#Primitive Mobs Absurdcraft Edition / "Futuristic Mobs"

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dreamy helm
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Initial release changelog:

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Blazing Juggernaut:

  • Its movement is comprised of several components at once, and now each of them is separately configurable in strength to make its charge attack difficulty completely customizable
  • Heavily nerfed default charge attack speed to address balance complaints about this mob
  • Now (configurable) it will always perform its charge attack if it has a target instead of becoming a slow sitting duck if the target isn't close enough, to compensate for this
  • Configurable melee reach

Camouflage Armor:

  • Very customizable logic, you can now choose whether it overrides mob sight range or divides it by specified amounts, as well as whether it fails if the target attacked or has been attacked by you

Chameleon:

  • Configurable HP
  • Configurable HP increase when tamed
  • Cannot be targetted by hostile mobs (may be useful with SRP or other hostile mobs that attack passive mobs)
  • Gives any configurable buff (default is invisibility) when near its owner

Festive Creeper:

  • Configurable explosion power for both normal and charged variant
  • Configurable retreat range
  • TNT ring special attack (disabled by default)
  • Configurable attack range
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Filch Lizard:

  • Configurable steal item list
  • Configurable spawn item list and chances

Flame Spewer:

  • Configurable projectile spread

Harpy:

  • Configurable damage (disabled by default) while holding you
  • Configurable condition for when they let go of you (How much time and/or damage and/or total hits needed)
  • Configurable base and flight speed

Rocket Creeper:

  • Configurable explosion power, charged explosion power, fuse timer and fuse distance
  • Nuke attack behavior
  • Nuke attack sounds
  • Nuke attack configs (a lot of them)
  • POSTPONED DUE TO TECHNICAL DIFFICULTIES Nuke attack visuals

Skeleton Warrior:

  • Config option for what effect if any their arrows apply (None by default as a nerf)
  • Config option for melee distance
  • Config option for strafe distance
  • Config option for fire rate
  • Config option for arrow speed
  • Config option for shot inaccuracy

Support Creeper:

  • Configurable buffs, length and potency
  • Configurable potency for charged

Trollager:

  • Configurable explosion power
  • Configurable block hitbox scale
  • Make sure explosion position is adjusted properly so it doesn't dig itself down
  • VERY BUGGY AND I KNOW NOTHING ABOUT OPENGL NEED HELP Block visual scale
  • Block shadow scale
  • Landing particle scale
  • Configurable if attacks while ridden
  • Configurable if it turns to stone
  • Configurable range for melee and smash attacks

Void Eye:

  • Configuration option for whether they can attack through walls (Disabled by default because it can be annoying and primitive mobs itself doesn't let you tweak it)
  • Configurable delay before Void Eye attack lands
finite flax
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LETS FUCKING GOOOO

dreamy helm
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Ok i don't wanna disappoint you so i should give a disclaimer immediately that the item and mob names are broken (probably because this mod uses such an outdated version of forge) and i still haven't figured out how to solve this

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So it's not quite modpack ready yet

finite flax
dreamy helm
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As well as some technical difficulties with changing the visuals on 2 of the mobs to match new logic and behavior (although the logic and behavior itself is working fine)

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I posted this repo here partially because i want help fixing these issues because they're related to things i'm either still completely clueless about and can't find good documentation on (like registering item and entity names) or didn't think were worth the time investment of doing by myself before releasing the fork

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Anyways, back to writing the changes

dreamy helm
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KNOWN ISSUES:

  • I can't get the Trollager's thrown block to visually scale with its hitbox config without it breaking, falling blocks may have a hardcoded visual size and i know nothing about OpenGL which further compounds the difficulties
  • Item and entity names are broken (they display what seems to be a translation key path instead of their actual names) and i already tried many solutions without any of them working, this is probably because the original mod uses an extremely outdated forge version, but even when i tried changing the item and entity name registration functions to what seems like more modern counterparts, it didn't fix the issue
  • Nuke attack visuals are not implemented yet due to technical difficulties with making the separate internal logic of the Rocket Creeper's special attack (as opposed to its normal explosion attack) also manipulate its visual state since it doesn't overlap, by design, with regular attack logic, as well as me wanting to replicate a cool looking particle effect from an abandoned closed source mod (i still struggle working with those)
  • The Flame Spewer and its projectile both have really hardcoded, finnicky and unintuitive internal logic so it's by far the mob i struggled the most with changing, i had to put most of my planned changes for it in the backburner
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NEAR FUTURE PLANS (EXCLUDING BUG FIXES):

