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    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    All items are done. Still have mobs and shops left to finish.

    Posted in: WIP Mods
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    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    Smallish update.

    Final Fantasy's magic is finished and will function almost identically as in Final Fantasy XV.


    There's Fire, Thunder and Blizzard spells, each will 4 obtainable levels with increasing power.


    You craft them using Spell Tomes (instead of Magic Flasks) and Elemental Crystals that can be mined from Crystal Ores.


    You can include a variety of different mob drops in your crafting recipe to transform them into additional spells with various effects such as gaining extra experience, healing yourself, casting random spells, poisoning mobs, etc.


    That's a total of 42 spells.


    Also finished is elemental strengths and weaknesses for most enemies and many new weapons.


    I might even release just the spells as their own mod after this is fully released.


    As a final note, there's now a total of around 400 items finished.

    I'll release pictures as soon as my Internet is back up....

    Posted in: WIP Mods
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    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    I really think you're missing the point of this mod........

    Posted in: WIP Mods
  • 1

    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    I don't have Internet on my computer because Frontier, my ISP, is [lots of vulgar words I'd probably get banned for saying on here]. So that's why I haven't given any updates lately. I HATE typing stuff like this from my phone.


    There a few things in the Bloodborne portion that just aren't working in 1.11 so I'm just going to put those few specific things on hold until a later update. I don't have a count for the number of items/blocks/mobs done, but everything that will be in the first release is finished except for two mob AIs.


    Terraria is finished except for events (may or may not be added in this update) and mobs. That's 135 items and 19 blocks done. A few just need textures. The Moon Lord and Lunar Event will be in this.


    Zelda has 41 finished items and 6 blocks, but that's probably less than half of what the total will be. Mobs haven't been started but I still have all the models from the old FC so that shouldn't take long.


    Final Fantasy will mainly include ALL weapons from Dawn of Souls as well as a few iconic weapons from later games such as Cloud and Sephiroth's swords, and a number of classic mobs. I plan to add summons that can fight for you for a brief period of time, but that might not be in this update. This portion hasn't been started yet, but will probably take the fastest to finish.


    The HUD will list your money, souls and mana, all which are universal collections (for example Mana, Magic, MP, Energy, etc from different games will all just be Mana, and things like Blood Echoes, Souls Trapped, Hearts, etc will all just be Souls). And each will have different choices of graphics in the config.


    If there's anything you want to see specifically from those games, let me know.

    Quote from Ghostly_Golem»

    I'm planning to code a mod soon. (As soon as I figure how to open Eclipse.) is it ok if I do something similiar, I have no clue about how this kind of legal stuff works.


    Unless you were planning on making a mod like this with content that I've specifically said I will not add, I don't really see a point in making something similar, but that's up to you. If you think you can code something like this without knowing how to even open Eclipse, go for it...

    As for the legal stuff, you might want to look into that, especially for something like this... Basically just don't take any of my stuff, period, and you can't claim the rights to any of the characters or items etc that you take from other places.
    Posted in: WIP Mods
  • 1

    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    Since you all deserve an update, I'm just trying to get a few things fixed.

    Unfortunately things that worked perfectly in the 1.7.10 version do absolutely nothing now.

    All textures, mobs, achievements and items for Bloodborne are done.

    It's just the shop and a few item uses that I'm still trying to figure out.


    As far as the rest of FandomCraft goes, about half the items are done and textured. Just need to finish the rest of them, import old mobs and make a few new ones, and implement recipes and the new currency system once the shop is figured out.


    I can't give an accurate ETA, but I'll keep you up to date on progress, and can at least say it won't be too long.

    Posted in: WIP Mods
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    posted a message on [Solved] Custom Blocks Added to World Gen Reappear After Breaking

    Well for starters, are you trying to only generate that ore in those 7 very specific coordinates?

    Because the world generator in general is only good for creating naturally-spawning veins or structures during chunk loading.


    If you do want to only generate those in those locations then make them reappear after being mined, it would be best to make it a tile entity that replaces the ore with an invisible block with no collision box when mined, then replaces it with the ore again after a certain time.

    Then make a normal world generator that generates your ore in a vein size of 1 at initialisation that only generates at those locations.

    Saves the trouble of a more complicated approach, while avoiding possible lag.


    And as kwerti mentioned, your flag needs to have one integer. 2&4 does not mean "2 and 4" in Java. It's best to avoid that parameter altogether unless you're specifically using it in your block.

    Posted in: Modification Development
  • 1

    posted a message on [Solved] Custom Blocks Added to World Gen Reappear After Breaking

    Why are you putting this in your event handler?

    The world generator needs to be loaded at initialisation, not when the world loads.

    If it still happens in your initialisation (NOT pre-initialisation), then something must be wrong with your generator itself.

    Posted in: Modification Development
  • 1

    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    Small update.

    To make sure I meet my timeline, I'll be releasing a working WIP version of Bloodborne as soon as I finish the shop, a few more mobs and a boss or two.

