:skeleton"} for skeletons
getEntityData() doesn't get the right tag I don't think
serializeNBT() should
but it would also add other stuff
I added a new method to the Constants class to convert resourcelocations to entity tags, do you want me to add it to the datamarker handler, or commit it?
yeah if you could add it please that would be neato
just do the skeleton one as example and I'll handle the rest of them
I still need to commit my changes later, I've been working on Wind Charges
Fixed issues with colliding on non-solid blocks, added variables for altering power and range, added the item with proper burst power+range, and added Block Interaction
By Block Interaction, I mean how Wind Charges cause certain blocks to active when near the burst, such as Doors, Trapdoors, Levers, Buttons
commited the method and added an example
do our chambers have the traps that breezes set off?
yes they do, dispensers, water etc
thank you!
I was considering doing some more chambers after I'm done with the vanilla ones, that are more custom and new. and would have more "interesting" traps
Added the Wind Charge Tweaks and Item
They still do not have Models or Textures, as I've been busy programming
So I've implemented in all the spawns and theres one thing I've noticed so far
that the mobs won't spawn in decently lit areas. a lot of the spawner placements as is have decently dark but it can also reduce how fast the spawner operates trying to find a position to spawn mobs in
I think it's getCanSpawnHere for vanilla mobs atleast that check light levels
now I can do my best to make those areas darker, but thought I'd bring it up
... I just learned Vanilla Wind Charges don't require any line of sight to activate blocks nearby them, they work through walls.
I already implemented line of sight checks, should I keep it as a toggle, or remove it because it is easier?
I'd have it as a toggle
yeah we might have to rid of the getCanSpawnHere, strays don't spawn unless they see the sky 
yeah I'm trying to work out a better alternative for it
I used it because it was the easiest way to check that mobs didn't intersect walls
yeah it just seems to be the STray from what I've noticed, I'll make the commit with all that stuff in
I tried to read best on all the settings for the spawners in the chambers as the breeze is mostly different from the others
vanilla separates mobs into 4 categories
melee - zombie, husk, spider
small melee - silverfish, slime, baby zombie, cave spider
ranged - skeleton, stray, bogged
and breezes have a separate 4th category, I'm assuming to make sure they spawn where they can activate traps
To be more customizable, I make the interaction range for Wind Charges a new NBT value
I did not know about those variants of spawners. Seems I need to add husk, slime, baby zombie, and cave spider
it's why I used nbt to handle the spawns, we'd need it to specify baby zombies
I think I'm just going to add small melee to the regular melee list
now to find what there spawners look like lol
In the vanilla structure, small melee is the reason why some rooms have walls that are cut off at the bottom. It gives them custom routes in the room
So, grate wall cutting off half the room? Protects you from the normal skeletons, but the bottom is open for Baby Zombies to just run under, making it not safe
Trial chambers (inconsistently plural in-game) are underground structures that serve as a mid-game combat challenge. They consist mostly of copper blocks and tuff bricks, and are the only place where trial spawners and vaults naturally generate. Trial chambers are also the only place where breezes spawn, whose breeze rods can be used to craft wi...
Lol, that render even shows some of the bottom-open walls I mentioned
there's a list of them here
it seems to be one of the main uses of grates so you can still see through but not move
We put magnets for slimes
wait that's cooking
those spawners should be in now, and yeah I kind of did that system with melee, small melee, and range
basically theres those 4 variants and they are always a spawn, it just selects from the list of which spawner to use. and then theres random spawner section where it's based on chance if that spawner spawns. and it's list include a few entries from all of them except breeze to spawn additional spawners in the room. giving a bit variation and randomness to things
fixed the spawn placements to no longer use getCanSpawnHere, instead it checks if the entities hitbox collides with any blocks
and also if the spawner can see where the mob is being spawned (because that's how they work in vanilla)
I think I've gotten every variant of the chamber + it's own iterations and variants
should I do some housemade ones?
also statistically our trial chambers are better at having more chambers, on most cases ours have at least 4, I've seen mojang generate chambers with only 1 chamber 
the lowest I've seen on ours is 3 and thats pretty rare
the first custom chamber room
I test played the Trial Chambers and damn you do get quite a lot of stuff from it. I ended with 14 Trial Keys and got 24 diamonds. So the default spawn rate of these I feel should be pretty rare
dynamic trees compat?
