#Trial Chambers and Ancient Cities

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karmic portal
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I don't know what else I can add here?

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base game has tridents, banner patterns, smithing templates and the new music disc

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I'd like to add mod support to have the oceanic expanse trident in there but that won't be in by default

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bottles of enchating are the only other thing I can think to put in there?

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ominous values have kinda the same problem but they also do have heavy cores in them

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might chuck a diamond block in there?

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mending book?

snow saddle
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Seems like a modpack maker issue tbh

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Are banner patterns exclusive to the trial chmber? If so, could they just be added?

karmic portal
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unfortunately not, there's a few craftable ones and one found in bastions, they also require the loom to be able to be used

sudden fjord
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we can think of some additions for loot in the future like new items and such

karmic portal
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true

sudden fjord
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as I think for now it's functionality and then we'll fill in the blanks where things could be improved

snow saddle
karmic portal
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I mean yeah mod support is ideal, crossbows, tridents, banner patterns are all things that exist in other backport mods

umbral talon
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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

karmic portal
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yeah

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I added fixed mending books to the pool which could make them worth it as well tbh

umbral talon
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I had considered maybe some unique type of armor, something to 'fill in' for Trims not existing in 1.12

karmic portal
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I realised that ominous vaults give mobs trimmed armour

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which is cool, but it's a bit out of scope

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so a custom set could be great tbh

umbral talon
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I was figuring a custom armor set, something pretty close to vanilla armor with the 'Flow' trim

karmic portal
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yeah

umbral talon
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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.

karmic portal
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in the chambers I believe it's iron armour with copper flow trim

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just from what I've seen but it might be a different trim

empty jungle
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if you're adding copper gear, maybe unoxidized copper armor with oxidized trim, or vice versa

karmic portal
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copper could go hard

snow saddle
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Yeah, even if the stats aren’t that good, cosmetic armor (the mod) exists

umbral talon
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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

sinful nacelle
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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

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Or at least i think it should be

karmic portal
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I've got a bunch of ideas for the cities but we are rediculously far away from any of that

snow saddle
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That could be an entirely sepearate mod

karmic portal
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true tbh

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I mean the original mod pitch was fairly large in scope, quite a bit got cut from that

red cairn
# umbral talon We discussed Copper Armor here before, and I do have ideas for art for it

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

karmic portal
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antique gear?

sudden fjord
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did someone mention boss weapons? trollface

karmic portal
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warden gun

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honestly if we get to cities the warden could use something

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I know you're not supposed to fight the warden but we're modded players

sudden fjord
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the new warden shall be dark souls ified

snow saddle
umbral talon
karmic portal
umbral talon
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"I killed a Warde-"

5 Shriekers are placed

karmic portal
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better get ready to sneak and immediately place wool if you want to kill it

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what if the warden is only like a small part of a bigger creature

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skulk does very much seem sentient

karmic portal
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yeah could be

umbral talon
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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.

red cairn
umbral talon
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I had been considering how I would try and integrate the cut Sculk Jaw

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Might be freaky as hell if the entire environment starts reshaping as if angry at you

karmic portal
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you anger the skulk a bit and it sends a warden

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you anger it too much and the whole thing gets pissed

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had anyone here seen the rising kingdom music video?

that's got insane massive skulk tentacles in it

umbral talon
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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

karmic portal
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pair those with the jaw and you got a terrify sarlacc monster in the skulk

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huh that could work

umbral talon
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Like the Chaos of Trial Chambers with Bad Omen

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Although, this is heavy Scope Creep currently. We got more fish to fry

karmic portal
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we honestly got way more to do before we're allowed to cook this hard

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we haven't even built the oven yet

umbral talon
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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?

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If there are any other art assets that need to get done currently, let me know

karmic portal
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tbh not sure the breeze isn't that technically difficult when it comes to animations

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but if the animation system we have can make it easier it still might be worth using

umbral talon
karmic portal
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I've been trying to get vaults working today and I think I almost got them

umbral talon
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Oh HELL YEAH, I will be hyped to see that

karmic portal
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huh maybe that is woth

red cairn
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Speaking of mobs, trial chambers and copper items... Do you guys have plans for the copper golem?

karmic portal
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no clue, it was down on my original notes but it might go in the cut pile

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maybe not though they do go well with chambers

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I need to put my notes somewhere

red cairn
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I see, thanks for answering!

