#mod-dev-talk Saturday 5 June 2021
114 messages10 people
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Replying toCrackers0106it looks like it's the same as the original aether/sky dimension's
you should develop a branch of the mod which is basically a port of the aether, instead of what the reborn team is doing00:38you seam like you know what you are doing - C
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- S00:39are you keeping the new textures?
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Replying toCrackers0106I'm about to do something very terrible soon which is re-implementing this old chunk…
NO PLEASE NO00:52That chunkgenerator originally came from the 1.14 Archive, and I can personally say, you dont want to go back to that code00:57Though for testing purposes, that chunk generator only survived 1:1 until one of the early 1.16 snapshots (1.14 - 1.15.2 can still handle it perfectly fine, but the conversions to json demolished that class in it's entirety) - C
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- CI'll just say there's very good reasons why most of the older archive code was scrapped for this rewrite, though tbf it is a good thing since the current codebase is much more moldable (Especially considering 1.17 is gonna be another breaking update, and 1.18 will have even more significant changes, albeit some of which could be useful for the Aether)(edited)
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GitHub
Gilded-Games/The-AetherThe original "The Aether" mod, rewritten to be ported to Minecraft 1.16 and beyond. - Gilded-Games/The-Aether01:18but its for the forge version, so im not sure - C
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Replying toSweepSwapwere you using the 1.14 snapshot code from the unfinished fabric port?
The original code I contributed was from a private archive I was maintaining on 1.14.x for the Aether01:43When the original port of Aether Legacy Fabric was canned (At the time for the 1.14 snapshots, and 1.13.2), I took a copy and maintained it in private until 1.14.4 (After which was when the archival code for it took a dive in quality and I had less time to maintain it). Later 1.16 rolled around and I lended the archive as a resource to be used to boost this project's efforts (Which worked for some areas, but others needed rewrites since the archive code pretty much became playdoh in 1.16)(edited) - C
Replying toAzzyypaaras1.18 is going to annihilate biome code I am betting on it
I mean tbf, most of the systems they are going to use for part 2 are already added to 1.17, it's mostly going to be unforseen systems they'll be adding in 1.1801:49As since they have more time, they can look back and say "Hm, atm this does <x> but would look better to do <y>. To do that though, we need a system that does <a>, which while <b> might suffice, it wouldn't live up to expectations" and adjust systems from there - C
Replying toCrackers0106I can't find where they put the generation code in the modern forge port
Also, to answer this question, it's in a similar location to this port: https://github.com/Gilded-Games/The-Aether/tree/1.16/src/main/resources/data/aether Both re-located to json, as the 1.14-era chunkgenerator, as mentioned, falls apart in 1.16+ - C
- C03:29though I don't remember the original aether having waterfalls
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Replying toSweepSwapi think they exist in the code just with double slashes
Yes they do exist, I've uncommented all that stuff out and added their recipes. However trying to craft skyroot sticks still results in vanilla sticks19:58Everything else seems to be working fine though besides the holystone tool durability - S19:58remove that recipe
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- C20:03and added the loot it gives to you
- C20:25just blackscreened
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Replying tocr24Oh i meant on the texture theres no code yet
Have fun btw, it's hell to get it working. I'm trying to port tropicraft and it's going not so good - C
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- C20:30anyways, it works now, unlike my fix for the skyroot stick recipe which is still producing vanilla sticks
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- C22:29Aether II on the other hand, is intended to be seperate from the vanilla experience, hence having it's own independent UX
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- K22:32Brandon's direction of Aether II was to make it a sort of game-within-a-game but that hasn't stuck. The current design outline Aether II is working towards is more focused on keeping in-line with Minecraft
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- KWe did a big Aermail video earlier this year covering our plans for Aether II and changes to the direction of the mod22:36with permission I could post it here
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- KYeah I think it still might be one of our goals but honestly I feel kinda shit tying stuff like that to monetary stuff22:44the Patreon is in need of an overhaul but Im not too fussed as it covers the development bills so far22:44I dont do this for money 😂 idk how anyone could enjoy modding if they were doing it for profit22:44lol
- CI agree with that! My primary and pretty much sole reason for modding (On both Minecraft and other games) is solely because with each mod, I want to address something the community is missing (A lot has been done in modding/addon content, and I like to touch on unique things). The other reason is that it teaches me lessons in my programming skills and working with others well (Most of my work has always been solo, and personally I'm trying to do some more team stuff and branch out more to other games aswell)
- K22:49for me its always been a creative outlet, something that challenges my skillset (both artistically, design wise and management wise) as well as the experience of fostering a community around something being super positive (mooost of the time)22:49Ive definitely encountered and worked with people who see this stuff as a business first22:49and for a long time GG itself was very career driven which just sucked all the life from it imo22:49but yeah genuinely just do what we do as a passion project22:49and maintain Aether 1 for the fans too obvs
- CIndeed, at the end of the day, nothing makes me happier then seeing others loving what creators put out, and creators doing things both for passion and to push the limits of what we can do with the tools we have. Even in just the 3 years I've been modding, I've learned so much, both good and bad, as well as expanded my skillset far beyond what I thought I could personally achieve. And notably I can say the same for GG as well 😄



