A lot of times when people are creating dungeons, they want to contain the player until a boss has been defeated, or a puzzle is solved, or a groups of monsters is killed...ECT
Usually the only way to keep a player in an area is with a door. Problem is, doors are small and don't always fit the theme
A lot of games out there have a sort of generic force field that comes up when they want to contain a player. so that is kind of what I am aiming for with this addition.
The force field gen block can be hidden underground by 1 block. The force field it generates actually originates 2 blocks above the generator, and then fills all available air. on a horizontal plane
Let me know if you have any questions or suggestions.
So I don't really know how to show the major part of what I am doing here, so I am going to explain it as best I can, because as far as I know.....no one has done this before.
The whole Idea of the Sand Worm boss is to get eaten and transported into a dungeon.
As seen in older videos, the dungeon gen works great. It is dynamic and random and creates a viable dungeon 99% of the time (yes it can still accidentally generate an unbeatable dungeon, but I am working on that)
So here is how it works
In minecraft ever single monster has a unique id called a UUID. Even if you turn off the game and restart it, when the game comes back up that monster will still have the same UUID.
When a Sand Worm is spawned it generates a brand new dungeon "blueprint". This blueprint is saved in a global list, with an ID that is the same as the worm that created it. So the Worms ID and the dungeon ID are the same.
When the dungeon is being built, there is a "Return Portal Block" that is placed at the end of the dungeon. This block is given the dungeon ID.
Once the dungeon has been defeated a redstone signal is given to the return portal block to make it active. This marks the dungeon as completed and then removes the dungeon ID from the global dungeon list.
The worm that spawned the dungeon sees that there is no longer a dungeon in the global dungeon list with a matching ID and thus concludes the dungeon was completed. The Worm then dies.
What does this look like to a player?
A player gets eaten by a giant sand worm, battles through its guts and finally defeats the worm from the inside. The player then teleports back outside the worm to see it writhe around in its final moments.
Wooo baby! It's gona be great!
So far I have the worm model and teleporting to and from methods all complete. The worm is linked to its corresponding dungeon and thus dies once the dungeon is complete. I have all the new blocks for the inside of the worm done.
Now I have to create a death animation, and a few boss monsters.
Then I have to create some room schematics to populate the dungeon with. Currently I just have 5x5 room templates to represent how the rooms will fit together as a proof of concept
A lot of times when people are creating dungeons, they want to contain the player until a boss has been defeated, or a puzzle is solved, or a groups of monsters is killed...ECT
Usually the only way to keep a player in an area is with a door. Problem is, doors are small and don't always fit the theme
A lot of games out there have a sort of generic force field that comes up when they want to contain a player. so that is kind of what I am aiming for with this addition.
The force field gen block can be hidden underground by 1 block. The force field it generates actually originates 2 blocks above the generator, and then fills all available air. on a horizontal plane
Let me know if you have any questions or suggestions.
OK Got a lot done in this update...where to start. how bout some new mini-bosses and monsters
The Brain attacks with bursts of energy every few seconds
At the same time it creates "Sparks"
if there is a Spark near the Brain it will shield the Brain from all incomming damage until the Spark is killed.
The heart is very straightforward. When you damage it, it will become invulnerable for a few moments while it franticly pumps blood to stay alive.
Sparks come in 4 colors
Green - Heals all nearby monsters
Blue - Knocks the player away
Purple - Inflicts Darkness
Orange - Inflicts high damage to the player
And finally, what all this lead up to. The dungeon gen logic, the mini bosses, the monsters, the special blocks and doors, schematics and all the rest.
The Worm dungeon finally has a working beta that you all can try out!
Known bugs: Sometimes a large chunk of a room just wont build, there is seemingly no cause for this at the moment. Actively working on that bug as it can make a dungeon unbeatable. Also ~1/20 dungeons generated could end in a dead end. This is preventable, I just need to work on the dungeon layout generator a bit more. BUT FOR NOW.....it works, most of the time.
