Now that 1.9 is finally released and Forge community is slowly working towards a 1.9 version, I guess I gotta dust this dang thing off and prep to maybe do some coding again in the next few months. Or something. IDK.
I'm really gonna have to see how the 1.9 combat mechanics are implemented in code before I make any real decisions on where I'm going with this mod --if even anywhere.
Current thoughts:
- That combat strength meter is gonna be a butt
- The sweeping mechanic is gonna be a butt
- You bet your butts I'm gonna make sure Skeletons stop having infinite ammo
Sweet! Depending how the special attacks work, more of the meter is drained, the question now is, how big is the meter and will it be able to be extended?
Well, I suppose I should remark that this is mostly speculative and what I actually implement depends on how the vanilla mechanic is implemented and how I can interact with it with Forge.
Best case scenario: I can override it completely and install my own system.
Worst case scenario: I can't override it and have to adapt to it.
In the best case, the above is true. You won't be able to increase the meter but you can enchant weapons with Lightness to make them drain less strength. The meter will be fairly decently sized. You'll be able to swing lighter swords 5 or 6 times, heavier 2-3. There may or may not be a means to temporarily keep the meter fully filled regardless (a potion of vigor? an artifact?)
In the worst case, it's going to be the same system as vanilla (the meter is completely depleted but refills based on what you're holding, Haste potions increase the rate). In which case Lightness increases the rate at which the bar refills. Specials won't influence the bar any more than regular swings but you won't be able to use specials if the bar isn't full (possibly).
In both cases, you'll be able to brew potions of haste or use beacons to further improve your strength refill/regen (the haste thing is a vanilla mechanic)
Just some thoughts on how SwordsPlus will change in response to the new 1.9 snapshot mechanics:
- Since blocking is now a shield mechanic, swords will no longer have a right-click ability
- There will be a "Special" key for using non-passive sword abilities? (e.g., hold [button] and left click to use sword abilities)
- The player will have a more robust "strength" meter (see 15w34a)
- The SP strength meter will deplete partially when using a weapon.
- Heavier/stronger weapons deplete the meter more per attack
- Special abilities can deplete the meter faster or entirely?
- The strength meter replenishes faster depending on your food bar?
- You will be able to enchant swords with special enchantments
- Swords enchanted with Lightness will drain less strength per use. There may or may not be levels to it.
- Enchanting will work completely differently from the vanilla enchanting system, being more in-line with an older concept and allow greater customization.
- Each sword family will have a corresponding shield as well.
Thaumcraft has Golden Coins that work nicely as a currency, but I guess that's only of note if you want add mod support.
Ideally, I'm going to go with my old, still-valid idea of assigning "worth" to items (in very much the same manner Equivalent Exchange gave alchemical worth to items) and allowing by-worth trading.
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.
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.
- 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.
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.
Should actually do as says on tin for any world save from MC 1.2 to MC 1.8.4.
Will update with extra features as time permits.
Will release source when I finish cleaning up the code and get it out of _s phase (i.e., think of it as a snapshot and not the final product). The source will then be available on GitHub.
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.
1
Now that 1.9 is finally released and Forge community is slowly working towards a 1.9 version, I guess I gotta dust this dang thing off and prep to maybe do some coding again in the next few months. Or something. IDK.
I'm really gonna have to see how the 1.9 combat mechanics are implemented in code before I make any real decisions on where I'm going with this mod --if even anywhere.
Current thoughts:
- That combat strength meter is gonna be a butt
- The sweeping mechanic is gonna be a butt
- You bet your butts I'm gonna make sure Skeletons stop having infinite ammo
0
Well, I suppose I should remark that this is mostly speculative and what I actually implement depends on how the vanilla mechanic is implemented and how I can interact with it with Forge.
Best case scenario: I can override it completely and install my own system.
Worst case scenario: I can't override it and have to adapt to it.
In the best case, the above is true. You won't be able to increase the meter but you can enchant weapons with Lightness to make them drain less strength. The meter will be fairly decently sized. You'll be able to swing lighter swords 5 or 6 times, heavier 2-3. There may or may not be a means to temporarily keep the meter fully filled regardless (a potion of vigor? an artifact?)
In the worst case, it's going to be the same system as vanilla (the meter is completely depleted but refills based on what you're holding, Haste potions increase the rate). In which case Lightness increases the rate at which the bar refills. Specials won't influence the bar any more than regular swings but you won't be able to use specials if the bar isn't full (possibly).
In both cases, you'll be able to brew potions of haste or use beacons to further improve your strength refill/regen (the haste thing is a vanilla mechanic)
0
Just some thoughts on how SwordsPlus will change in response to the new 1.9 snapshot mechanics:
- Since blocking is now a shield mechanic, swords will no longer have a right-click ability
- There will be a "Special" key for using non-passive sword abilities? (e.g., hold [button] and left click to use sword abilities)
- The player will have a more robust "strength" meter (see 15w34a)
- The SP strength meter will deplete partially when using a weapon.
- Heavier/stronger weapons deplete the meter more per attack
- Special abilities can deplete the meter faster or entirely?
- The strength meter replenishes faster depending on your food bar?
- You will be able to enchant swords with special enchantments
- Swords enchanted with Lightness will drain less strength per use. There may or may not be levels to it.
- Enchanting will work completely differently from the vanilla enchanting system, being more in-line with an older concept and allow greater customization.
- Each sword family will have a corresponding shield as well.
0
Nope.
I'm not working on it at the moment.
0
Ideally, I'm going to go with my old, still-valid idea of assigning "worth" to items (in very much the same manner Equivalent Exchange gave alchemical worth to items) and allowing by-worth trading.
0
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.
1
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.
1
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.
0
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.
0
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.
0
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.
0
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.
0
Another update. Fixed another metadata bug. Added some console output to indicate the app's still alive.
0
Hey, guess what just got updated?
Should actually do as says on tin for any world save from MC 1.2 to MC 1.8.4.
Will update with extra features as time permits.
Will release source when I finish cleaning up the code and get it out of _s phase (i.e., think of it as a snapshot and not the final product). The source will then be available on GitHub.
0
-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.