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And, well, i don't think all features of this mod will be released at once lol, you guys have too many good ideas

karmic portal
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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

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I might try and tackle geodes after we get the chambers done tbh

sudden fjord
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I added your top as part of the entrance the Trial Chambers @umbral talon

karmic portal
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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

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unless we just used quartz instead?

sudden fjord
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I feel like the geodes aren't too hard of a add, as what do they make the telescope?

umbral talon
karmic portal
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lmao

umbral talon
karmic portal
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spyglass, calibrated skulk sensors and amethyst block resonance are the three main things

sudden fjord
umbral talon
karmic portal
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honestly yeah

sudden fjord
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we use click up in the itm server

umbral talon
sudden fjord
karmic portal
sudden fjord
karmic portal
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damn I suck at discord formatting

ashen jetty
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excellent job hoping for first release

karmic portal
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tasty copper fakes

snow saddle
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Coppey flakey

umbral talon
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There's that guy! The green guy! Uhhh... Swampert!

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Everyone knows Swampert, the newest Minecraft mob!

karmic portal
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so uh, is there a mega swampert? I recall that being a new mob as well

red cairn
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btw, a question about the ancient cities/sculk. How would they be implemented? something akin to quark's cave biomes?

umbral talon
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We got Trial Chambers to get done first

umbral talon
karmic portal
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that sure is mega swampert

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exactly as I remember it

sudden fjord
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Added 4 more chamber variants! Once I get the final room layouts I'll do variants of the previous ones for variety

karmic portal
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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

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I wrote a whole ass custom model loader and the models still aren't working for some reason

sudden fjord
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like the items to render within the vault?

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or just the whole ass model is broke?

karmic portal
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I just found out the issue is that the blockstate isn't syncing to the client somehow

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so the issue at the moment is the model just renders the default state

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it doesn't update when the state changes

umbral talon
karmic portal
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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

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maybe I should have just used normal blockstates but the item rendering would still not be working

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the te just isn't sending it's sync packets, I'm pretty sure I'm missing something

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took me until today to figure out that was what was happening

sudden fjord
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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

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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

karmic portal
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wait it crashed while trying to render the item hold up it might be working

karmic portal
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ok so I got the blockstates working

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it's now just loot tables and the item rendering

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rendering should be fine

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legit no clue what's up with the loot tables

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even vanilla loot tables don't want to produce items, I think I may be using the wrong method

karmic portal
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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

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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

umbral talon
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The Loot Table is called at multiple parts, is it not working in any of them?

karmic portal
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no it's not

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I've checked with a bunch of debugging the list comes back empty

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I need to test outside of the tile entity and see if the tile is just cursed, I'm not sure

umbral talon
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I will assume a hard-coded LootTable shows that the block does get the loot table properly, it just isn't getting a list

karmic portal
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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

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let me try and hardcode a table to check

karmic portal
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hardcoded loot table works strangely enough

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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

umbral talon
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Damn, I want to help, but I completely don't recall how to setup my Eclipse workspace to run the mod

karmic portal
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I'm a dumbass

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I think

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every time I check to see if it's been loaded or not I check if it's null

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how did I miss...

umbral talon
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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

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Sorry, I'll crosspost to #mod-dev-support , that belongs there

karmic portal
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I switched to intellij for a while because it's easier to setup, as far as I remember it's just running gradlew eclipse

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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

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but I can't remember if that was because I used an old gradle version

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so uh I accidentally made the vault item spin too fast and I really want to leave it in because it's funny

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it spins about 5 times as much as it's supposed to

umbral talon
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I really want to see it, lol

karmic portal
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I tried to record it but it spins too fast for my obs

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petition to have the fast spinning vaults on april fools

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oh wait I know why, taht's a bad mistake, they're accidentally spinning 180 degress every tick instead of 180 every 10

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so that's 10 times faster I guess

sudden fjord
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sounds like stuff is getting resolved, nice!

karmic portal
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yep definitely

sudden fjord
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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

karmic portal
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I think that's all of the vault functionality in, they just need sounds and particles now

sudden fjord
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Fuck yeah!

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tbh I think they are the hardest part in my opinion

karmic portal
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yeah I completely just put it off and did other things yesterday because I really couldn't find what I did wrong

sudden fjord
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also, I did find a bug regarding slabs

karmic portal
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spawners might be slightly harder, maybe

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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?

sudden fjord
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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

sudden fjord
karmic portal
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yeah

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the infernal mobs ass effects

sudden fjord
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How do you actually get them, via a bottle as I don't recall seeing a physical potion

karmic portal
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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

sudden fjord
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huh, interesting

karmic portal
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only thing is the spawners in vanilla aren't too smart, I've seen them try to buff strays with strength

sudden fjord
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tbh I only just learned two days ago that theres a harder version with the ominous spawners

karmic portal
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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

sudden fjord
karmic portal
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two of the new potion effects litterally just spawn more mobs