Side note: Pre-Packaged schematics are now included in the jar. please remove all schematic files from the ".minecraft\Schematics\Worm" folder...Unless you are using your own custom schematics, more on that later
Reminder Side Note: If you are making a mods spotlight, pelase link back to this thread in your description so people can give proper feedback. And be sure to mention that it is a WIP/Beta
OK Got a lot done in this update...where to start. how bout some new mini-bosses and monsters
The Brain attacks with bursts of energy every few seconds
At the same time it creates "Sparks"
if there is a Spark near the Brain it will shield the Brain from all incomming damage until the Spark is killed.
The heart is very straightforward. When you damage it, it will become invulnerable for a few moments while it franticly pumps blood to stay alive.
Sparks come in 4 colors
Green - Heals all nearby monsters
Blue - Knocks the player away
Purple - Inflicts Darkness
Orange - Inflicts high damage to the player
And finally, what all this lead up to. The dungeon gen logic, the mini bosses, the monsters, the special blocks and doors, schematics and all the rest.
The Worm dungeon finally has a working beta that you all can try out!
Known bugs: Sometimes a large chunk of a room just wont build, there is seemingly no cause for this at the moment. Actively working on that bug as it can make a dungeon unbeatable. Also ~1/20 dungeons generated could end in a dead end. This is preventable, I just need to work on the dungeon layout generator a bit more. BUT FOR NOW.....it works, most of the time.
Side note: Pre-Packaged schematics are now included in the jar. please remove all schematic files from the ".minecraft\Schematics\Worm" folder...Unless you are using your own custom schematics, more on that later
Reminder Side Note: If you are making a mods spotlight, pelase link back to this thread in your description so people can give proper feedback. And be sure to mention that it is a WIP/Beta
Awesome job done ,man ! Do you have plans for others dungeon monsters ? Maybe acid slimes ? bloody caterpillard?
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
OK Got a lot done in this update...where to start. how bout some new mini-bosses and monsters
The Brain attacks with bursts of energy every few seconds
At the same time it creates "Sparks"
if there is a Spark near the Brain it will shield the Brain from all incomming damage until the Spark is killed.
The heart is very straightforward. When you damage it, it will become invulnerable for a few moments while it franticly pumps blood to stay alive.
Sparks come in 4 colors
Green - Heals all nearby monsters
Blue - Knocks the player away
Purple - Inflicts Darkness
Orange - Inflicts high damage to the player
And finally, what all this lead up to. The dungeon gen logic, the mini bosses, the monsters, the special blocks and doors, schematics and all the rest.
The Worm dungeon finally has a working beta that you all can try out!
Known bugs: Sometimes a large chunk of a room just wont build, there is seemingly no cause for this at the moment. Actively working on that bug as it can make a dungeon unbeatable. Also ~1/20 dungeons generated could end in a dead end. This is preventable, I just need to work on the dungeon layout generator a bit more. BUT FOR NOW.....it works, most of the time.
Side note: Pre-Packaged schematics are now included in the jar. please remove all schematic files from the ".minecraft\Schematics\Worm" folder...Unless you are using your own custom schematics, more on that later
Reminder Side Note: If you are making a mods spotlight, pelase link back to this thread in your description so people can give proper feedback. And be sure to mention that it is a WIP/Beta
This is EPIC!
And be sure to mention that it is a WIP/Beta
hehe yeh
There is an issue in the config that will make the brain crash your game.
I:"[Spark Wave Count Max] Set the maximum spawn count for Spark waves [1+]"=3
I:"[Spark Wave Count Min] Set the minimum spawn count for Spark waves [1+]"=6
Min can't be higher than max, and I accidental flipped the values in the config. Just flip the 6 and 3 in the config. I will fix those default values int eh next release.
There is an issue in the config that will make the brain crash your game.
I:"[Spark Wave Count Max] Set the maximum spawn count for Spark waves [1+]"=3
I:"[Spark Wave Count Min] Set the minimum spawn count for Spark waves [1+]"=6
Min can't be higher than max, and I accidental flipped the values in the config. Just flip the 6 and 3 in the config. I will fix those default values int eh next release.
