I'll pick this up when I'm not up to my eyebrows in other things.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Currently shelved until the Minecraft 1.9 Combat Update is released or, at the very least, more information is given.
I'm not modding things into the game if I have to immediately rework them because of combat changes. Or because the mod items already exist in vanilla e.g. shields.
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Currently shelved until the Minecraft 1.9 Combat Update is released or, at the very least, more information is given.
I'm not modding things into the game if I have to immediately rework them because of combat changes. Or because the mod items already exist in vanilla e.g. shields.
Nice to see shields being a possibility to minecraft.
Development's been halted for some time now. This has only extended the hiatus. With any luck, Dinnerbone will just add everything I want to vanilla and I won't HAVE to complete this mod
Shields are pretty much confirmed for vanilla Minecraft, barring Dinnerbone changing his mind or the image being an absolute red herring.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
On a scale of 1-Bale, how mad would you be if the shields DID turn out to be fake, as unlikely as it is?
I'm used to halted development, having worked with Aether II staff. How've you been?
-27
If shields don't happen (they're red herrings or Dinnerbone/Mojang decides to nix to the idea), I won't be butt-hurt at all. Just means one more thing still left to us modders. Or I guess to Mine & Blade or that other thing... uh... whatever Subaraki's mod is.
Assuming shields DO happen and take up right-click, I'll have to rework a lot of sword stuff I guess. As well as add some custom shields? I have a few vague ideas how that'll work.
As for how I've been? Well.. uh... tired, mostly? Most of my non-university/work time is getting sunk into webcomics and Patreon. Busy busy busy, never enough time.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Poked some miscellaneous code-stuffs even though technically on hiatus.
- re-added Infant Creepers / Creeper Nymphs from the last remake
- Added mob nesting, currently only Creepers can nest
- Added Anchor Charms, which will be an alkahestry infusion item. Use once to create a warp point, use again to warp to that point.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Even on hiatus, you can't resist the allure of tinkering I see o3o
Blame being in #minecraftforge on esper.net IRC 24-7. It was also a good exercise to keep my programming skills from getting too rusty!
Though I about rage-quit halfway through implementing the nesting mechanic.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
When a nesting-capable mob spawns, there is a difficulty-dependent chance it'll spawn with the ability to create nests. This mob gains a nesting AI Task wherein it occasionally (also difficulty-dependent) checks the area around itself and if the area can support a nest, it builds a nest there.
A nest is basically a dungeon spawner encased in a block type related in some fashion to the mob. E.g., Creepers surround their spawner in leaves, spiders surround theirs in webs. For all intents and purposes, it's a standard vanilla spawner but with a larger activation radius.
Nests can spawn nesting-capable mobs so it's entirely possible for nests to slowly expand themselves. Nests may or may not have the ability to slowly expand on their own.
When such a mob spawns a nest, they will not spawn another nest. They can only spawn nests once in their lives and yes it's persistent.
Currently, the only real condition for an area being able to support a nest is that the central spot for the spawner block itself is dark enough for mobs to spawn. However, I will be expanding the conditions to be variable for each capable mob (e.g. Creeper nests are only underground whereas Spider nests can be anywhere but made only at night?)
The general idea is that nests themselves should be mostly rare but present enough to add a dynamic element to the overworld. Unexplored terrain nearby can become infested (but it's not always the same for every player, even if they all use the same world seed). Places you've conquered but not fully secured can be "taken back" by mobs. Etc. Leaving a nest alone long enough could result in it establishing itself as a "colony" and have tougher alpha variants of the mob guarding it.
To complement nesting, there will also be ambiance mobs (e.g., nymph/infant creepers). Their jobs are to simply make the world seem more alive. Again, for example, nymph creepers spawning around adult creepers and following them around (when not fleeing from anything veritably not a creeper).
There may be other dynamic structures added to the game.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
- Creepers only nest underground. They only create nests on solid floors.
- Spiders can nest anywhere but only do so at night (and obviously only in a dark place). They can create nests on walls or ceilings or in mid-air.
- Zombies do not nest. They congregate. Zombies with the congregation AI Task basically do as their reinforcement ability does: spawn more zombies! So, don't be surprised if you suddenly find an inordinately large number of zombies at your door. Zombies do not congregate underground.
- Skeletons, endermen, witches, guardians, etc are not currently planned to have either ability. Just for a bit of fairness's sake.
*
- Nymph/Infant creepers only spawn around regular creepers (yay for forced nanny duty!). They're more likely to spawn if a nest is nearby.
- Spiders will vary in size. Just because.
*
- Colored slimes are now a thing. They will only spawn underground and do not grow as large as regular slimes.
- Naturally, bottled slime jelly is making a comeback.