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there's a slime one and a silverfish one

sudden fjord
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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

karmic portal
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shouldn't be that hard to make a lingering witch tbh

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honestly yeah, I kinda like how vanilla does it but the ominous versions seem slightly more geared towards chaos than difficulty

sudden fjord
karmic portal
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vanillas version is interesting but could definitely be improved

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so have the spawners spawn buffing mobs as well as their configured mob?

sudden fjord
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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?

sudden fjord
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but a lingering does add more to randomness

karmic portal
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ominous bottles are gotten either from vaults or from pillager patrol captains (they're the replacement to the old bad omen effect)

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trial omen resets the cooldowns on all nearby spawners and turns them ominous while at least one nearby player has the effect

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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

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also the resets are per player

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I believe???

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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

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it is only 1 texture needed

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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

karmic portal
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I've been putting off the doors because doors scare me but they probably shouldn't be too hard to add tomorrow

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if I can tomorrow, I'm going to try and get the doors, sounds and recipes done

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then if I get that done relatively early I might take a look at the spawners

umbral talon
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Oddly, I cannot get Deeper Depths to run in Intellij

karmic portal
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can't get it to open, or build?

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because I ran into some mapping issues, so there is, I think one obfuscated method use in the vault tile entity

sudden fjord
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cause I had to screw around with some stuff to get things to work

karmic portal
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I need to fix my mappings

sudden fjord
umbral talon
sudden fjord
karmic portal
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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

umbral talon
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Interestingly enough, it is now giving errors related to the Ominous Bottle and TileVault

sudden fjord
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FutureMC, Mekanism, and Chisel

karmic portal
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honestly I don't know if we need those implementations in the build grade anymore

umbral talon
sudden fjord
umbral talon
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YEP, Unseen is correct, the errors here are due to mapping conflicts

karmic portal
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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

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yeah I just took out the dependencies we aren't using and it fixed the mappings

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I've pushed it so that should make it easier to tell what the methods are

sudden fjord
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honestly these are awesome to see in game

umbral talon
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I am currently learning that slime.setSize is privatized for some damn reason

umbral talon
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I added Oozing. Fully functional, slightly customizable.

Might need a little tweaking, and graphics made of course.

karmic portal
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oh nice!

karmic portal
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added all the current crrafting recipes except the pot because I still don't know if we want it

wind flint
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Plz add the pot 🥺

sinful nacelle
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If we could add custom pots of our own yeah but idk how feasible that would be

umbral talon
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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.

umbral talon
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Wait... looking at Smiley's Raids Backport, it looks like there is a way cleaner way to get Status Icons in, huh

karmic portal
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huh it's a similar method to the one I used for raids, but not quite the same, go for it

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I think either method works tbh

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yours might be cleaner?

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this was the method I used

umbral talon
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Yeah, looking between them, mine is a little more simple, though yours has infinite expandability due to files being seperate

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We might not need infinite potion icons though. Might.

karmic portal
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we only need about 7 at the moment

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so either method should be fine

umbral talon
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Wait 7? We only really need 6

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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?

karmic portal
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wind charged, oozing, infested, weaving, plus trial omen and bad omen, then darkness if we end up doing cities

umbral talon
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Ohhh yeahhh, Darkness

karmic portal
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only 6 for now but potentially 7 unless we do a bunch of expanding

umbral talon
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We should add the Sticky status effect

karmic portal
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sticky?

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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

umbral talon
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The only one left to add is Wind Charged, which requires Wind Charges to be added

karmic portal
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huh yeah they are the next big thing to add

karmic portal
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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

karmic portal
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if you still want to do them

umbral talon
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Also of course I can do more textures

umbral talon
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I think there's a mapping error between Deeper Depths and Raids Backport currently

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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

karmic portal
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I think raids backport might still have futuremc as a dependency

umbral talon
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Hm, maybe

karmic portal
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or at leas in it's build.gradle so it didn't get built with the right mappings

umbral talon
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I can post the specific error to you if you want

karmic portal
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yeah that migth be helpful for the moment

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I've temporarily disabled the integration for the moment because raids isn't near to a releasable state at the moment

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I'll try and fix it as soon as I can though

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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

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and it immediately breaks any dev environments you try to use it in

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oh wait that's not even a crash because of that

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that crash means mixins aren't being applied in dev

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I've disabled it anyway so you should be able to build

umbral talon
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I know in Eclipse I had to add extra run arguments for Mixins

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Haven't done that yet in Intellij

karmic portal
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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]

umbral talon
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Can you just send me your Run Configurations then?

karmic portal
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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

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unseen probably has run configs

umbral talon
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I cannot live without hotswapping