They are loaded from structure files, so you can edit it yourself
Also, I added a model for the Wind Charge finally
Also, I've made this version of the Wind Charge item. I took it in a different direction since I don't like the original, how is it?
I'm kinda thinking about changing vaults
vanilla has the problem where you end up with way too many keys for vaults
and you have to find more chambers just to use your keys
maybe the vaults need to reset after use?
maybe on a cooldown
Max key amount in inventory?
I don't think that really solves the problem, also that's hard to work with, do we just reduce the stack size? force the player not to be able to pick up more keys and endure bug reports until the end of time, or constant complaints they can't pick them up?
have to check the players inventory when we want to try and drop keys? the keys aren't hardcoded so either we'd have to hardcode them and make them less useful for modpack creators or add a bunch of extra data stuff
I don't think it really fixes the problem in any way
All fair arguments
I'm just trying to figure out how you would do that without causing more issues
I was thinking about scanning the inventory and if keyAmount > threshold, don’t drop keys, but, yeah, kinda doesn’t work in multiplayer and scanning the inventory is probably not a good way to do it
I don't think that's been the issue for ours. I mean our vault rate will be configurable but It's spawn rate is close to 75% per room and theres usually about 4-5 in them.
and I thought that's whats cool about the trial chambers, that everything resets after one day, I must be tripping hard
Out of curiosity, is it even possible to reset it or would it be a regeneration? and would the coding be extremely complicated?
resetting is fine, both have the ability to be reset
spawners reset after 30 minutes or a game day and a half, vaults should probably reset at the same rate but I can't see anywhere that says they do
In vanilla, they don't reset for the specific player
the spawners in the mod already reset after 30 minutes or when turned ominous
Interesting, I didn't know that
I'm trying to think of a good balance around that
maybe it changes loot tables after a second go?
like no ominous potions or something
OH, you mean the Spawners, not the Vaults
currently the spawners tick down only while they're loaded but I might switch to using timestamps based on the world time, the only thing is that that would break if someone uses time set
Sorry, I am very tired, I thought resetting the Vaults was being discussed
we are kinda discussing both
oh Im meaning resetting the vaults
yup
as I honestly thought thats what the whole gimmick was with the trial chambers that everything resets after time
however, spawners should be fine to be reset, but if vaults don't in vanilla, we could add a option that allows them too but they use a lesser loot table that doesn't include the really good stuff from them
I feel like the loot table of vaults, and the fact you only get their loot once is already good.
The point of Trial Chambers is for it to be a dungeon that doesn't lose value to a server when completed. So you can do it once, then someone else can still get most of the same loot.
ah that makes more sense
yeah after I did that test last night, I did every single spawner and ended with 14 Trial keys, and I think there was only like 3-4 regular vaults left. I have no clue how to do the ominous ones
they they also messed up by filling the whole things with copper so they get stripped for their copper before anyone else gets to them which is really funny
... Who the hell strips the copper?
I would
???? It's a building block you can farm already
I think I'd take the Tuff first and foremost
builders can't get enough copper looting a trial chambers worth of copper is the easiest way to get copper
it's like real life, pillaging ancient monuments for their valuable metals
That's like stripping a normal Dungeon for the Mossy Cobble nowadays.