    Then I'll finish the first FC3 release, and while working on sequential updates I'll also gradually add in the rest of the content to the standalone Bloodborne mod (more mobs/bosses, runes, etc).


    The first Bloodborne release should be finished within the week. I'll share some of the latest screenshots, including the new HUD, later tonight.


    Also, for anyone interested, the new-new FandomCraft website (not yet released) will also have a series of modding tutorials based on my re-write of the mod.


    P.S: Don't forget to vote for the second update on the poll above!

    Posted in: WIP Mods
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    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    Here's a more in-depth update to show what's left to be done.

    This will most likely be the official description for the Bloodborne mod, and most of the content will be included in FC3.

    Things in GREEN are finished. Things in BLUE are being worked on. Things in RED haven't been started.


    Bloodborne v0.7 / FC3 v0.1


    This adds content from the PS4 horror game Bloodborne to Minecraft.

    Do note, however, that Bloodborne has many concepts that are either too
    advanced for Minecraft (viscerals, dodging, etc), or just don't fit well
    with the game, so either won't be part of this mod or will have an
    alternative feature to replace it.


    Game Features:


    Blood Echoes -
    Gain by killing hostile mobs or consuming Coldblood. Trade with Messengers
    for items.
    Insight -
    Gain by consuming various items or killing bosses. Trade with Messengers
    for items.
    Umbilical Cords -
    Chance to drop from bosses. Very low chance to drop from enemies.
    Consume to gain Insight.

    Upgrading Weapons -
    Combine certain weapons with various Bloodstones to improve their damage.
    Also, melee weapons can be repaired with bloodstone and guns can be
    repaired with quicksilver.


    Rally Attacks -
    Killing an enemy with certain weapons restores a small amount of health.

    Bath Messengers -
    Bath Fountains can be crafted and placed in the world.
    Normal Bath Messengers will trade items for the player's Blood Echoes.
    Insight Messengers will trade items for the player's Insight.

    Mobs:


    Hunter -
    Fast and has moderate health and damage.
    Can be found all around the world, weilding several different weapons.

    Boar -
    Massive health and damage.
    Can be found in warmer biomes and drops a lot of Echoes.

    Mergo's Attendant -
    Moderate health and damage but slow.
    Usually found in groups in warmer biomes.

    Troll -
    High health and damage but slow.
    Ocassionally found anywhere.

    Brainsucker -
    Low health but fast and drains your Insight.
    Found in darkness.

    Giant Rat -
    Low health and damage but fast and inflicts poison.
    Found in darkness.

    Chime Maiden -
    Moderate health but low damage and slow.
    Summons other mobs throughout the world.

    Scourge Beast -
    High health, damage and speed.
    Found in darkness.

    Giant -
    Massive health and damage but very slow.
    Found rarely anywhere.

    Shadow of Yharnam -
    High damage and speed.
    Rarely found in anywhere in groups.

    Celestial Emissary -
    Low health and damage but fast.
    Often found in groups anywhere.

    Winter Lantern -
    High healt but slow. Inflicts wither.
    Found in desolate biomes.

    Bosses:


    Cleric Beast
    Father Gasoigne
    Gherman
    Micolash
    Martyr Logarius
    Celstial Emissary
    Mergo's Wet Nurse
    Rom
    Beast-possesed Soul

    Armour:


    Hunter Armour -
    Same appearance as what the Hunter mob is wearing.
    Equipping the full set makes you earn 10% more Echoes.


    Church Armour -
    If full set is equipped:
    White set: Immunity to status effects.

    Black set: Extra damage vs undead.

    Blocks:


    Bloodstone Ore -
    Uncommon ore found alone underground. Drops a random piece of Bloodstone.

    Quicksilver Ore -
    Uncommon ore found in veins underground. Smelt for Quicksilver Ingots that
    can be used to make weapons and ammo.

    Items:

    *I won't list all the items. To find out what something does, just check
    its tooltip in-game.

    Most healing/buff items are added, but some are changed slightly.
    (For example, Sedative cures Wither since there is no Frenzy, and Blue
    Elixir makes you invisible)

    Most Hunter Tools are added, but some are way too complex to recreate.

    Hunter Marks return you to your spawn point while losing all Echoes.

    Bold Hunter Marks return you to your spawn point without losing any Echoes.

    Different kinds of Madman's Knowledge and Coldblood respectively give you
    varying amounts of Insight and Echoes when consumed.

    Bone Marrow Ash makes your next bullet do 5x the damage.
    Most weapons are added.

    Hunter Pistol and Evelyn are the only guns I feel are worth adding.

    Runes are found randomly in chests in the world.

    Known Issues:


    Due to no longer being able to use regular models for tile entities, the
    Bath messengers are technically made as mobs and therefore can be pushed.
    Hitting them will drop their spawning item since they can't be mined, and
    therefore can only be damaged by players.


    Also, the Hunter's Armour doesn't look nearly as good on
    the player as it does in Bloodborne. That's only because Minecraft
    armours are rendered super chunky around the player. There's nothing I can
    do to fix that without ruining people's skins, unfortunately.