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Hell, the one thing I miss from Eclipse is how instant Hotswapping is

karmic portal
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it's all those years of being stuck working on specific mods for modpacks

umbral talon
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I am so sorry for you

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I hope we can get this project fixed up enough for easy workflow

karmic portal
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can't setup run configs when you depend on several unreleased mods that change every week and the main one is an mcreator mod

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honestly yeah we need to get working on that

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I need to be able to get back used to running in dev now that I barely work on dawncraft any more

umbral talon
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My MAN you gotta try Hotswapping, it makes coding 70% faster

karmic portal
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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

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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

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trying to add sounds, pray for me

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sounds.json is a pain

karmic portal
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added all the sounds I think we may need

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it's a commit and a half

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still need to do subtitles and actually you know make them play when they need to

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but they're in the assets now

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ahhh this commit

sinful nacelle
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Ngl thats a surprising amount of work

umbral talon
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Also I will try to add green in a day or so

karmic portal
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if you want to, feel free it's 193 sounds though

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it is a little bit of pain

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subtitles will prrobably be a few less though

umbral talon
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How the hell is it 193 sounds

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Something has to be wrong with that number

karmic portal
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some of the sounds may not be needed yet

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but I added all the ones for any trial chamber, geode or ancient cities stuff that I could find

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not all of them need subtitles

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block breaking, mining, placing and step sounds don't need subtitles but the rest do

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thats maybe half that need subtitles

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the list is quite extensive

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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

sinful nacelle
karmic portal
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yeah, who knows how much will get used but I wanted to be safe just in case

sinful nacelle
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The spyglass is a good addition. There arent really good mods with it

umbral talon
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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 🙂

umbral talon
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Which spider is preferred here? B is edited from a Minecraft Painting (The Stage Is Set) , while A is original

karmic portal
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honestly I prefer the spider from b, but if you wanna use your own feel free

sudden fjord
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easist way to find the trial chambers change my mind

karmic portal
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/gamemode spectator

sudden fjord
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this kind of looks dope, End Expansion + Trial Chambers update 🤔

karmic portal
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ruined trial chamber variant?

sinful nacelle
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Ngl thatd be kind of neat

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Cracked versions of blocks, randomly missing blocks etc.

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Oooh ooh just thought of something: flickering light blocks

karmic portal
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I've tried flickering light blocks depending on how you do they they can be very laggy

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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

sinful nacelle
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Could just be cosmetic

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Not actually changing light levels

karmic portal
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changing light levels just clientside for me was quite hard nut it could potentially be done I guess?

empty jungle
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a decent compromise could be fragile lamps that shatter on any sort of interact/entity collision

karmic portal
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yeah that's not bad tbh

sinful nacelle
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I was thinking an animated texture tbh

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But if clientside could be done thatd be better

karmic portal
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oh fair that's not hard to do at all

karmic portal
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added the block sounds

umbral talon
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You likely noticed, but all subtitles are in

karmic portal
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yeah, good work!

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it was quite a few translations

sudden fjord
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god damn

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I'm going to enjoy building the rest of the chambers thats for sure

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soothing metal sounds

karmic portal
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it doesn't feel right without the sounds

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I can't stop messing around with the vaults now

umbral talon
#

I almost have all the satus effect icons done

sudden fjord
#

and pots are at full functionality right?

karmic portal
#

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

umbral talon
#

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

karmic portal
#

also they don't have a crafting recipe

snow saddle
#

Raid omen or vault trial omen?

karmic portal
#

tbh we don't need raid omen for this mod but it's a great texture

#

you cooked

umbral talon
#

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

snow saddle
#

Wouldn't adding raid omen make this mod incompatible with Raids Backport?

umbral talon
snow saddle
#

Okay, I see

umbral talon
#

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

sudden fjord
#

Are the sounds registered yet in the latest build? I am not hearing any of the sounds

umbral talon
sudden fjord
#

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

sudden fjord
#

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

karmic portal
#

is that a spawner platform I see in the second image?

#

I've been trying to make those fully work

sudden fjord
#

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

karmic portal
#

yeah, it should be able to

karmic portal
#

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

sinful nacelle
#

Or just assume people added them?

#

Idk

snow saddle
#

We've got a couple of mods that do it already

karmic portal
#

I suppose so but that would mean adding direct support to use the particles added by other mods

#

which is definitely doable

snow saddle
#

Or package the textures and, worst case scenario, people get two soul flame particles in their pack

sinful nacelle
#

Literally UNPLAYABLE

snow saddle
#

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

karmic portal
#

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

snow saddle
#

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

sudden fjord
#

actually wait a sec

#

you can just make the flame particle a different color for the time being

karmic portal
#

huh yeah I can, the only thing is that it may not look great but I'll try it

umbral talon
#

I added Bogged

sudden fjord
#

and I just made a commit for vaults and ominous vaults to spawn in the chambers (as well another chamber variant)

red cairn
#

they may be bogged, but are they bugged too?