Hey. Idk if this is possible but do you think it would be worth trying to make the sandworm able to do like sharper turns? Because at the moment his movement is somewhat weird like when he comes out of the ground the rest of his body comes out somewhere else if you get what I mean..?
Hey. Idk if this is possible but do you think it would be worth trying to make the sandworm able to do like sharper turns? Because at the moment his movement is somewhat weird like when he comes out of the ground the rest of his body comes out somewhere else if you get what I mean..?
I don't know what you mean. The tail should always be attached.
The way it currently works is it picks a point at elevation 90 and moves towards it, once within 10-15 blocks it pick a point at elevation 15 and moves towards that.
It is quite long so sometimes it will begin turning and the tail will not dive straight down but kind of swing downwards into the ground. Is that what you mean?
I don't know what you mean. The tail should always be attached.
The way it currently works is it picks a point at elevation 90 and moves towards it, once within 10-15 blocks it pick a point at elevation 15 and moves towards that.
It is quite long so sometimes it will begin turning and the tail will not dive straight down but kind of swing downwards into the ground. Is that what you mean?
Yeah by the tail swinging outwards when it dives down (and up). It's just i've seen people reviewing it and when the tail is follwing the rest of the body, it starts to swing out (in my opionion the tail should keep going straight as it is leaving the same hole) this also causes the tail end to sometimes smack into the player and send them flying sky high..
Indeed
A lot of times when people are creating dungeons, they want to contain the player until a boss has been defeated, or a puzzle is solved, or a groups of monsters is killed...ECT
Usually the only way to keep a player in an area is with a door. Problem is, doors are small and don't always fit the theme
A lot of games out there have a sort of generic force field that comes up when they want to contain a player. so that is kind of what I am aiming for with this addition.
The force field gen block can be hidden underground by 1 block. The force field it generates actually originates 2 blocks above the generator, and then fills all available air. on a horizontal plane
Let me know if you have any questions or suggestions.
That's a new badass thing , so much hyped for the next !
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
So I don't really know how to show the major part of what I am doing here, so I am going to explain it as best I can, because as far as I know.....no one has done this before.
The whole Idea of the Sand Worm boss is to get eaten and transported into a dungeon.
As seen in older videos, the dungeon gen works great. It is dynamic and random and creates a viable dungeon 99% of the time (yes it can still accidentally generate an unbeatable dungeon, but I am working on that)
So here is how it works
In minecraft ever single monster has a unique id called a UUID. Even if you turn off the game and restart it, when the game comes back up that monster will still have the same UUID.
When a Sand Worm is spawned it generates a brand new dungeon "blueprint". This blueprint is saved in a global list, with an ID that is the same as the worm that created it. So the Worms ID and the dungeon ID are the same.
When the dungeon is being built, there is a "Return Portal Block" that is placed at the end of the dungeon. This block is given the dungeon ID.
Once the dungeon has been defeated a redstone signal is given to the return portal block to make it active. This marks the dungeon as completed and then removes the dungeon ID from the global dungeon list.
The worm that spawned the dungeon sees that there is no longer a dungeon in the global dungeon list with a matching ID and thus concludes the dungeon was completed. The Worm then dies.
What does this look like to a player?
A player gets eaten by a giant sand worm, battles through its guts and finally defeats the worm from the inside. The player then teleports back outside the worm to see it writhe around in its final moments.
Wooo baby! It's gona be great!
So far I have the worm model and teleporting to and from methods all complete. The worm is linked to its corresponding dungeon and thus dies once the dungeon is complete. I have all the new blocks for the inside of the worm done.
Now I have to create a death animation, and a few boss monsters.
Then I have to create some room schematics to populate the dungeon with. Currently I just have 5x5 room templates to represent how the rooms will fit together as a proof of concept
New liquids and a gas
Everything, but the saliva liquid, will kill you
For now yes,
I have the brain completed, working on the heart model today
This is awesome!