- Bottled Slime Jelly probably serves no other purpose than giving colored slimes something other than slime balls to drop?
- You could probably drink the stuff but who knows what'll happen if you do.
- The general idea is to develop a somewhat more immersive world to give the player a reason to use all the fancy swords and magics and artifacts and whatnot.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
- The general idea is to develop a somewhat more immersive world to give the player a reason to use all the fancy swords and magics and artifacts and whatnot.
I guess waiting for 1.9 makes sense because it might make some major changes to mobs (weaponry is obvious), but by that logic you might as well put it off until 1.10 for whatever changes it might make that replace the mod.
Though I do like the sound of the changes/additions.
Wandering traveling Testificate? Because why not ¯\_(ツ)_/¯
I would like for him to wear a hat but I can't get the hat to render and I'm tired of poking at it for now.
Ideally, these guys pop up once in a while and sell you rare things. IDK.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Wandering Testificates will probably sell things that you'd normally have to explore to find or are generally difficult to craft/create.
For example, you might find one selling seraph wings or anchor charms (which you'd otherwise have to synthesize via alkahestry which typically requires ingredients gathered on incursions into the mirrored plain). You also might find one selling rare artifacts you'd normally only find in chests.
There may be different variants of Wandering Testificates that, similar to villagers, have different outfits and specialize in selling different items.
It's also likely these wanderers will use a different trading GUI with some slightly different mechanics.
I'm also debating giving the player a way of 'summoning' a wanderer. E.g., create a kind of signal post and then if the player isn't nearby for an amount of time, the signal post summons the wanderer to meander in from afar.
Makes them slightly more reliable than just hoping one spawns randomly nearby.
Rollback Post to RevisionRollBack
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Wandering Testificates will probably sell things that you'd normally have to explore to find or are generally difficult to craft/create.
For example, you might find one selling seraph wings or anchor charms (which you'd otherwise have to synthesize via alkahestry which typically requires ingredients gathered on incursions into the mirrored plain). You also might find one selling rare artifacts you'd normally only find in chests.
There may be different variants of Wandering Testificates that, similar to villagers, have different outfits and specialize in selling different items.
It's also likely these wanderers will use a different trading GUI with some slightly different mechanics.
I'm also debating giving the player a way of 'summoning' a wanderer. E.g., create a kind of signal post and then if the player isn't nearby for an amount of time, the signal post summons the wanderer to meander in from afar.
Makes them slightly more reliable than just hoping one spawns randomly nearby.
That sounds quite useful.
granted this IS a villager selling it, so the price might not be as great.
granted this IS a villager selling it, so the price might not be as great.
I had plans once to revamp villager trading. I'm probably going to go through with it this time around. It'll be part of 'upgrading' villages. I'd like for villagers to be a bit more fair with trading and a bit less stingy on emeralds-only.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Ah. My mistake. Should have looked up the post to be sure.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Currently shelved until the Minecraft 1.9 Combat Update is released or, at the very least, more information is given.
I'm not modding things into the game if I have to immediately rework them because of combat changes. Or because the mod items already exist in vanilla e.g. shields.
( http://www.reddit.com/r/Minecraft/comments/34too2/nathan_adams_on_twitter_the_following_picture_is/cqxxz2i )
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Nice to see you posting here again!
Sad to see development halted.
Nice to see shields being a possibility to minecraft.
Development's been halted for some time now. This has only extended the hiatus. With any luck, Dinnerbone will just add everything I want to vanilla and I won't HAVE to complete this mod
Shields are pretty much confirmed for vanilla Minecraft, barring Dinnerbone changing his mind or the image being an absolute red herring.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
On a scale of 1-Bale, how mad would you be if the shields DID turn out to be fake, as unlikely as it is?
I'm used to halted development, having worked with Aether II staff. How've you been?
-27
If shields don't happen (they're red herrings or Dinnerbone/Mojang decides to nix to the idea), I won't be butt-hurt at all. Just means one more thing still left to us modders. Or I guess to Mine & Blade or that other thing... uh... whatever Subaraki's mod is.
Assuming shields DO happen and take up right-click, I'll have to rework a lot of sword stuff I guess. As well as add some custom shields? I have a few vague ideas how that'll work.
As for how I've been? Well.. uh... tired, mostly? Most of my non-university/work time is getting sunk into webcomics and Patreon. Busy busy busy, never enough time.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Poked some miscellaneous code-stuffs even though technically on hiatus.
- re-added Infant Creepers / Creeper Nymphs from the last remake
- Added mob nesting, currently only Creepers can nest
- Added Anchor Charms, which will be an alkahestry infusion item. Use once to create a warp point, use again to warp to that point.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Even on hiatus, you can't resist the allure of tinkering I see o3o
Profile pic by Cheshirette c:
Blame being in #minecraftforge on esper.net IRC 24-7. It was also a good exercise to keep my programming skills from getting too rusty!
