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Inhabitants

17 devlogs
33h 28m 48s

Updated Project: two new mobs: dryfang and ancient dryfang (discontinued/scrapped, available in archive-v1 branch), tweaks and bug fixes across the entire mod. Added paintings, music discs, bogre soups, and particles. began work on nightmare and c…

Updated Project: two new mobs: dryfang and ancient dryfang (discontinued/scrapped, available in archive-v1 branch), tweaks and bug fixes across the entire mod. Added paintings, music discs, bogre soups, and particles. began work on nightmare and concher mobs
Minecraft mod that adds fictional fauna. Discord Invite

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mattseq

Shipped this project!

I continued working on a Minecraft mod called Inhabitants which adds vanilla-like fictional fauna to the game. I reworked the Apex/Ancient Dryfang and gave it a boss-like charge attack. I made Dryfangs (a smaller variant of the ancient dryfang), which act in packs and have some interesting pack dynamics. Then I worked on particles for the Warped Clam, added new Bogre dishes, fixed bugs across the project, and added our first paintings and music disc to the mod. Then I began work on two new mobs: the Concher and the Nightmare (which has a custom death animation).

mattseq

Nightmare Panic Effect

I made the panic effect for players use a Forge event instead of a mixin. I made the nightmare have a random chance to apply the panic effect on attacks (also fixed the attack anim). Then I made panic potions and brewing recipes.

Nightmare AI + Spawning

I realized I overlooked the float goal that most flying mobs had. This fixed the really weird bugs I was seeing in the nightmare’s movement. I also made the nightmare spawn at a low chance when the player tries to sleep.

Nightmare Dynamic Death Animation

This was the coolest part of this devlog. The nightmare has a custom death animation (which I had already implemented) where it compresses into a piece of cloth and floats down to the ground. Previously, it played a static animation and only falls down as long as the animation plays and then drops the dread cloth. Now, it uses 2 different animations, the initial and the looping one, to float all the way down to the ground with an animation. I also made it move forward slightly and rotate, to make a spiral. I really like how it came out and it was my first time messing with animations in a long time.

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mattseq

Nightmare Panic Effect

Today I added the Panic effect to the game and implemented the basic functionality. When applied to mobs, it should make them run around like crazy. When applied to a player, it should invert their controls. I used a mixin to add a custom NightmarePanicGoal to every PathfinderMob which activates when they have the effect. Then I used a mixin on LocalPlayer.aiStep() to modify the input field after its updated. Almost right after, I realized that I could have used a Forge event. Oh well. I learned a good bit about mixins and how Minecraft’s code works. Usually as a Forge dev, you don’t need to mess around with them a lot, but they really extend how much you can mod. I actually enjoyed reading Minecraft’s code and finding the right place to inject mixins. Here’s a video of the Panic effect on mobs with the speed multiplier at 10 :)

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mattseq

v1.1 Release

We just released v1.1, which Bader was working on. It includes a lot of cool uses for the Impaler Spike as well as more Bogre dishes, which can now be customized by modpack creators. It also has Russian and Arabic translations.

Reorganizing our GitHub Repo

We previously started using feature branches now that we have 3 developers. Now, we’ve transitioned completely. We have a develop, release, and feature/* branches. Since there were some changes made in the v1.1 branch that modified parts used by the other feature branches, we also pulled v1.1 into our feature branches so they’re all up to date. The image below is similar to how it will work, except our release and master branches are combined.

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mattseq

Concher

I was working on animations, spawning, and growth for the Concher, but I took a break from the project and another dev decided to pick up where I left off. Now, I’m working on the Nightmare, which honestly I liked better. I also have more experience with flying mobs so probably a good thing.

Nightmare

So far, I’ve made the basic entity, hooked up animations, including the custom death animation, got it to randomly spawn with the different textures, and made the loot drop for it.
Currently, I’m working on spawning and the Panic effect (inverts player controls and makes other mobs run around like crazy).

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mattseq

First Commit for the Concher

I added the concher entity. I first had to fix the model Catalyst sent me (it was a Generic Model, not a Geckolib Animated Model). I also wrote some notes about how the concher going to work.

Concher

Spawn and Movement

  • bottom of warm oceans
  • sink to the bottom of ocean or simply not rise in water
  • should be able to step up by one block

Model

  • models 1-3 based on ConcherEntity.stage
    • switch in ConcherEntityModel
    • concher assets folder with multiple models
  • glowmask for eyes in ConcherEntityRenderer and texture folder
  • make it blink?
  • need concher w/o shell model for stage 0

Mechanics:

  • growing by time through stages (0-3)
    • particles when growing
    • honeycomb interact to stop growth (inhibited), axe to resume growth
  • breeding with kelp
    • drop an egg
  • lured with kelp out of shell?
    • make sure this doesnt conflict with breeding
    • could make the shell instantly become an block or entity and the concher change to stage 0

Drops and Items

  • drops shell shards
  • Shell Chestplate
    • shell shards and heart of the sea
  • shell shard armor trim
  • submerged music disc
  • aquarium
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mattseq

we have a new member in our team now. he was going to just be our sound designer but it turns out he’s pretty good at modding. unfortunately he doesnt know github somehow. maybe he’s a recent cs grad lol. anyway i’ve mostly been reviewing his new code. im about to start work on the next mob though called the concher, shown below. i really like the design and mechanics of it although they’re going to be tough to implement. i also cleaned up the branches we had earlier so we can begin using feature branches for new mobs

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mattseq

worked on adding the new bogre shockwave effect to the giant bone. for some reason, if the shockwave spawned at the player’s feet, the player couldnt see that shockwave, so i just made it spawn where the player was looking. also the shockwave sound wasnt working so i fixed that, along with another bug in the ShockwaveManager.

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mattseq
mattseq about 2 months ago

aaaaaaand the sound doesnt work :(

mattseq

added a music disc. for some reason you have to name the music disc “Music Disc” and write the title in the description. thats how all the other music discs are. unfortunately, FT wont let me attach the audio here but you can find it on the github page it was made by our new sound designer BoboTweaks (@Baderazem)

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mattseq

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.

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chefpenguino
chefpenguino 3 months ago

whats your vscode icon theme? i love it

mattseq

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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mattseq

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:

  1. Uncanny pottage (requires spider eye or rotten flesh). After eating player will get new effect - rotting disguise making nearby monsters neutral for 30 secs (means if player attacks them they immediatly attack back). adds 3 hunger and saturation and gives Hunger effect for 15 secs.
  2. Stinky bouillon (requires poisonous potato). Restores 4 hunger and saturation and removes all negative effects from player. for every negative effect that was removed +3 saturation and hunger restoration. Gives poison 1 for 10 secs if no statuses was removed.
  3. Fish-snot chowder (requires fish as usual) consuming gives Nausea for 15 secs and restores 8 hunger and saturation. If was eaten underwater no Nausea will appear.

Everything is done, but i still need an icon for the Rotting Disguise Effect, im using rotten flesh for now.

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chefpenguino
chefpenguino 3 months ago

this is so sick

mattseq

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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mattseq

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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mattseq

just worked on warped clam particles today. added a new one to show when the clam has a pearl. i also disabled the glowing layer whenever the clam doesnt have a pearl

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yefoi
yefoi 4 months ago

end update finally 🎉 those little things look so unsettling but also very fitting

mattseq

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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mattseq

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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mattseq

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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