#

sorry for the pun

sudden fjord
umbral talon
#

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

sudden fjord
#

I might be able to do the breeze or get a start at least tonight

umbral talon
#

The Animations and Wind Charge are the only things I am unsure on with the Breeze

sudden fjord
#

yeah the model and all would be nice, cause I'll probably just convert it for the animation system

sudden fjord
umbral talon
#

I will note the Breeze will need to be split into 2 seperate models, since the Wind needs the texture animated

sudden fjord
#

testing out this system on two projects is bringing the heat, I hope all works lmao

umbral talon
#

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.

karmic portal
#

I'm deep in the spawner code

umbral talon
karmic portal
#

honestly loot tables could use their own class

#

I don't know how many we have though

#

quite a few I'd bet

umbral talon
#

Though if there's a better method, I would be happy to know

karmic portal
#

yeah feel free

umbral talon
#

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

karmic portal
#

because the particles are already orange, I don't know what colour to tint them to make the actually look good

umbral talon
#

WOW I am having a certified "Worked on my PC" moment, Loot Tables are being a bitch

umbral talon
karmic portal
#

tbh we are going to need a few

#

I did also want to do those skull particles for the omen effects

umbral talon
#

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

karmic portal
#

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

umbral talon
#

Fair enough, I'm not super knowledgeable on Particles.

Though I'm fairly certain the Potion Effects will need particles

karmic portal
#

I kinda had to lean particles for the tf2stuff reloaded fork

umbral talon
#

lean them?

karmic portal
#

yep

karmic portal
#

lean particles for the bleeze

grim barn
#

world.destroyBlock spawns particles on serverside, you can look at that

karmic portal
#

yeah it uses game events which is just a type of packet

#

vanilla uses it for a bunch of stuff like sounds and particles

umbral talon
#

Packets are weirdly not hard, when I messed with them

karmic portal
#

yeah they aren't

umbral talon
#

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.

karmic portal
#

we should maybe make a dedicated networking package for them tbh

grim barn
#

you can send an empty packet to clientside from serverside and make clientside spawn particles

umbral talon
#

As always, feel free to just take mine.

karmic portal
#

also that one meme about the thousand of if statements in undertale, check the game events code in RenderGlobal$playEvent

grim barn
#

not a bad coding practice, performance wise, if you don't mix up stuff

karmic portal
#

yeah it's not it's just funny

grim barn
#

you sometimes need to make something like that

karmic portal
#

they got a 47 option long switch statement

sudden fjord
#

End expansion I’m pretty sure has a packet for particle stuff (copy & paste)

umbral talon
#

I added all the Potion Effect Icons, along with translations for the effects, and all the potions (Normal, Splash, Lingering, Arrows)

karmic portal
#

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

sudden fjord
#

No worries!

sudden fjord
#

I ain't gon lie that's a cool spawnpoint for the chambers

umbral talon
sudden fjord
#

of course fff

umbral talon
#

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

sudden fjord
umbral talon
#

Oh, I thought you didn't like my descriptions of the shaft, the one we should rib

unborn gorge
#

ribbed for your pleasure 💯

umbral talon
#

I can help make some test builds for brainstorming such, though I'm not too great a builder.

sudden fjord
#

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?

umbral talon
#

Like a back and forth thing

sudden fjord
#

ah ok keep corners on copper parts

unborn gorge
#

holy shit it is ribbed

umbral talon
#

I swear to Cthulu I did not predict that.

unborn gorge
#

how to find trial chamber: look for the stone penis with a pinwheel in the hole

sudden fjord
#

coc and ball torture

empty jungle
#

new copper item ?

umbral talon
#

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.

sudden fjord
#

hahahaha it's all good no need to apologize

umbral talon
#

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

sudden fjord
#

I got the spawn rate for the Bogged in

umbral talon
#

Yo, badass

sudden fjord
#

I was about to say didn't they spawn in swamps 😂

umbral talon
#

I could've done the code for that in 5 minutes

sudden fjord
#

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

umbral talon
sudden fjord
umbral talon
#

Having code you can freely steal is great. Saves time, no one can get mad since it's your own!

sudden fjord
#

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

sudden fjord
umbral talon
sudden fjord
#

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

sudden fjord
umbral talon
#

Did you setup a basic entity for that, or shall I?

sudden fjord
#

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

umbral talon
#

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

sudden fjord
#

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\

umbral talon
#

I try to add small depth to things, because I want non-linear gameplay, where people can do multiple things with the same items

sinful nacelle
#

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

sudden fjord
#

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)

karmic portal
#

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

umbral talon
#

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

karmic portal
#

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

umbral talon
karmic portal
#

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

umbral talon
#

Also, I do have 2 issues I am wondering if either of you could take a crack at?

