Activity

mochi

Shipped this project!

Hours: 29.06
Cookies: 🍪 835
Multiplier: 23.94 cookies/hr

I made an update to my minecraft mod Unfaircraft, which is a vanilla modification that makes existing features and mechanics in Minecraft frustrating and infuriating for the player. I’ve added a ton of extra ‘unfair’ features to my mod so that it’s not plain as it previously only affected certain areas of the game. Now in this mod, you can have deadly creepers with nuke-sized explosions, totem of undying duds, and furnaces that overheat! I’ve also ported this mod from NeoForge to Fabric, so now players can experience frustration no matter their preferred minecraft mod loader! The most frustrating part is injecting into existing vanilla methods, as JavaDocs isn’t exactly descriptive and since I’m working with an obfuscated version of Minecraft, there was a lot of second-guessing and tweak, play, crash, repeat. Also Fabric is just annoying to work with in my opinion, it’s a lightweight mod so not everything is included and consequently, my mod’s Fabric port relies on two required dependencies.

mochi

Woohoo! I am happy to announce that Unfaircraft has been ported to Fabric 1.21.1. For the unaware, Fabric is another modloader just like NeoForge and it’s preferred by players / mod developers who prioritise optimisation or ‘lightweight’ mods. I genuinely though it would be a bit easier to port this mod to Fabric considering that Mixins don’t rely on accessing ModLoader specific things, but nope! I ended up having to use owo-lib (yes that’s genuinely what it’s called) for managing the Fabric port’s configuration interface, which means my Fabric port relies on two dependencies: Fabric API and owo-lib. Optionally, players can use the Mod Menu mod for managing the configurations for singleplayer worlds!

Attachment
Attachment
Attachment
0
mochi

Added my final few mixins for now!

  • Doors can… well decide to not work
  • Furnaces can overheat and have a chance to explode (fun fact, this was once a Minecraft April Fools joke feature!)
  • Ladders are really, really, really, annoying to climb :p
  • Glass is very fragile! Don’t dance around on them too much!
  • Animals are tired of your antics and can now attack back

I also fixed some weird translation (mapping internal names to actual human readable names) issues, did a final runthrough of my mod’s structure and performed any bug fixes where necessary, and had to fix some bits of code that were using deprecated methods X_X. Also finally wrote an updated README and published the latest builds to CurseForge (pending approval) and Modrinth (available now)! Woooh! Also check out some images I took for demo purposes!

Attachment
Attachment
Attachment
Attachment
0
mochi

I remembered the nether and the end exists, so hey, let’s make those dimensions unfair! I kinda didn’t really have any ideas, so I looked at making blazes and ghasts naturally spawning in bigger swarms, and making end crystals ridiculously powerful (it insta killed me with full prot 4 netherite and resistance 3) as well as significantly healing the ender dragon a lot more. I also made some modifications to the ender dragon’s AI so that it’s extremely stubborn and does not want to perch. Oh and have fun dealing with the endermen in the end!

Attachment
0
mochi

Added a LOT more unfair features to mod; this time I kind of focused on mining / villagers. Here’s a full list of everything new I added:

  • Iron Golems? Super beefy with reach - they can swim in water now and swim towards you! Now those Minecraft short videos memeing about them are real
  • Wandering Traders now offer ‘scam’ trades (as if they didn’t offer scam trades already). Next level tourism scammer
  • All villagers gouge prices. Inflation bro.
  • Villagers can retaliate! Better not anger them
  • Caves can… cave in (get it), after a spelunking session
  • Ores might have a nasty surprise inside! Also, ore veins may seem deceptful
  • Silk touch and fortune enchantments may not.. work properly
  • The floor breaks below you
  • Some biomes are hazardous; Snowy -> slowness, Jungle -> poison, Desert -> hunger
Attachment
0
mochi

Spent ABSOLUTELY AGESSSS rewriting the general structure of my mod; this included revamping the Config class (because it was an absolute mess to work around with and read), and the Mixins as well. Added translations (which in Minecraft is like saying ‘hey, this internal string is equal to X in a readable format’) so you can use external mods like Configured to easily configure this mod inside the game without needing to edit the .toml config file (for singleplayer). You may have also noticed the background has changed hehe :3

Attachment
0
mochi

This time I’ve added some food-related features to the mod >:)

Feeling peckish? Well you better not overeat! Eating when your hunger is nearly full will give you drastic side effects and leave you feeling a bit bloated (depending on how much you overate). Avoid eating the same foods over and over again, they’ll become tasteless over time. You become hungry quicker too. Tell me, dear reader, when were fridges invented? I’m not sure but with one of the mixins, food items in your inventory can ‘rot’ after a day! Isn’t that so unfair hehe >:D

0
mochi

Added several ‘mixins’ (basically a way of modifying vanilla mechanics through mods) to make the game EVEN MORE UNFAIR!!!! This includes:

  • Creepers explode QUICKER and BIGGER!! They’re more deadly now
  • Zombies have a very small chance to summon reinforcements if damaged (by player)
  • Potions have a chance to ‘backfire’, aka give you the opposite effect (e.g., strength -> weakness)
  • Totem of undyings have a chance to be a dud (fail on you)
  • Endermen can become aggro and hostile just by you standing near them

and like a few more that I can’t remember loll. All of this is configurable, so if you find the game too unfair or maybe want a more CHALLENGING experience, you can always tweak the chances in the settings which I have set up :D

0
mochi

Shipped this project!

Hours: 12.15
Cookies: 🍪 119
Multiplier: 9.76 cookies/hr

Is the employment meme dead yet? i don’t know haha, but i made a minecraft mod that adds job applications (quite literally) in the game, as well as other job-related stuff :3. The custom mobs added included job applications, joblets, interns, recruiters, and hr managers, and i custom made all of the textures for those entities as well as their special abilities. I also created a coffee ‘potion’ which gives you a custom caffeinated effect (essentially a hybrid form of speed and haste), which also turns into exhaustion (slowness and mining fatigue) once it runs out, and must be cleared by sleeping. The hardest part was probably the custom office structures, which I had to build everything by hand (and i’m not a great minecraft builder, mind you!). I also had to create the custom loot tables with varying levels of rewards, with larger offices having tougher entities containing better loot.

mochi

worked on generating random custom structures for this mod. My mod adds a custom structure pool called an ‘office building’, which ranges from a tiny office cubicle to a large office with numerous cubicles, with scaling loot and enemies. Bigger office has more rewarding loot, but with tougher enemies (and the job application entity :fear:). I created the structures by hand (I know, my building skills aren’t great) and used the structure block to save NBT files of each office structure, and plopped it in the pool of potential structures to generate.

Attachment
0
mochi

Added two new mob effects: Caffeinated and Exhausted. Also added ‘potions’ of coffee which can be brewed in a brewing stand and amplified using sugar. Caffeinated gives you effects similar to speed and haste, however once caffeinated ends you become exhausted, which makes you slower and gives mining fatigue. Exhaustion lasts forever, until you go to sleep.

Attachment
0
mochi

Added new entities: Intern and HR Manager on top of my mod’s existing Recruiter and Job Application / Joblets. They are pretty scary :O

0
mochi

Added two new effects: Unemployed and Recruited (the former turns into the latter upon entering a village). Once ‘recruited’, a Job Fair raid starts. Minecraft’s raid system with the illagers are actually hardcoded and can’t be extended / constructed from, so I had to create my own custom raid system in my mod and make it spawn my own mod’s mobs each wave D:

Attachment
Attachment
Attachment
0
mochi

Added these scary job application (and ‘joblets’ - baby job application) entities with the silliest model/textures :p

Attachment
0