    The majority of what I haven't started are most of the mobs, but that'll probably only take a couple of days to finish.

    More screenshots aren't really necessary at the moment, but I'll post more as I finish things.

    Posted in: WIP Mods
  • 1

    posted a message on FandomCraft 3 - The revival of the ultimate mod for video-game and movie fans.

    [Not-So-]Quick update.


    Still working on the Bloodborne mod, but since its contents will be included in FC3 it's still relevant.


    Like I said, I was making that standalone mod first in order to familiarise myself with the new code (a LOT has changed since 1.7.10, some for the better, most for the worse...) but it's coming along quite well I think.


    FC3 will have SO many improvements from the original FandomCraft, including things I kinda left half-done before.

    For example, you won't have Coins, Rupees, Munny, etc as different currencies. Instead there's one universal item-less currency that will be displayed in the screen corner, along with a few other special stats and player info.

    And it's a lot more organised code-wise. No more having a new class for every single item (stupid mistake when originally learning how to mod), so that will probably improve processing a bit.

    And I certainly won't have structures generating from schematics. That was just awful, and the reason why Ganon's Tower would crash the game if you didn't have ungodly amounts of RAM.

    And I do want all players to have an equal amount of playability, no matter what their computer specs are, so I don't plan on adding anything with HD textures, special rendering, or other fancy effects like dynamic lighting or elaborate magic (but don't worry, there WILL be magic).


    As for the Bloodborne portion, here are the major features that are already completed:

    Enemy Hunter mob

    Hunter armour set (unfortunately since Minecraft characters are very bulky, it doesn't look as good as it does on your skinny Bloodborne character...)

    Killing any hostile mob gives you various amounts Blood Echoes.

    Consuming various items also gives you various amounts of Blood Echoes or Insight.

    Blood Echoes and Insight are displayed at the top-left of the screen once you earn some.

    Healing vials/buff vials.

    Hunter Marks: teleport to spawn at the cost of Blood Echoes.

    The 3 starting weapons & Kirkhammer, making use of the new combat system. May or may not make them actually transformable.

    Quicksilver ore, used to make certain weapons and items.


    Planned Bloodborne features:

    More mobs

    Obviously bosses. Not all, though. Most are way too intricately designed to be replicated in Minecraft...

    A few more armours, probably the two Church sets, not sure which else. Not really much of a point in making them all.

    Molotovs, knives, some Hunter Tools.

    The rest of the weapons, of course. But I may or may not do ranged ones. Maybe a gun or two.

    Upgrade weapons with bloodstone (another ore)

    Runes equipped to give the player certain stat boosts

    And Bath/Insight Messengers that trade items for Blood Echoes and Insight, that you can customise with aesthetic items

    Make a better HUD


    After all that's done and figured out, doing the rest of the promised FC3 content should be finished much more quickly.


    Here's a small preview:




    Quote from ivuul»

    It's good to see this back. Due to me having nearly no life, i'll be happy to do any form of In depth beta testing if needed, once the certain milestones are reached anyways...


    Looking forward to the update! and the bloodborne stuff is a pleasant surprise as well.




    QUICK EDIT: A question about the terraria content, will any of the events be included? Such as Bloodmoon or Pumpkin moon, or even eclipse?


    Yes. It probably won't have all of them and they may not be exactly how they are in Terraria, but some will definitely be in there. I'm still not sure how I'm going to add them, though, whether it will go off the actual Minecraft in-game calendar or use the real world time. They both have their pros and cons. I was planning on doing Terraria stuff last anyway, so I'll give an update on that later on.

    Quote from PrinceDaniel»

    Disney Characters, Marvel Characters, DC Characters, Star Wars characters, LOTR Characters, Thundercats, TMNTs, Power Rangers and Naruto characters as Mobs just wondering around.


    Disney, Marvel/DC, Star Wars and LotR were all originally planned and will definitely be added in a future update.
    Never heard of Thundercats. I'll consider TMNT, but am not familiar with it, I saw that like once was I was a kid.
    Power Rangers, like TMNT, I saw like once when I was kid and it was just the worst thing I'd ever seen. I'll wait to see the upcoming movie for it before considering it, and would base it off that since it's more modern and seems to be way more mature.

    I am trying to keep a balance of content for all ages, so just like I'm not going to add any content that's too gruesome for younger audiences (certain Bloodborne items for example), I'm not going to add any content that's too childish for older audiences (for example, what I remember Power Rangers to be).
    If I do decide to add both mature content and young content, they will be in a dimension of their own and not include any dependant items or achievements so that it remains a completely optional part of the game that the other party never has to even see if they don't want to.

    Naruto, on the other hand, like I've said several times either on here or on the PlanetMinecraft thread, I personally hate and will never add to this mod. If someone else wants to make any Naruto content, sure, I'll throw their work into an update, but I'm not spending my time on something I cannot stand.
    Posted in: WIP Mods
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