  • Figure out how to modify the Flame Spewer more without it breaking
  • Void Eye debuff list config
  • Give Festive and Support creepers their own nuke attacks (disabled by default)
  • Figure out mixins to give vanilla creepers their own nuke attack (also disabled by default)
  • Improvements to another passive mob (If i get/am suggested a good next idea for that)
  • Suggestions welcome
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It's worth noting for context that a lot of the changes in this fork are disabled by default because they don't make sense in the context of a vanilla+ playthrough, and are meant for my extremely overpowered modpack balanced around Scape and Run Parasites and to help make the mobs extremely OP too in ways beyond bland stat increases

dreamy helm
# finite flax

So far i've focused on AI and left attribute configs mostly untouched because i already use rough mobs revamped for that

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But admittedly there's some important stats that attributes don't affect so i'll go over those and make them configurable in the near future too

finite flax
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yes pls

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rmr doesnt work for most mobs

dreamy helm
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If you give me a list of specific values on specific mobs that RMR can't control i'll target those

dreamy helm
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Every problematic/hated mob has been nerfed

  • Blazing Juggernaut
  • Skeleton Warrior
  • Void Eye
dreamy helm
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@finite flax I'd really appreciate if you can contact an experienced modder to help fix the first 2 listed issues (especially the broken registry names one)

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The last 2 i feel like i can manage on my own because those are more mob logic related which i currently struggle way less with than visuals and forge API stuff like registry names are, except maybe if the mob is really finnicky like the Flame Spewer

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Also i forgot to post a download jar gimme a minute

finite flax
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should rly put jars on gh releases instead

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for file director downloads

dreamy helm
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Yeah, i'm still new to git and github so i forgot that was a thing

wary oracle
golden lynx
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And also very excited for the fork this mod needs some of the changes that are the glaring issues of this mod but still the mobs of this mod are fun

golden lynx
dreamy helm
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If you think there's any issues with the original mod i haven't fixed then feel free to tell me

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Funnily enough i did fix a bug with the original mod that wasn't just visual but could actually crash the game unlike my bugs lol, at least that evens the score a bit

golden lynx
dreamy helm
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Ah, okay

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I'll look into that

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It's also worth noting in terms of suggestions that i'm not accepting suggestions of completely new content for the foreseeable future, only changes to existing content or some ideas for harder/upgraded variants of existing mobs that are already planned as is

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There's several reasons for this and it's not that i'm opposed to new content, but if a Terraria analogy means anything to you, my modpack's goal is to be more of a Fargo's Souls mod than Calamity in terms of what it does/adds to the game, there's already so much content to pull from in modded Minecraft that i generally prefer to improve content than make new content

golden lynx
dreamy helm
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I'll continue work on this even before i fix those 2 bugs (which i don't feel confident doing by myself anyways, i'll ask for help there)

golden lynx
golden lynx
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All the suggestions for make some of the mobs customizable to be better

  1. Configurable loot for Haunted Tool , Bewitchment Tome and Treasure Slime
    ->To configure all the loot they dropped for Haunted Tool and Tresure Slime in the config options for both adding and removing the loot tables
    ->And as of Bewitchment Tome the configuration can be what kind of book type they can drop i mean the modded books such as Spell Books and Ancient Tomes he will also have a chance to drop that so we can config the type of book also that he can drop

  2. Configurable breeding foods for the Dodo which you can gave it to breed them
    ->So we can add or remove the specific foods which can be given to dodos when breeding cause they demand different foods to breeding and it only limited to vanilla foods and seeds

  3. Brain Slime Buff to what potion effects can be multipe btw will the Brain Slime give when it laches onto your head
    For example: Brain Slime can gave you nausea when he laches onto you without an helmet
    ->Can have a exclusive option if the brain slime can still give you the configured effects even if you wore a helmet

