#mod-dev-talk Thursday 8 July 2021
215 messages11 people
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- S01:32I have some free time over the next few weeks, and I wanted to have a look at the aether01:32In particular, I wanted to see if I can improve the swet's ability to pick up players01:33Right now they teleport you onto their backs, and give you the full mount interface as if they're a pig01:34My idea was that instead of picking you up, they should lunge quickly towards you once they're a short distance away01:35And if they touch you, they apply an effect that causes you to move as if you're in cobwebs, and drag you along with them as they jump01:35Sneaking should remove the effect, but not prevent them from dragging you - you still have to sneak and walk away from them to escape01:36I'd have to see how easy it would be for me to do - I've never tried something like that before01:36Any thoughts?
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- A01:38Which is clearly the only one that matters

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- A04:22That's it, moa 👖 are cancelled
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- J04:32Currently the swet drop blocks use the end rod model, but they should probably get their own
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- J05:03oh well one thing I could do is make white swets change color to the cloud they touch, like they do with water and golden oak
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- J05:05though they do the opposite thing
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- ABut that is something to think about if we do this, and I do want to do this since it is kind of neat05:06What would dense aercloud do?
- J05:07good question
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- A05:08Idea: dense swets are larger, have longer, less frequent jumps, and throw stuff around their landing site into the air
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- J05:10or maybe the entity they're carrying
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Replying toJack Papelalso gives me thoughts of a swet variant that can make blocks gravitate by some means
gravitite swet miniboss 👀- 😳1
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final Race highlandsBlue = register("highlands_blue", AetherDimension.HIGHLANDS_PLAINS, MoaAttributes.GROUND_SPEED, SpawnStatWeighting.SPEED, 70, "textures/entity/moas/highlands/blue.png"); final Race mintGrass = register("mintgrass", AetherDimension.HIGHLANDS_PLAINS, MoaAttributes.GLIDING_SPEED, SpawnStatWeighting.SPEED, 30, "textures/entity/moas/highlands/mintgrass.png");05:11It's complicated - J
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Replying toJack PapelIf I'm reading this right, it means they're the same speed?
kind of05:12Alright, let me explain how moa races work05:13This is the record for Races, look at it, get a good taste, lick around the tip get excited the whole ordeal
05:13Now, half of those are self explanatory05:13The other half are a pain to explain05:14Moa attributes are enums that describe the various stats a moa can have and carry some important info relating to them05:14Most notably, they carry the min, max, and the separation between grades (what these are will become obvious when I get around to adding a certain item)05:15All stats dealt with here are floats05:15In this case what you are setting is the stat affinity of the race, that is, what stat gets naturally boosted for the race (aka gets multiplied by 1.05)05:16The base value for that stat is obtained via SpawnStatWeighting, aka that enum with like 200 floats in its constructor05:17This thing contains two things: a constant quantity that gets added to their respective attribute (eg: baseGroundSpeed gets added to the moa's GROUND_SPEED attribute), this acts as a lower cap a naturally spawned moa of a certain race can have05:18The second one is a random quantity, on top of the previously added constant the moa can get up to this additional amount of a certain stat (going back to the ground speed example, this would be groundSpeedVariance)05:19This makes it so each race, rather than having one set amount of stats, has varying quantities within a set range.05:19tldr: each moa is unique, their race defines boundaries as to how they can be unique. - J
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- A05:21Remember what I mentioend before about grades and an item?05:21I plant to add a set of items, bloodstones, that show certain stats as a grade from F to S05:21F being so bad you need to have actively bred to make such a misserable creature, and S being perfection05:22Natural moas generally range between D and C in their stats, with some rarely dipping into B05:22There will also be rare, mythical breeds who have one stat that instead ranges from B-A05:23Got it?
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- A05:24Ambrosium, zanite, and gravitite05:25Ambrosium ones will show their ground speed, gliding speed and decay, and jumping strength05:26Zanite will show their race, affinity, drop multiplier (yes, you can breed moas specifically for their meat you monster), and max health05:27And gravitite will show their name, current health and max health as numbers, defense, and their general health05:27Gravitite ones are extra neat as you can also use them on yourself and a few other mobs, this is the only way to check for things like venom and abstentine intoxication before visible effects manifest.
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Replying toCDAGamingI wonder for the moa texture, is it possible to have a greyscale texture, then color…
I was about to say yes but I am not entirely sure - C
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- A05:38Amma be honest, I am not exactly the biggest fan of auto color in cases like this, there is a lot of nuance that gets lost with it
- CWell, we'll still have presets with specific colors, but itll allow easy ability to create them from an addon perspective It mostly just minifies the requirements05:39The main TLDR is to specify the colors in-code, to apply them to a greyscale texture instead of many of the same moa texture but differing colors
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- J06:35Previous was a 13.3, this is a 7
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Replying toJack PapelYou're always welcome to 😄
I'm sure most of these are already known about, but let me begin :) - J
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Replying toJack PapelIn AetherBlocks.java, AbstractBlock.Settings is written all over the place (since every…
there probably is an easier way to do things - JI'd like to get more input on this, since I got the changes ready to commit on my computer and I don't see any downsides to it17:27The settings thing
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- S18:05very nice
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Replying toSollyAny thoughts?
I don't know if you saw, but I got those swet changes in, so you can start working on your idea - J
GitHub
Quicksoil is too quick · Issue #336 · devs-immortal/The-AetherSimply placing a line of quicksoil is a faster transport method than almost anything in vanilla, including elytra, boat paths, and piston bolts. The only thing limiting it is chunk loading speed. I...21:33Not sure if the first part is really an issue, but I've run into the chunk loading problem in testing21:34Wanted to see what you guys think. Should quicksoil be faster than boat paths & boosting elytra? - A
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- Aoh o.o, then no I think it's fine as it is. My opinion is there is room to make it more dangerous, but IDK what that would be per-se.22:01I'm a terrible tech player, there is a fine line of too hard for me that sits fairly low, I run MC on a potato with integrated graphics that's double digits years old, and I don't have an issue with quicksoil. (If this helps the topic)
- JOh yeah naturally generated quicksoil is fine, you can't build up that much speed on it22:04When I found the chunk loading issue it was on a super flat quicksoil world where I could build up speed forever
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- C22:56Not “slow soil” 😂
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