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Inhabitants

21 devlogs
82h 55m 29s

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. Then, I began working on 2 out of the 3 new mobs for v2: co…

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. Then, I began working on 2 out of the 3 new mobs for v2: concher and bulltoad.

Minecraft mod that adds fictional fauna.

Forge 1.20.1, REQUIRES GECKOLIB

Demo Repository

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JeremySeq

Shipped this project!

Hours: 28.08
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I continued to build my Minecraft mod that adds new fictional fauna. Since the latest ship, I worked on the Concher and Bulltoad and a bunch of bug fixes for the first three mobs: Bogre, Impaler, and Warped Clam. I’m proud that the mod is so polished and works great.

JeremySeq

Working on bulltoad attack
It attacks by hitting the player with its tongue
So far i just have it stretch the distance towards the player
The only problem right now is that i can’t get it to turn to face the player. Seem like it should be easy, right? But for some reason he just turns to player really slowly. I need him to lock rotation to be looking at player because if he’s not, it won’t look like the tongue connected. Once I do that, I might give him some slight innacuracy and make it only damage the player if the tongue connects physically.
Another issue that I’ll probably fix is that if the player is at a different y-height, the tongue should angle up or down to hit him.
Angling the tongue up or down is fine but I don’t want to do it sideways.

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JeremySeq

added baby bulltoads

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JeremySeq

desperately tried to fix a bug where the swamp lair spawned a block higher on land than in water
i didnt think this took 2 hours but hackatime doesnt lie

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JeremySeq

a bunch of bug fixes to prepare for v1.1.1 and tested extensively in multiplayer server

  • added all sound subtitles to the lang
  • converted all stereo sounds to mono bc minecraft doesn’t make stereo sounds directional
  • reorganized creative mode tab
  • separated sprite sheets into individual textures to prevent broken rendering with AzureLibArmor
  • made impaler spike projectile cause concussion effect
  • fixed impaler spike projectile not doing extra knockback like it was supposed to
  • fixed crash on dedicated server
  • fixed mixin error when loading with CraftTweaker
  • removed snow from swamp lair structure that i mistakenly added
  • prevented getting kicked for flying when bouncing on javelin
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JeremySeq
  • more work on bulltoad, added breeding behavior
  • some more bug fixes
  • NEW BOGRE SWAMP LAIR
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JeremySeq

Worked on Bulltoad’s jumping behavior.
I copied some code from the jumping behavior used in the vanilla frog and goat that calculates the jump vector in order to land on a specific block. Now, the bulltoad finds a good block to jump too (one that is on the way to its target and is not dangerous) and calculates the jump it must perform.
I also refactored some of our dev mode and debugging code and made a particle show for the bulltoad’s jump target.

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JeremySeq

did a lot of work restructuring our GitHub repo and teaching the rest of the team how we will use branches
this is the message i sent them:

I’m changing the way we use GitHub just a bit so things are easier.
This is similar to how teams usually use Github.

There are 3 types of branches:

  • release: the live, released version on CF and Modrinth
  • develop: the next version we’re building
  • feature/[feature-name]: where new features are built, where you do your work, make sure everything in it is related to the feature you are adding

release
this is the official released code
everything here should be stable and working
we only update this when we release a new version

develop
this is where all completed features go
it is the next version of the mod
it should mostly work, may have minor issues

feature/*
when you work on a new feature, you create a branch like: feature/concher, feature/bulltoad, etc.
when you create a feature branch, it should always branch from develop
each branch = one feature, keep it focused and short

Workflow

  1. Start a feature: create a feature branch feature/[feature-name]
  2. Work on it: make commits as you go, push to your feature branch
  3. Finish the feature: open a pull request into develop
  4. After merging, delete the feature branch

When we release a new version, we will merge develop into release and create a version tag.

Important Rules

  • don’t commit directly to release
  • don’t commit directly to develop unless its a small fix that doesn’t deserve its own feature branch
  • always branch from develop
  • if your feature branch gets outdated, merge develop into it

i also pulled the newest release version commits into all of the feature branches

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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
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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 4 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 4 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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