4.Skeleton Warrior
For skeletion warrior can we determined the gear which he will spawn from
For example: We can have a chance to make him spawn with a different sword , bow or helemet configurable of what gear he will spwan from with the spwan chance

5.IDK if the Sheepman , Lost Miner and Travelling merchant have an option to change their trades loot tables tho but if not that would be cool too
But no idea if they do that

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  1. All the creepers from this mod
    Their chances to drop the mystery egg config option
dreamy helm
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1 has some things that seem unnecessary or will involve some complications relative to their importance, 2 seems easy enough so i'll definitely do it, 3 seems easy enough, 4 seems kinda unnecessary because i honestly don't like the random mob gear mechanic to begin with compared to just changing their stats directly if buffing them is desired, too volatile, i might do 5, for 6 i already use a mob that can easily edit mob drops but still easy enough that i'll definitely implement

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Those 3 mobs listed in item 1 are the ones i felt were least important and hardest to fix or improve when i first set out to make this fork

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Cause they kinda just feel like they exist just to drop their respective loot and don't have anything else going for them

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And actually reworking them to where say, different enchantments would give the bewitched tome different abilities and different haunted tools would have different attacks, would be a nightmare in terms of complexity for how relatively unimportant they are

golden lynx
dreamy helm
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Yeah don't get me wrong i can still give them some tweaks

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But they were always a low priority for me because i don't expect to be able to really change them drastically enough (or at least it wouldn't be worth going far beyond a few tweaks) to where i would want to put them in my modpack to begin with

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Altho in the case of haunted tools

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I distinctly remember that rebirth of the night had modded haunted tools like spartan weaponry

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So i don't think changing them specifically will be needed if i'm not missing anything

golden lynx
dreamy helm
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Now that i think about it the traveling merchant is just straight up redundant now that we have backported wandering trader

Like a Daniel vs Cooler Daniel situation

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It's borderline worth deleting from the mod

golden lynx
dreamy helm
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Oh, i forgot about that

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I'd still rather make that a feature in the wandering trader mod than have two mobs that serve the same purpose but one having worse visuals and simpler mechanics

dreamy helm
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Sheepman does at least serve the purpose of being nether specific

golden lynx
dreamy helm
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Yeah

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Altho it was buggy last time i tested

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At least when i spawned it in creative

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I don't mean my fork made it buggy

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I mean it was buggy in the original primitive mobs for me at least

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Might have been a mod incompatibility but i have no clue which lol

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Like even when i took him to the surface he still didn't give me anything

golden lynx
dreamy helm
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Maybe it doesn't spawn right if you use a spawn egg

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I'll look into that

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I do like the mob

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And think it still serves quite a good purpose unlike the traveling merchant, treasure slime, tool and book

golden lynx
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Ok i see the original mod page and the loot tables for haunted tool and treasure slime do support the modded items and weapons

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So i think i will change their loot tables that way

dreamy helm
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I identified that rotn uses crafttweaker for that

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The loot they drop determines what tools they can spawn as too btw

golden lynx
dreamy helm
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It's actually pretty cool to me that they made a dynamic system like that from a programming perspective, even if i don't think the mob itself contributes a lot gameplay wise

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I might use it as a reference for random mob variants if i ever implement those in the future

golden lynx
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Ok i did found the script to how to change the loottables so i will use that to change it for haunt tool and treasure slime

flat bluff
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I'm a huge fan of primitive mobs, so I just wanted to thank you for this πŸ˜„

dreamy helm
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Version 1.0.1 is out

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I wasn't keeping track of everything i did so i'll write the changelog as i remember

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I should make smaller commits so i can actually remember everything i did lol

dreamy helm
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--- Futuristic Mobs 1.0.1 changelog ---

Brain Slime

  • Configurable if it can attack through helmets or not

Dodo

  • Configurable breeding item list

Flame Spewer

  • Configurable attack cooldown
  • Configurable fire rate
  • Configurable total shots
  • Configurable invulnerability period
  • Changed misleadingly named configurable shot "acceleration" to configurable shot spread