My brother in christ, Moss is the easiest thing to farm now
Fair enough, Copper Farms do suck
yes let me find a 3 chunk wide river <- statements made by the utterly deranged
zombie reinforcement copper farms are better but still difficult to set up
welp today I'm gonna be dabbling between a few projects. I won't be commiting as much, but I'd like to know if we want more custom trial chambers. I added one with two variations too it and it fits pretty well with the vanilla ones. If not, I'm gonna start getting the lay out for the Ancient Cities. Other stuff I'll be working on is that amazing skybox FakeDrayn did and testing some final things with End Expansion
also looking deeper into the animation system I made, need to fix that
the testing we did the other day seemed to find quite a few of the bugs with that
In testing, I got some basic vanilla particles setup for Wind Charges, and made the item customizable
...Also weirdly enough, my code for block interaction seems more consistent than vanilla in testing.
my access transformer just decided not to apply, we love access transformers not working for seemingly no reason
wait nevermind actually I'm just an idiot, it is working
I just saw the method still red and thought the at was the issue
Just pushed the Wind Charge tweaks, and the item texture. I may need to tweak the item texture later.
Also, the item is customizable, meaning it accepts some NBT tags.
Go ahead, try /give @p deeperdepths:wind_charge 1 0 {BurstPower:10}, it is funni
Once again, I am adding non-vanilla features, because they are fun
more customizability than vanilla is nothing but good
True, but this feels like another feature I've added because it's fun to play with, when I doubt any modpack maker will use it
Just like how you can set the Conch to play any sound using NBT tags in Oceanic Expanse, and set the cooldown. I doubt anyone has used that.
most of the features in my mods have never/almost never been used by pack creators
they're still nice to have though
almost none of the mods that used the hordes configured it, and if they did they didn't use any of the customisability that datapacks offered
that was true for ages until suddenly I saw deceasedcraft which made a really good use of it
kind of
lol, good to hear at least someone found such useful.
I'm still going to keep making things customizable, as I have fun making stuff like that.
I understand if you mean the Wind specifically, as the Wind is a bit hard to portray.
Also, look at the original if you want blobby 
If your pack is built around not allowing certain things to be crafted, it makes sense. Like in my pack, you cant craft mossy cobble. You have to find it the old fashioned way. As for Copper, its treated like Iron so a structure with hundreds of Copper blocks would definitely be worth stripping.
so, uh I can't get ominous trial spawners working fully because vanilla has done the worst coding I've ever seen
The worst coding youve ever seen... so far
instead of making an anonymous BehaviorProjectileDispense class they nested it in an anonymous IBehaviorDispenseItem class
BehaviorProjectileDispense already implements BehaviorProjectileDispense so all this does is mean I can't actually access the code
it also means that all mods that copies vanillas code will have the same problem
I genuinely don't know what to do here other than hardcoding
we can overwrite the vanilla behaviour but it wouldn't work for other mods
Wait, Dispense Behavior?
Why do the Ominous Trial Spawners require that?
Ominous Trial Spawners do not dispense nor directly apply Potion Effects, they spawn a seperate Entity that does that for them
If you want, I can setup and program the Ominous Item Spawner entity later
It's pretty basic as-is
the separate entity uses dispensebehaviour so it can handle arrows and wind charges as well
vanilla spawners use a loot table for determinign the spawns which also includes the arrows and wind charges
I found a way to do it without requiring an entity to handle it, but we could switch to an entity
tbh I probably should make it an entity
but then again I'm already handling all the code without an entity
this is vanillas
they use dispenser behaviour to spawn the projectile
or rather ProjectileItem, but ProjectileItem doesn't exist in 1.12 so the only thing we have is the dispenser registry
can potentially use a mixin to fix it but that's janky
migth actually try it
I think the fact it is an Entity dropping the potion is clearly shown to be an intentional mechanic, as it is not instant, and displays the items to be shown
It acts as a warning to the player, before applying the effect/projectile
yeah I'm currently switching it over to an entity, I was handling the timer with just the block entity, so it wasn't instant you still got the warning sounds
Are larger chunks absolutely necessary for these features (along with other underground biomes) or is there another workaround that won't require cubic chunks?