  1. 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.

  1. At certain angles, the Breeze renders wrong, with the main body becoming transparent. This has to be from LayerBreezeWind, which is mostly vanilla code from LayerCreeperCharge, 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

umbral talon
#

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.

karmic portal
#

happens to me all the time

sudden fjord
#

I'll have a look at things here in a bit

umbral talon
#

Also, Breeze has all idle animations implimented.

#

Looks very nice ingame.

grim barn
#

👍

umbral talon
#

A 1 line commit. Bro just wants the github streak, lol

#

I get it

karmic portal
#

damn what a commit

sudden fjord
karmic portal
#

lmao

sudden fjord
#

rumor has it End Expansion is all one line of code

karmic portal
#

technically any mod can be one line of code if you try hard enough

#

and don't care about readability

karmic portal
#

I haven't had time to test but most of the spawner code should be in

umbral talon
#

God dman Wind Charges are fun to play with

sinful nacelle
#

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.

umbral talon
#

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

sudden fjord
#

I'll have a look

sudden fjord
#

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);}

karmic portal
#

other than particles and ominous spawners dropping lingering potions the spawner functionality is in

umbral talon
#

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

grim barn
#

you dont register particles, you just spawn it with Minecraft.getMinecraft().effectManager

umbral talon
#

True, I meant more IParticleFactory and the packets

grim barn
#

I don't use particle factory trollface
and I don't know why would you need it

umbral talon
#

How about "When the code make the fancy .pngs exist and function cool"

karmic portal
#

vaults don't need packets, spawners need a few

#

I need to figure out which particles need to bee spawned serverside

umbral talon
karmic portal
#

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

umbral talon
#

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

karmic portal
#

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

umbral talon
#

For Vibration Particles, my issue is thinking about how they rotate, as they do not face the camera like other particles do

karmic portal
#

they'd need custom rendering

#

and packetwise you'd definitely need direction in the packet

umbral talon
#

The movement can take inspiration from how Enchantment Table particles work, as they have a similar 'move to a specific location'-type movement

karmic portal
#

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

karmic portal
#

it appears as though the potions are brewable in vanilla, is that worth adding?

#

I'm thinking potentially?

umbral talon
#

Ridiculously easy to add, lemme throw that in

karmic portal
#

honestly yeah just throw it in the recipes class

umbral talon
#

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

karmic portal
#

fair enough, good work though

umbral talon
#

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

karmic portal
#

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

umbral talon
#

Yeah, I want to just use open variables, so we can tweak it with ease when just summoning the Wind Charge

sudden fjord
#

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

umbral talon
#

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

karmic portal
#

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

karmic portal
sudden fjord
umbral talon
#

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?

karmic portal
#

yeah you could probably use capabilities for that

umbral talon
#

I have never setup a capability before, is it very complicated?

karmic portal
#

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

umbral talon
karmic portal
#

I wasn't aware that was an event, I was just trying to check the method call that checks the damage

#

that should work

umbral talon
#

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.

karmic portal
#

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

umbral talon
karmic portal
#

huh

#

weird

red cairn
#

I mean, does it really need to work exactly the same way as vanilla? It seems very in inconsistent

umbral talon
#

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.

karmic portal
#

that should work I think

umbral talon
#

Hm. I will have to learn Capabilties later then. I'll impliment that behavior later if I get around to it

karmic portal
#

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

umbral talon
#

My brother keeps suggesting to add the ability to trap a Breeze in a jar

empty jungle
#

Some pretty funny uses could come out of that

sinful nacelle
#

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

sudden fjord
#

what potion effects we're added? blood lust lmao

sudden fjord
#

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

karmic portal
#

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

karmic portal
sudden fjord
#

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

umbral talon
#

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

karmic portal
#

commited the method and added an example

#

do our chambers have the traps that breezes set off?

sudden fjord
sudden fjord
#

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

umbral talon
#

Added the Wind Charge Tweaks and Item

#

They still do not have Models or Textures, as I've been busy programming

sudden fjord
#

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

umbral talon
#

... 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?