Goblin

  • New modernized texture (Courtesy of @dawn oak)

Harpy

  • Configurable lifting speed

Rocket Creeper

  • Special attack explosion power now separately configurable from default explosion power

Skeleton Warrior

  • Configurable arrow damage

Traveling Merchant

  • Deleted from the mod (Might pull request paying emeralds for him to stay into Smileycorp's wandering trader)

Trollager

  • Explosive attack can be set to have a separate destructive and non-destructive radius to make it harder to dodge without being more destructive

Treasure Slime

  • Configurable spawn loot

General Changes

  • Fixed broken item and entity display names (It was literally just the en_us lang file being wrongly capitalized as "en_US")
  • Added some background functionalities to make custom projectile shot patterns and configurable mob behaviors easier to implement
  • Fixed a critical bug where mobs values and behaviors would break on world reload by using NBT alongside configs
  • With this new NBT system, there is also the added customization that configs will set the default values and functionalities for any given mob but NBT can be used to override them for individual mobs. I plan on using this to make harder variants of the mobs that drop more loot, kinda like champions but more tailored to each mob
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STILL NEED HELP

  • Someone who understands basic OpenGL to help me visually scale the Trollager's block throw attack alongside the hitbox scale
dreamy helm
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V1.0.2 plans

  • New attack for Festive Creeper
  • Festive Creeper already existing functionalities adapted to new system
  • New attack for Support Creeper
  • New attack for Flame Spewer
  • Chameleon scales brewable into a powerful potion

Can't guarantee but will try:

  • Try to implement visuals for creeper special attacks
  • Ask someone help fixing OpenGL visual scaling

Either v1.0.2 or v1.1 depending on how complicated it turns out to be implement with good performance

  • Grove Sprites can periodically apply bonemeal to nearby trees (and maybe plants in general but probably just trees by default)

V1.1.0 plans

  • Mob variants system

Any suggestions welcome

golden lynx
dreamy helm
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But you can have the latest .jar

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I was actually gonna post it yesterday but i forgot

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Even with the item and entity names fixed, the rocket creeper's special attack has no animation yet (figuring out how to visually rotate mobs according to the target has been kind of a pain) so it doesn't look presentable, and the trollager's block throw attack breaks in visuals if you make the block bigger

golden lynx
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I test the mod there is an issue with the tamed creatures from this mod being the three creepers and the baby spider the tamed version of it doesnt seems to have the tamed logic they are passive towards the player but they would despawn if changed the difficulty setting to peaceful

While on the other hand Void Eye doesnt despawn from switching into peaceful mode

golden lynx
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Treasure Slime isnt spawing from a spawn egg or a spawner
Same goes for Brain Slime

golden lynx
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Chamelon instantly dies when spawned from a spawn egg or a spawner
Also drops two camoflauge dyes in which the one dye is unpickable

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I think the spawning issues can be same applied as naturally spawning as well but not so sure about it

golden lynx
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Flame Spewer when killed his drops gets flunged out far than usual killed drops

dreamy helm
dreamy helm
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I'll look into the tamed mobs and the slimes now

dreamy helm
golden lynx
dreamy helm
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Are you using cleanroom

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Cleanroom fixes quite a few vanilla bugs from what i hear

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It could be a vanilla bug rather than a bug with primitive mobs or my changes to it

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I can't comment on modern Mojang code

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But i can confirm that 1.12 vanilla code

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It truly is Mojank

golden lynx
dreamy helm
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You know, i actually was having treasure slimes not spawn before on an earlier build of the mod

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idk when or why this issue was fixed

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Actually i do have a strong suspicion of when it was fixed

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But idk why your build is having the issue and not mine

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I'm like 99% sure the latest build i posted should be past the point where i fixed the treasure slime

golden lynx
dreamy helm
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Ohhhh

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That's a funny coincidence then

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Your mod accidentally replicates a behavior that was already a bug i was having with treasure slimes sometimes not spawning properly, before i applied a fix

golden lynx
dreamy helm
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It's because the original format the treasure slime's loot table was in the original mod was not configurable

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I had to completely rework how it was handled by the code to make it configurable