not necessary at the moment because we can just spawn them underground in the current world
if we get to ancient cities those are quite a bit bigger
I’ll make it fit 
we only have about 30 blocks height to work with if structures spawn under deep oceans, with regular oceans 40-50, with normal land we have up to about y 60
I’ve so far fit a Trial Chambers and a better Stronghold. As Squidly said how does all this fit in here
that stronghold was insane
Usually by just removing its spawns in oceans helps a lot
Yeah, your overhauled strongholds were mind-blowing
yeah that works a lot better
It’s still so tempting to add a new creature down there
Yup more cases than not you’ll barely see the surface layer of a chamber but that requires some insane RNG and to see
In a river
that should be more than good enough
I’ve edited the spawn for the chambers so that the lowest chamber will be just above bedrock
I've had cities visible from the surface in 1.19+ anyway
to be fair thats mostly the work of the cave generation
small pokage is probably fine
I still need to add copper doors, I just found a chamber and I'f seeing some spots that might like doors
The only thing I can’t control atm is if a chamber decides to generate close to an ocean and then you’ll see it poking out more often than not. I might try some things to see if I can prevent it
yeah that's understandable
Yeah they need doors at the cross, and the chamber entry ways
oh damn I accidentally made all the spawners ominous and it feels great to have the whole thing actually working with breezes and bogged
still need to figure out how to give ominous mobs armour
maybe just a true/false value in the spawner configs that we have to set true when setting the spawners
The mole thingy
I'm gonna leave it for myself tomorrow to try and remember, it's not happening, my brain is tired and thinking about dungeon grilled cheese
twilight forest has maze wafers so can we have like chamber fries or something
I'm feeling delirious I should go sleep
agreed, you've been putting A LOT of work into the trial chambers. and I think we're getting closer and closer to having it done. so please give yourself plenty of rest time
Yeah, absolutely take your time mate, we've been crunching the progress at a fantastic rate as is
it's almost 1am I have work in 8 hours so yeah I probably should for now but on the plus side other than maybe the warden and the worldgen you've already done if we get to it trial spawners are one of the most involved things in the mod
it feels like we're basically ready for playtesting after a few more things
Also, should compatibility with underground biomes from Quark be later supported after basic bug fixes? I'm uncertain what issues these structures from Quark may cause with Ancient City generation, especially under larger extreme hills.
I pushed the whole Mace, with all functions, assets, and enchantments
big
It is 100% functional, and nearly visually complete. I just have some more I want to tweak the item texture itself
I need to start tweaking the loot pools to add the new stuff in
So yeah, go ahead and do some crazy shit like Wind Burst Bouncing off of Iron Golems and 1 tapping them with Density
I also have assets for the Heavy Core, so we can add that thing to finish up the mace
I'll put these assets in later today
Also, I can do the coding for the Heavy Core, it is super basic anyway in vanilla
yeah it's basically just a block with a funky hitbox
You can just add the Mace directly to the loot tables RN, I'll update them to replace it with the Heavy Core when I add that.
sure, I'll do that now
Also, not to be nosey, but I worry about using Mixins for the Ominous Item Spawner entity. I think just using more basic item usage code would be a better idea, to avoid mod conflict and overcomplication.
Something like the shoot method many vanilla projectiles already have, just check instances.
so the only thing is to do that we'd have to completely hardcode projectiles
the only reason the mixins have to be there is trying to dispense an item expects there to be a dispenser there, and it checks 4 times to see which direction it's facing
the original code I wanted to use would have avoided that completely but uh vanilla is a mess code wise
otherwise we could hardcode it just to spawn arrows, fire charges, wind charges and potions, but that would leave less potential options for pack devs which might be alright?
tbh I could probably optimise the code a bit, but it only fires when an item is dispensed
Hm, looking into it, it was my mistake. I assumed there was a way to just check the item's projectile/spawn, but there is not.
yeah that's a feature in newer versions but not 1.12 unfortunately
there would be a way if the code didn't suck
why do they have good code for arrows, eggs, snowballs and bottles of enchanting but all the other projectiles are dumb
if they use the top method I can check instanceof on the dispenser behaviour to check if they are BehaviorProjectileDispense, then with an access transformer get all the projectile properties
the other option is we just override the other projectiles in the dispenser registry but that could have mod incompat issues too
Owie
damn fireballs apparently aren't even projectiles... because of course they aren't
I assume because players can't shoot them
Dispensers can though, so do Dispensers just call the entity itself???
