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Inhabitants

14 devlogs
61h 44m 54s

Updated Project: A Minecraft mod that adds new fictional fauna. I worked on finishing and polishing the 3 main mobs that were decided for the 1st release: Bogre, Impaler, and Warped Clam.

Forge 1.20.1, REQUIRES GECKOLIB

Demo Repository

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JeremySeq

started working on concher and bulltoad

  • concher: growth stages and behavior
  • bulltoad: movement
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JeremySeq

Shipped this project!

Hours: 54.85
Cookies: 🍪 1509
Multiplier: 27.51 cookies/hr

I continued building a Minecraft mod that adds fictional fauna. Super proud of this, it’s my highest quality mod so far. The most challenging part was pathfinding and AI, especially with the Bogre, the centerpiece of the mod. After 6 months of development and ~450 commits, it’s finally on Curseforge!!

JeremySeq

small things

  • added paintings to creative mode tab
  • impaler: updated “My Precious” painting
  • bogre: removed uncanny pottage
  • reordered creative mode tab

started working on some new impaler items

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JeremySeq

1ST RELEASE ON CURSEFORGE!!!
https://www.curseforge.com/minecraft/mc-mods/inhabitants

some bug fixes and polishing
Bogre

  • fixed CooldownMeleeAttackGoal attackInterval not working correctly
  • can now swim
  • added hammer sounds during carving animation
  • reduced giant bone damage
  • moved shockwave to where bone hits ground
  • adjusted roar effect position

Cleaned up some PRs and merged them:

  • Data driven bogre recipes via .json
  • Bogre now neutral and becomes aggressive when feels threatened
  • New bogre dishes and recipes
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JeremySeq

a LOT of bug fixes, balancing, and polishing

bogre

  • shockwave disables shields
  • fixed roar animation bugs
  • fixed shockwave spam
  • removed pots and fixed haybales in structure
  • reduced health
  • fixed jukebox playing bug
  • removed chowder and added fish in structure loot table
  • giant bone now uses new bogre shockwave
  • fixed melee attack cooldown not working
  • can now swim
  • added hammer sounds during carving animation

impaler

  • fixed concussion tinnitus not playing on dedicated server
  • increased dripstone dropping height
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JeremySeq

Just some Bogre stuff

  • added music disc
  • improved pathfinding
  • added some very cool particle fx

(u might notice in the video there is still a weird bug where the shockwave happens twice from one attack)

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JeremySeq
  • added concussion sound and effects
  • added new sounds for bogre and impaler
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JeremySeq

added 3 paintings
renamed “rotting disguise” to “monster disguise”
removed giant bone’s large handheld texture

v1 done????

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JeremySeq

merged a pr with a bunch of bug fixes

archived all unreleased mobs
fixed mixin crash

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JeremySeq

added warped clam sounds
bogre roar and spit particles
screenshake!!

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JeremySeq

made impaler scream cause nearby stalactites to drop
added bogre and impaler sounds!!

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JeremySeq

Removed old mobs and worked a lot on the bogre AI and pathfinding.
Fun fact, did you know vanilla Minecraft pathfinding is absolute trash when it comes to anything even slightly complicated?
“Can I walk in a straight line? Yes? Cool.”
“Is there a wall? Guess I’ll headbutt it forever.”
After approximately 4 hours of banging my head against the wall trying to “fix” trhe pathfinding, I realized I could just have it teleport when it’s stuck. Wolves do it right? Fair game.

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JeremySeq

added new bogre dishes

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Comments

regonold520
regonold520 3 months ago

The art for these are really well made, it would be cool if they had custom status effects, still sick regardless

JeremySeq
JeremySeq 3 months ago

the one in the middle actually does have a custom status effect called Rotting Disguise, which, when used by the player, prevents undead mobs from targeting them (the lore is that it makes you smell like the undead)

JeremySeq

Added new impaler scream particle and updated Bogre model.

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JeremySeq

added impaler spike particles

mc particles are not usually directional so i had to do a bunch of stuff to make that work

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