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Altho my initial implementation had some flaws

golden lynx
golden lynx
dreamy helm
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It's not just that it wasn't configurable, it's that the format it was in wasn't even possible to make configurable without developing my own custom config system separate from what forge provides which would obviously have been a massive pain and not worth it

dreamy helm
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Also yeah i can confirm the other bug tho

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That tamed creepers and spiders despawn in peaceful

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That's actually a bug with the original mod funnily enough cause i didn't touch anything related to that

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But yeah i'll see if i can fix it

golden lynx
golden lynx
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Okay the slime not spawing on spawneggs was disabled in superflate cause of a mod that disables all slime spawning from any means including spawneggs so that was not a bug

dreamy helm
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And there is no convenient way to change it

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But i did figure out a solution

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I'm not satisfied with how inefficient it is though since i had to make a copy of an entire vanilla class just to make that one small change, the only better way to do this is through mixins but that's its own huge can of worms so i'm leaving learning that for later

flat bluff
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Thanks for the effort Clay, making God's work truly

dreamy helm
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Thank you lol

flat bluff
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You are also the one cooking with the ice and fire absurdcraft too, you are a godsent

dreamy helm
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That fork has been abandoned for a while because i had so many other things to work on

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I'm split between continuing it or just sending over the changes to ice and fire rotn and cancelling it

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I didn't know nearly as much about mobs (programming wise) back then as i do now, which is why the changes in my I&F fork are way smaller than in this one

flat bluff
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I'm using it to improve my rlcraft experience

dreamy helm
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So if i go back to developing for my I&F i can make more ambitious changes to the mobs

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And probably will at some point since my pack does need really buffed mobs with how OP the player and the parasites are

flat bluff
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Regardless of what you choose to do, thanks! I mean it, these kinds of stuff help a lot.

dreamy helm
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It's sort of a self imposed challenge

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I definitely didn't need to go this far with the power level and complexity of the pack, but it may help it stand out more in the long run

flat bluff
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That's an indominable mindset, holy. That's what makes the good not good, but great instead. Keep it up and its gonna be epic.

dreamy helm
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Since vanilla+ and my pack are like lightyears apart

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In terms of what is reasonable to throw at the player

flat bluff
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Dude I play rlcraft on the regular, I completely understand what you mean XD

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I'm starting to play rotn right now

dreamy helm
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Now that i think about it, since every change i make is so configurable anyways

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I might have new abilities like the festive creeper's TNT ring attack enabled by default, but just very toned down

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It might help people playing on default config not feel "scammed" so to speak

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Or like i didn't change anything

flat bluff
flat bluff
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I'm trying to add a sanity system, weight system, food spoilage, stamina system, and just about every thing imaginable to make RLCraft even more merciless, so yeah.

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Literally the worst guy to give opinion on balance

golden lynx
golden lynx
dreamy helm
flat bluff
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I'm reaching that level of complexity

dreamy helm
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The power levels in packs vary astronomically

flat bluff
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Preach!!!

golden lynx
dreamy helm
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Yeah i always really liked it, which is part of why it surprised me how many bugs there really were lol

golden lynx
flat bluff
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I love the brain slimes and the rocket creepers, together with infernal mobs things become so much fun lmao

flat bluff
golden lynx
flat bluff
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Truee, now I gotta go and stop talking about rlcraft here, I kinda hijacked this chat sorry πŸ˜…

golden lynx
dreamy helm
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Sorry for halting the development like this, i was generally occupied and low on time and energy for these past two weeks, but now i'm ready to tackle this again

golden lynx
flat bluff
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No problem dude, take your time, and glad you are back πŸ˜„

clear pivot
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hey can ya add a unique variant for grove spirits for the pale garden mod?