yeah
Also, you make me glad I made Wind Charges extend EntityThrowable, so they definitly are an projectile form.
same for fireworks but fireworks aren't really projectiles until 1.14/1.15 anyway
I learned the hard way when making crossbows backport, mojang also didn't add the new dispenser functionality for fireworks until 1.15 despite 1.14 letting you shoot them from crossbows
To be fair, you can't direct them downwards in 1.12 anyway, so they could be hard-coded to just instantly explode?
... Also yo, how mean would it be to have Ominous Item Spawners spawn Fireworks near the player in an Ancient City
very but also very funny
wait we could add a thing that forces trial spawners to always be ominous
like an nbt boolean
make an item that fires warden beams
do wind charges have dispenser functionality?
in the mod
Not yet
I can add them pretty easily
sure, I'll leave that to you then
I was trying to think of what to do for copper waxing and potentially candles, honeycomb seems a bit out of scope so there are a few options I was thinking, either we use a vanilla item like slime, or add tallow, which is sometimes used to make candles, it could be craftable from porkchops/raw beef as it's usually made from animal fat, or added as a drop in a similar vein to quark
it would be nice to have a config option to define waxes for mod support but as we don't want to force depend on other backport mods and we kinda need an option in mod, because having waxed copper you can't actually get without mining it from chambers doesn't quite work
I'd say we will end up adding candles because of Ancient cities, however we can totally just use a slime ball for now, change it to tallow or our own materials later. It's all up to and how you're feeling about it
in the original notes I wrote down tallow but I think slime mostly works for the moment
if you're gonna use tallow, will it be configurable? since there are mods like rustic and bewitchment that also add it
I wanted to just add an item list in the config that by default would have modded waxes/tallow in it
but it could also be based off of oredict
which actually is maybe better
works too, but avoiding bloat is always nice
well, thanks for answering!
oredict is technically made for stuffs like this
Ah wait waxing copper ig?
Yeah theyre not made for that and i dont suggest using oredicts as tags
Based on how many items should be, use hash sets or a list in config imo
fair enough, it also needs to be usable as a crafting ingredient, but I guess non oredict ingredient lists can be used instead
Wow, this project isn't even a month old looking back, we are making killer progress
that's crazy
On the 5th it will be 1 month old
Apologies I haven't finished the Breeze yet, I don't want to mess with them a lot if Unseen is doing it at the same time, I don't want random commit comflicts
I still want to tweak their AI a lot, to make them logically retreat, with only the occasional "jump like a maniac"
Also, I want to be apolagetic about my coding being all over and messy... but I feel epic after making the Mace so fast
you can tweak the entity class, just using things as reference from there
my code is even more of a mess tbh
I will get to that soon then. Nice.
Sorry, I'm busy bouncing off of Iron golems with the Mace. It is really fun
I have 2 weird ideas for optional features for Deeper Depths, this is pure brainstorming
go for it
- Breach is a weird enchantment, because it exists solely to pass through Armor. This is odd, because Armor is such a rarely used stat in PvE, that it hardlines the enchant to only exist for PvP. Even then, Density is a straight damage addition, which makes it very hard to compete against.
So, weird idea, what if Breach multiplied all the damage by 1.0 + 0.05 x level... if the entity is at Full Health. This makes it a very neat PvP enchant, as it forces the other player to play riskier around you, as that multiplier can be RIDDICULOUS if hit. AND this makes it viable against Density in PvE, as it gets the job done faster, if the situation is right.
My issue is that it might be straying pretty far from the design of Breach, even if a neat idea. Along with that, the entire Mace is already designed around the crazy hit game.
- Wind Charges bursting near a Heavy Core block spawn a large burst at the block as well. This one might be neat, as it makes Heavy Cores a stationary amplifier for the Wind Charge, and it might be fun to design traps with it, as the Heavy Core burst can be set to allow fall damage for players. Or sick parkour. Or defense. Lots of weird tricks this can open.