sudden fjord
#

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 trolllaugh

karmic portal
#

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

sudden fjord
#

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

karmic portal
#

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

umbral talon
#

To be more customizable, I make the interaction range for Wind Charges a new NBT value

sudden fjord
karmic portal
#

it's why I used nbt to handle the spawns, we'd need it to specify baby zombies

sudden fjord
#

I think I'm just going to add small melee to the regular melee list

#

now to find what there spawners look like lol

umbral talon
#

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

karmic portal
#
Minecraft Wiki

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...

umbral talon
#

Lol, that render even shows some of the bottom-open walls I mentioned

karmic portal
#

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

umbral talon
#

Glass, but for metalheads

karmic portal
#

lmao

#

moss doesn't exist for slimes so we could use slime blocks or grass maybe?

umbral talon
#

We put magnets for slimes

karmic portal
#

wait that's cooking

sudden fjord
#

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

karmic portal
#

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)

sudden fjord
#

I think I've gotten every variant of the chamber + it's own iterations and variants

#

should I do some housemade ones?

sudden fjord
#

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 trolllaugh

#

the lowest I've seen on ours is 3 and thats pretty rare

sudden fjord
#

the first custom chamber room

sudden fjord
#

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

unborn gorge
umbral talon
#

Also, I added a model for the Wind Charge finally

umbral talon
#

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?

unborn gorge
#

good start, but it looks a bit too blobbly for me

#

not distinct enough shape

karmic portal
#

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

snow saddle
#

Max key amount in inventory?

karmic portal
#

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

snow saddle
#

All fair arguments

karmic portal
#

I'm just trying to figure out how you would do that without causing more issues

snow saddle
#

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

sudden fjord
#

and I thought that's whats cool about the trial chambers, that everything resets after one day, I must be tripping hard

wind flint
#

Out of curiosity, is it even possible to reset it or would it be a regeneration? and would the coding be extremely complicated?

karmic portal
#

resetting is fine, both have the ability to be reset

karmic portal
umbral talon
karmic portal
sudden fjord
#

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

umbral talon
#

OH, you mean the Spawners, not the Vaults

karmic portal
#

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

umbral talon
#

Sorry, I am very tired, I thought resetting the Vaults was being discussed

karmic portal
#

we are kinda discussing both

sudden fjord
#

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

umbral talon
#

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.

sudden fjord
#

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

karmic portal
#

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

umbral talon
#

... Who the hell strips the copper?

sudden fjord
#

I would

umbral talon
#

???? It's a building block you can farm already

sudden fjord
#

I think I'd take the Tuff first and foremost

karmic portal
#

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

umbral talon
#

That's like stripping a normal Dungeon for the Mossy Cobble nowadays.

My brother in christ, Moss is the easiest thing to farm now

karmic portal
#

copper farms are not fun to build though

#

also fairly complicated

umbral talon
#

Fair enough, Copper Farms do suck

karmic portal
#

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

sudden fjord
#

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

sudden fjord
karmic portal
#

the testing we did the other day seemed to find quite a few of the bugs with that

umbral talon
#

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.

karmic portal
#

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

umbral talon
#

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

karmic portal
#

more customizability than vanilla is nothing but good

umbral talon
#

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.

karmic portal
#

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

umbral talon
#

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.

umbral talon
sinful nacelle
karmic portal
#

so, uh I can't get ominous trial spawners working fully because vanilla has done the worst coding I've ever seen

sinful nacelle
#

The worst coding youve ever seen... so far

karmic portal
#

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

umbral talon
#

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

karmic portal
#

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

umbral talon
#

It acts as a warning to the player, before applying the effect/projectile

karmic portal
#

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

karmic portal
#

ok I finally got it working

#

pain

coral nebula
#

Are larger chunks absolutely necessary for these features (along with other underground biomes) or is there another workaround that won't require cubic chunks?

karmic portal
#

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

sudden fjord
karmic portal
#

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

sudden fjord
#

I’ve so far fit a Trial Chambers and a better Stronghold. As Squidly said how does all this fit in here

karmic portal
#

that stronghold was insane

sudden fjord
#

Usually by just removing its spawns in oceans helps a lot

red cairn
#

Yeah, your overhauled strongholds were mind-blowing

karmic portal
#

yeah that works a lot better

sudden fjord
#

It’s still so tempting to add a new creature down there

karmic portal
#

rivers don't tend to go much lower than 55

#

so anywhere under there is fair game

sudden fjord
#

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

karmic portal
#

that should be more than good enough

sudden fjord
#

I’ve edited the spawn for the chambers so that the lowest chamber will be just above bedrock

karmic portal
#

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

sudden fjord
#

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

karmic portal
#

yeah that's understandable

sudden fjord
karmic portal
#

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

umbral talon
#

I got that other thing in the works BTW

#

The cool thingy, it was easy to program

karmic portal
#

the other thingy?