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bc their textures dont work correctly when spawned in the pale garden from pale bloom

dawn oak
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this project needs a hero

dreamy helm
clear pivot
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Pog

dreamy helm
# dreamy helm

This attack was already in the fork, i just hadn't figured out how to add the visual effects for it yet

Huge thanks to @teal glacier for showing how to make mobs rotate visually

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Altho i have to say, the rotation is a bit inconsistent, and seems to kinda break if the target is far away, and have it tilt sideways, it only really has the top of its head point at the target as intended if the target is close. Do you have any clue why? @teal glacier

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While i was at it, i also went and finished fleshing out the festive creeper's arsenal going forward, it now has a total of 5 attacks, including this one which is its special attack. But i will be disabling most of them on the "base" mobs by default, the plan is to add harder, rarer variants that unlock the extra attacks. Which will basically serve as minibosses or bosses in their own right but drop very very good loot

(For this clip i buffed the attack from default config for demonstration purposes)

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All mobs with new abilities have received better loot to compensate for the increased difficulty

flat bluff
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Thats so cool man!

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Incredible work

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Festive creeper having 5 attacks is insane, keep cooking!

dreamy helm
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Thanks for the kind words

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It actually means a lot

golden lynx
dreamy helm
finite flax
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enemy AC-130 above ahh mob

dreamy helm
# finite flax LMAO

This clip was actually just meant to showcase the new visual effects this attack didn't have before which is why it cuts off so early

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Lemme make a separate clip of the attack itself real quick since you're unfamiliar with it

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Or well i can just post the ones i already made, altho these were before i added visuals for it

finite flax
flat bluff
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Besides the tilt being sideways like you said, instead of them properly falling tilted down towards you like a proper missle, i can see no problem.

dreamy helm
finite flax
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POV: You're a north korean and you posted a meme

flat bluff
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It doesnt start falling like an arc, like a clock, get what i mean?

dreamy helm
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Unfortunately, Minecraft's rendering system is an undocumented and overcomplicated mess, and i gave up on trying to work with it for the foreseeable future

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Making the attack itself took me way less time than the amount of time i wasted just trying to get the rotation to work, so i entrusted it to someone else who knows way more about OpenGL than i do

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I'll just have to wait for him to see if he can fix this issue

flat bluff
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Fair enough.

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Still awesome tho

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:D

dreamy helm
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Thanks πŸ‘

dreamy helm
teal glacier
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but you can try to swap the point that the object is rotated towards for the player's location relative to the mob (mob position - player position I think)

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also: did you call super.applyRotations in your applyRotations?

dreamy helm
golden lynx
flat bluff
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I'm starting to get why you named this absurdcraft. Thats a crazy attack

golden lynx
dreamy helm
flat bluff
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Sheesh, those things are powerful!

flat bluff
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To face this right at the start my be a bit too much, so i wanted to reduce the power a bit.

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On that note, an idea i just had, something like a compat with the game stages mod where the primitive mobs get more powerful as you go through the game stages might be a good way to balance that.

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Happy New year! I almost forgot

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πŸŽ†

dreamy helm
dreamy helm
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I'm still a noob and i've pretty much only been seriously and high-effortly modding for probably around a month's worth of time, i'm not that knowledgeable about Java and still don't know/understand most of Minecraft's systems, i'm learning them one by one and each of these major mob changes i've slowly pushed myself to expand my knowledge a little bit

flat bluff
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Its ok, just being able to change the values is nore than enough! I just threw that idea to see if it could land :D

dreamy helm
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Happy new year

dreamy helm
# flat bluff On that note, an idea i just had, something like a compat with the game stages m...

Though the goal of this fork isn't actually to make the game harder, or at least if it does, not by much, i can't guarantee the default config values are balanced but i try to make them not overtuned, and when i buff a mob i give it better loot too, but again given how much i've had to concentrate on just creating this stuff to begin with, it has not given me the time to do an actual playthrough and playtest if they really are balanced

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My long term goal is slowly going through and reworking most or all of the movement mechanics, combat mechanics, enemy and boss roster i plan on using for my modpack, as i feel Minecraft combat has a ton of potential but is generally underwhelming

flat bluff
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Don't worry about it, worse case i just need to reduce te values right? No problem. The videos that made me worry a bit but they were 5x so thats explained. πŸ‘

dreamy helm
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Configuring the values to be extremely high generally makes it easier for me to tell if it's working as intended

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Here it was raised from a default of every mob in a 2.5 chunk radius getting speed 1, strength 1 to all mobs in an 8.5 chunk radius getting speed 5 and strength 5

