took me 2 + 1/2 hours to add paintings. yep. u read that right. there was no kaupenjoe tutorial for adding paintings in 1.20.1 even though he made one for fricking custom signs (cmon kaupenjoe get your priorities straight). anyway i was digging through source code and also looked at the 1.18 tutorial. i eventually found a solution in kaupenjoe’s discord. i was partially correct but i did need to make a placeable.json file after registering the painting variants. heres some pictures of my code and also the paintings in game.
just been working on various small things to polish. found a few bugs myself as well. here’s my notes. i just finished all the bugs/issues assigned to me, jay’s working on his, and i’m going to keep bug testing and fixing whatever i find.
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added the 2 new Bogre dishes: Uncanny Pottage and Stinky Bouillon. Also made some changes to the Fish-Snot Chowder. apparently it was a FoodItem not a BowlFoodItem so you could just eat the entire bowl along with the chowder. fixed that and also made it not give nausea if you ate it underwater. Here are the mechanics i was instructed to implement:
Everything is done, but i still need an icon for the Rotting Disguise Effect, im using rotten flesh for now.
spent about an hour changing the model and stuff to be closer to what our artist/designer wanted. we ended up not doing it that way because the z-fighting caused by the glowmask requires some changes that make it look weird. heres a picture. the inside is glowing but i had to move that glowmask layer up a little so it looks sus
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more work on the warped clam. made the pearl ambience particle spawn on the corner of the pearl, made both the warped clam particles animate through their spritesets. i also put in a new model i was given. there were some problems with what’s called “z-fighting” (where the textures are overlapping and are “fighting” over the same position) so i had to change a few things.
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apex’s charge now properly breaks shields (earlier it only broke the shield in the offhand). i also moved the code for the dryfang’s rival fight from customServerAiStep() into a separate goal which fixed the target selection (one of the other target goals wasnt activating at all after the rival fight)
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improved the collision detection for the apex’s charge goal. instead of just using minecraft’s mob.horizontalCollision (which hardly works), i made a custom box in front of the apex and it checks whether there are any blocks in that area
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just re-adding some small tweaks that got lost in another branch. the giant bone can produce a shockwave when used and you can feed it to wolves to give them a health and strength buff
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