#

my brain is not working

umbral talon
#

The mole thingy

karmic portal
#

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

sudden fjord
#

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

umbral talon
#

Yeah, absolutely take your time mate, we've been crunching the progress at a fantastic rate as is

karmic portal
#

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

coral nebula
#

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.

umbral talon
#

I just posted my mole thing to #wip-showcase

#

The joke is, it's the Mace

karmic portal
#

mole

#

that is really good work though

umbral talon
#

I pushed the whole Mace, with all functions, assets, and enchantments

karmic portal
#

big

umbral talon
#

It is 100% functional, and nearly visually complete. I just have some more I want to tweak the item texture itself

karmic portal
#

I need to start tweaking the loot pools to add the new stuff in

umbral talon
#

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

karmic portal
#

yeah it's basically just a block with a funky hitbox

umbral talon
#

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.

karmic portal
#

sure, I'll do that now

umbral talon
#

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.

karmic portal
#

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

umbral talon
#

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.

karmic portal
#

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

umbral talon
#

Owie

karmic portal
#

damn fireballs apparently aren't even projectiles... because of course they aren't

#

I assume because players can't shoot them

umbral talon
karmic portal
#

yeah

umbral talon
#

Also, you make me glad I made Wind Charges extend EntityThrowable, so they definitly are an projectile form.

karmic portal
#

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

umbral talon
#

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

karmic portal
#

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

umbral talon
#

I can add them pretty easily

karmic portal
#

sure, I'll leave that to you then

karmic portal
#

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

sudden fjord
karmic portal
#

in the original notes I wrote down tallow but I think slime mostly works for the moment

red cairn
#

if you're gonna use tallow, will it be configurable? since there are mods like rustic and bewitchment that also add it

karmic portal
#

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

red cairn
#

well, thanks for answering!

grim barn
#

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

karmic portal
#

fair enough, it also needs to be usable as a crafting ingredient, but I guess non oredict ingredient lists can be used instead

grim barn
#

Yeah

#

fine to just create an ingredient from that list

umbral talon
#

Wow, this project isn't even a month old looking back, we are making killer progress

karmic portal
#

that's crazy

umbral talon
#

On the 5th it will be 1 month old

karmic portal
#

and we're almost already done with the chambers?

#

damn

umbral talon
#

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

karmic portal
#

that's completely fine

#

I did a playtest a few days ago and they worked great

umbral talon
#

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

sudden fjord
#

you can tweak the entity class, just using things as reference from there

karmic portal
#

my code is even more of a mess tbh

umbral talon
#

I will get to that soon then. Nice.

#

Sorry, I'm busy bouncing off of Iron golems with the Mace. It is really fun

umbral talon
#

I have 2 weird ideas for optional features for Deeper Depths, this is pure brainstorming

karmic portal
#

go for it

umbral talon
#
  1. 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.

#
  1. 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.

karmic portal
#

huh they'd be cool, probably need to make it configurable

umbral talon
#

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

sinful nacelle
umbral talon
#

Implemented the Heavy Core, and Breeze Projectile Reflection behavior

sly granite
#

Oh wow you guys are cooking oooh
Is it dev access only or is there a page where I could check how things are going?

karmic portal
#

we should maybe have a tracker somewhere, but the github is open and you can look at that if you want

karmic portal
#

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

sudden fjord
#

Also, are the pots fully functional, like can I insert a loot table into them and all that

karmic portal
#

I don't think I did the loot tables yet give me a sec to check and if not add that in real quick

karmic portal
#

the pot loot table support should be in now

umbral talon
#

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

karmic portal
#

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

umbral talon
#

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.

sudden fjord
karmic portal
sudden fjord
#

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

twin scarab
#

I like a bunch of coders just get together and grind something out, no qualms, no personal agendas. We just get it done XD

unborn gorge
#

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

karmic portal
#

gosh dang wokeys and their pronouns

sly granite
#

I'd buy some

karmic portal
#

they're turning the frogs gay

umbral talon
#

Joke is, 'I' is a pronoun

sly granite
#

It was funny

#

I laughed

umbral talon
#

Screw pronouns, I will start the war on all Nouns

#

This bit is not funny anymore, I will move on

karmic portal
#

verbs are better

umbral talon
#

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

sudden fjord
#

I really really really wish I recorded our multiplayer go through of End Expansion

karmic portal
#

honestly we should have done

sudden fjord
#

I will always remember "LETS GO GAMBLI AHHHHHHHHH"

umbral talon
sudden fjord
#

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

karmic portal
#

the crashes were honestly hilarious almost every time

umbral talon
#

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

karmic portal
#

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