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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This is going to be a amazing mod I can tell
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OK Got a lot done in this update...where to start. how bout some new mini-bosses and monsters
The Brain attacks with bursts of energy every few seconds
At the same time it creates "Sparks"
if there is a Spark near the Brain it will shield the Brain from all incomming damage until the Spark is killed.
The heart is very straightforward. When you damage it, it will become invulnerable for a few moments while it franticly pumps blood to stay alive.
Sparks come in 4 colors
Green - Heals all nearby monsters
Blue - Knocks the player away
Purple - Inflicts Darkness
Orange - Inflicts high damage to the player
And finally, what all this lead up to. The dungeon gen logic, the mini bosses, the monsters, the special blocks and doors, schematics and all the rest.
The Worm dungeon finally has a working beta that you all can try out!
Known bugs: Sometimes a large chunk of a room just wont build, there is seemingly no cause for this at the moment. Actively working on that bug as it can make a dungeon unbeatable. Also ~1/20 dungeons generated could end in a dead end. This is preventable, I just need to work on the dungeon layout generator a bit more. BUT FOR NOW.....it works, most of the time.
Side note: Pre-Packaged schematics are now included in the jar. please remove all schematic files from the ".minecraft\Schematics\Worm" folder...Unless you are using your own custom schematics, more on that later
Reminder Side Note: If you are making a mods spotlight, pelase link back to this thread in your description so people can give proper feedback. And be sure to mention that it is a WIP/Beta
Awesome job done ,man ! Do you have plans for others dungeon monsters ? Maybe acid slimes ? bloody caterpillard?
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
One more regular monster from an old PS1 game I played called Vandal Hearts. Monster was called an Eggworm
After that I need to
get animations to work with the golem
finish up the Shade Howler Animations
Get everything in the config
And then...release version 1.0'
after that...the long road to updating the mod version to the latest minecraft version
This is EPIC!
And be sure to mention that it is a WIP/Beta
hehe yeh
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
[I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
[url=http://www.minecraftnoobtest.com/test.php][/url]
To take the test, check out
[url=http://www.minecraftnoobtest.com/test.php]http://minecraftnoobtest.com/test.php[/url]
Nice !
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
OK
After reviewing a lot of the mod spotlight vids I have noticed a trend.
Everything dies way too easily and nothing hurts very bad.
This is all mainly due to the fact that I have the config file tuned to testing numbers rather than real challenge numbers. So I fixed that.
I went through and made sure all current monsters have proper HP and damage values.
Now you can all be horrifically murdered by my creations. I updated the latest download link with the new jar
Be sure to delete your current config so the new one builds
this is my idea BELOW
Apparently I don't math very well
There is an issue in the config that will make the brain crash your game.
I:"[Spark Wave Count Max] Set the maximum spawn count for Spark waves [1+]"=3
I:"[Spark Wave Count Min] Set the minimum spawn count for Spark waves [1+]"=6
Min can't be higher than max, and I accidental flipped the values in the config. Just flip the 6 and 3 in the config. I will fix those default values int eh next release.
Haha I've been there
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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To take the test, check out
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Hey. Idk if this is possible but do you think it would be worth trying to make the sandworm able to do like sharper turns? Because at the moment his movement is somewhat weird like when he comes out of the ground the rest of his body comes out somewhere else if you get what I mean..?
I don't know what you mean. The tail should always be attached.
The way it currently works is it picks a point at elevation 90 and moves towards it, once within 10-15 blocks it pick a point at elevation 15 and moves towards that.
It is quite long so sometimes it will begin turning and the tail will not dive straight down but kind of swing downwards into the ground. Is that what you mean?
Yeah by the tail swinging outwards when it dives down (and up). It's just i've seen people reviewing it and when the tail is follwing the rest of the body, it starts to swing out (in my opionion the tail should keep going straight as it is leaving the same hole) this also causes the tail end to sometimes smack into the player and send them flying sky high..