Though I about rage-quit halfway through implementing the nesting mechanic.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
How exactly does the nesting work?
Profile pic by Cheshirette c:
When a nesting-capable mob spawns, there is a difficulty-dependent chance it'll spawn with the ability to create nests. This mob gains a nesting AI Task wherein it occasionally (also difficulty-dependent) checks the area around itself and if the area can support a nest, it builds a nest there.
A nest is basically a dungeon spawner encased in a block type related in some fashion to the mob. E.g., Creepers surround their spawner in leaves, spiders surround theirs in webs. For all intents and purposes, it's a standard vanilla spawner but with a larger activation radius.
Nests can spawn nesting-capable mobs so it's entirely possible for nests to slowly expand themselves. Nests may or may not have the ability to slowly expand on their own.
When such a mob spawns a nest, they will not spawn another nest. They can only spawn nests once in their lives and yes it's persistent.
Currently, the only real condition for an area being able to support a nest is that the central spot for the spawner block itself is dark enough for mobs to spawn. However, I will be expanding the conditions to be variable for each capable mob (e.g. Creeper nests are only underground whereas Spider nests can be anywhere but made only at night?)
The general idea is that nests themselves should be mostly rare but present enough to add a dynamic element to the overworld. Unexplored terrain nearby can become infested (but it's not always the same for every player, even if they all use the same world seed). Places you've conquered but not fully secured can be "taken back" by mobs. Etc. Leaving a nest alone long enough could result in it establishing itself as a "colony" and have tougher alpha variants of the mob guarding it.
To complement nesting, there will also be ambiance mobs (e.g., nymph/infant creepers). Their jobs are to simply make the world seem more alive. Again, for example, nymph creepers spawning around adult creepers and following them around (when not fleeing from anything veritably not a creeper).
There may be other dynamic structures added to the game.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
More info-dump:
- Creepers only nest underground. They only create nests on solid floors.
- Spiders can nest anywhere but only do so at night (and obviously only in a dark place). They can create nests on walls or ceilings or in mid-air.
- Zombies do not nest. They congregate. Zombies with the congregation AI Task basically do as their reinforcement ability does: spawn more zombies! So, don't be surprised if you suddenly find an inordinately large number of zombies at your door. Zombies do not congregate underground.
- Skeletons, endermen, witches, guardians, etc are not currently planned to have either ability. Just for a bit of fairness's sake.
*
- Nymph/Infant creepers only spawn around regular creepers (yay for forced nanny duty!). They're more likely to spawn if a nest is nearby.
- Spiders will vary in size. Just because.
*
- Colored slimes are now a thing. They will only spawn underground and do not grow as large as regular slimes.
- Naturally, bottled slime jelly is making a comeback.
- Bottled Slime Jelly probably serves no other purpose than giving colored slimes something other than slime balls to drop?
- You could probably drink the stuff but who knows what'll happen if you do.
- The general idea is to develop a somewhat more immersive world to give the player a reason to use all the fancy swords and magics and artifacts and whatnot.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
I guess waiting for 1.9 makes sense because it might make some major changes to mobs (weaponry is obvious), but by that logic you might as well put it off until 1.10 for whatever changes it might make that replace the mod.
Though I do like the sound of the changes/additions.
Profile pic by Cheshirette c:
Wandering traveling Testificate? Because why not ¯\_(ツ)_/¯
I would like for him to wear a hat but I can't get the hat to render and I'm tired of poking at it for now.
Ideally, these guys pop up once in a while and sell you rare things. IDK.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
It looks nice. What kind of things does he sell?
Tools perhaps?
Wandering Testificates will probably sell things that you'd normally have to explore to find or are generally difficult to craft/create.
For example, you might find one selling seraph wings or anchor charms (which you'd otherwise have to synthesize via alkahestry which typically requires ingredients gathered on incursions into the mirrored plain). You also might find one selling rare artifacts you'd normally only find in chests.
There may be different variants of Wandering Testificates that, similar to villagers, have different outfits and specialize in selling different items.
It's also likely these wanderers will use a different trading GUI with some slightly different mechanics.
I'm also debating giving the player a way of 'summoning' a wanderer. E.g., create a kind of signal post and then if the player isn't nearby for an amount of time, the signal post summons the wanderer to meander in from afar.
Makes them slightly more reliable than just hoping one spawns randomly nearby.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
That sounds quite useful.
granted this IS a villager selling it, so the price might not be as great.
I had plans once to revamp villager trading. I'm probably going to go through with it this time around. It'll be part of 'upgrading' villages. I'd like for villagers to be a bit more fair with trading and a bit less stingy on emeralds-only.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)