Also keep in mind, either of these ideas would be incredibly easy for me to implement if they are desired.
huh they'd be cool, probably need to make it configurable
Yo why the HELL does onBlockActivated in BlockFenceGate use the Player value? IT ALREAYD HAS HIT POS- JUST USE THAT TO DETECT THE FLIP DIRECTION GOD
I just hard-coded the Fence Gate interaction for Wind Charges
Petition to change "hard-coded" to "mojanged"
Implemented the Heavy Core, and Breeze Projectile Reflection behavior
Oh wow you guys are cooking 
Is it dev access only or is there a page where I could check how things are going?
we should maybe have a tracker somewhere, but the github is open and you can look at that if you want
took a while but I finally got the copper doors in
I kept putting them off because I thought they'd be hard, they sort of were but not nearly as hard as I was expecting
Also, are the pots fully functional, like can I insert a loot table into them and all that
I don't think I did the loot tables yet give me a sec to check and if not add that in real quick
the pot loot table support should be in now
Either of you mind if I go through and change the IDs from PascalCase to snake_case?
Ours are a bit mixed RN, as vanilla 1.12 mixes camelCase and snake_case, which they later update to exclusively snake_case. I find snake_case much easier to read and write out, so I try sticking with it for IDs and translation keys
I do worry, would this cause us some issues for the structures?
...I should've bother about this way earlier honestly
I tend to use the capitalized ones for translation keys but snake case for item/block ids, at least for my stuff I'm fine for it all to be snake but you'd have to wait on unseen for the structures
I was also thinking about refactoring the package name
I kinda started the project with a package name I would usually use but now I feel bad that my names in it so I was looking to switch it to something else
Hm, in which case, I'll wait on Unseen on if I should go through with such.
Investigation shows that the IDs are all in snake_case already, No IDs need to be changed, so there actually shouldn't be any structure/ID issues whatsoever.
I've added the pots and doors to the chambers, however the pots seem to not drop items when broken. Even if I put in the items in it as well
alright I'll see if I can fix the pots tonight
no worries, I'll have a look if I can get spare time, just comitted a function to set the loot table in the pots and as well made the loot table for the pots. Now to focus on pushing End Expansion's release after I do a bit more testing
Also I tried to replicate the percentage of pots in parts of the chambers, so the hall ways will probably have 8-15 pots in them, while the chambers might have 1-2
I ain't gon lie, excellent work gents. a month of work and the Trial Chambers are so close to being finished and backported. So awesome to see the functionality of the vaults and trial spawners
I like a bunch of coders just get together and grind something out, no qualms, no personal agendas. We just get it done XD
this isn’t right they need to get into a 2 month drama about stolen credit and modloaders, someone needs to be homophobic, and smileycorp must make a website selling anti woke serums
gosh dang wokeys and their pronouns
I'd buy some
they're turning the frogs gay
Pronouns are bad. I don't use them... NOT I, I, UHHH
Joke is, 'I' is a pronoun
Screw pronouns, I will start the war on all Nouns
This bit is not funny anymore, I will move on
verbs are better
True!
Naw but honestly, it has been very nice to work with Unseen and Smiley, they both are pretty great people and great developers, I hope to work with them more after this project
I really really really wish I recorded our multiplayer go through of End Expansion
honestly we should have done
I will always remember "LETS GO GAMBLI AHHHHHHHHH"
Or "LET'S GOOOO-" Server Crash
from a third perspective it was peak comedy with the proximity vc
once we get Trial Chambers to the testing stage, we gotta update that server with it
the crashes were honestly hilarious almost every time
I give zero apologies for being very vocal, I am literally a Sims character in real life
lol, god yeah I want to test Trial Chambers on a Server. We can do a big raid on one with all of us, or test how many Iron Golems you can bounce on with the Burst 3 Mace
I don't know if you noticed, but i'm kind of a gamer, I swear I spent at least half of that test doing bucket clutches for no reason other than I have way too much practice with them