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I also chose not to interrupt the attack which you can do in an actual combat situation

flat bluff
hot palm
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how do I find out about this AFTER making a review on the original mod ⚰️

Btw does this mod have/will this mod also have its own library allowing for customizable mob spawning and extra entries ? I used it quite a lot in my pack and can't really not-use it for now due to how configurable it really was

dreamy helm
hot palm
dreamy helm
golden lynx
dreamy helm
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But i'm currently reworking a boss from a different mod and it's forcing me to think hard and learn a lot of new programming and even math to be able to implement my ideas, which is currently the main thing taking up my modding time

golden lynx
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I am also waiting but would be worth it cause my fav mod getting the fork here so excited for that

golden lynx
dreamy helm
hot palm
golden lynx
dreamy helm
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I'd rather keep the specifics a surprise tho

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Especially since i'm excited to actually show it, but delaying it until it's more finished and polished is a test of dilligence lol

hot palm
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(but maybe you already know that)

golden lynx
hot palm
dreamy helm
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Nah honestly

golden lynx
dreamy helm
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Both those mobs feel too redundant now that piglins and wandering traders exist (and are backported)

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And this is a bit more biased of a take, but i don't really like trading as a mechanic in the first place compared to minecolonies, tektopia or millenaire villagers that actually go out in the world and can perform useful tasks manually

hot palm
golden lynx
hot palm
dreamy helm
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Which ontop of manual, active villagers being more immersive and interactive compared to ones that just trade, why i don't see a place for it in my modpack

hot palm
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Unrelated but in my pack I currently use trading as a sort of tutorial as well, when there's a dude called brewer which sells or buys certain items it may hint to a brewing usecase that one might not be aware of; but yeah pigtificates are enough its just that I like having access to multiple species

dreamy helm
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I think you might be able to find a different modder who is willing to tweak these two (sheepmen and traveling merchants)

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I'm not trying to totally shoot down the idea

hot palm
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maybe; for now I'll think about using mapgadget

dreamy helm
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But i'm just explaining why it doesn't fit my vision and why i'm not spending my time on this in particular (because i already have a lot of hard things to tackle)

dreamy helm
flat bluff
dreamy helm
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I think with only 1 exception i've only discussed what i'm currently working on in people's DMs

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Mostly because i don't wanna make any promises because it's hard to estimate how hard or time consuming something will be ahead of time

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Though i may have to start discussing it again here soon because the scope of my projects has grown enough i should definitely look for at least one partner, assuming i can find one

flat bluff
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I'll be honest here, I've not launched discord for the last 2 weeks and just today Im catching up to everything I missed. I'm in like 7 mc 1.12 mod servers, and I definitely saw your name here and there, but since i'm completely beat after reading so many msgs that got accumulated, I might be hallucinating, it might have been you just talking in a chat about someone else's X update.

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My eyes are foggy from reading so many msgs, later I'll check exactly where I've seen you for this (kinda?) misunderstanding.

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The mc servers I've been reading

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Still, godspeed! Can't wait to see what you cook.

golden lynx
flat bluff
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Ohh, lol went over my head completely πŸ˜…

chilly minnow
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I'm really interested in this! is there a Jar for it? I'm not seeing it on the Github

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ah oop. I see a jar in here lol. is 1.1.3 the most recent one?

golden lynx
golden lynx
chilly minnow
golden lynx
dreamy helm
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Sorry to keep you waiting, i've been really occupied with IRL responsibilities and with other modding projects, along with tons of background work to be able to
A - Get certain planned mechanics working
B - Improve and expand on old code from when i didn't really know what i was doing for the most part. This was my first project, so i guess it's to be expected

I'll be implementing visuals for the Rocket and Festive Creepers now like i intended to a while ago but didn't know what to use, then get to improving other mobs asides from the creepers

dawn oak
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TOUHOU HIJACK πŸ€‘

dreamy helm
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It was surprisingly annoying to get a mob to properly make fireworks, but here it is

wheat blaze
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how do i get the mod file lol

late scroll
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will this still use multimob?