Activity

Auseawesome

Added many configuration options to adjust where and how far blocks are scattered. This allows you to adjust how random the spread is, how much blocks are biased to shoot upwards to form explosion clouds and how far they travel.

You can also adjust how many blocks are launched instead of broken, or revert to vanilla logic for knocking back fallen blocks if you would rather not use the custom logic!

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Auseawesome

Fixed an incredibly pervasive bug where fences would not correctly be updated when landing. They now look like normal fences rather than connecting to nothing.

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Auseawesome

The mod has been rewritten fully, with new physics for the launched blocks. It now has a native NeoForge config screen rather than relying on external dependencies.

I am working on improving the physics, readding more configuration and making sure old longstanding bugs haven’t been reintroduced to this rewrite.

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Auseawesome

Another custom block functioning like gilded blackstone in the overworld forms new tiny gold geodes in hotter biomes! These form as mini structures underground as more custom structures have been requested by the people who voted on this project.

I have also split most of the options in the config to server options meaning they can be configured per-world if desired and are also properly synchronized to joining clients over the network!

More structures are in the works, such as underground ruins. If anyone has ideas for any structures put them in the comments here!

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Auseawesome

After the great response and feedback after shipping the project, I’ve been at work adding in more custom world-generation and blocks as was requested.

I first started by adding in some boulders to the surface of the desert made of smooth sandstone which add some variation to the surfaces. These rocks are distributed using noise to make sure they are not just evenly scattered across the desert to add additional variation.

I then turned my attention underground as the only underground biomes we currently see are the deep dark and lush caves. I created a new sandy stone block and created patches of them near the surface which can generate dry grass or sand blocks on top of them, this helps make the underground feel a bit more varied and not just monotonous stone.

I want to add some more custom content underground, maybe buried structures or relics. Feel free to leave feedback on what you’d like to see!

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Comments

Shaven Wickramanayaka

More variety in the top of caves is lowk gonna be so good. Andesite and diorite are getting kind of boring tbh.

Auseawesome

Used a sprite source provider to automatically generate the textures from palettes and patterns for the terracotta to prevent the need for a script to generate the sprites and saving each individual paletted sprite within the built jar.

This significantly reduces the file size of the final mod as well as meaning making new sprites is far easier as the script does not need to be constantly run and aseprite is not a requirement to generate the sprites.

I have also adjusted the paths that all resources save to which helps makes the resource paths more natural rather than being in many nested directories.

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Auseawesome

I have now written code to tesselate a 3d mesh from points with much higher performance.

I render the mesh as multiple triangle strips running along the length of the tube.

I originally designed this to render the tube with an individual triangle strip for each point along the tube to render it in segments, but this ran into issues with too many surfaces and caused worse performance.

I have attached a video rendering a tube with 50 000 points and 20 vertices per points for a total of 1 000 000 vertices running on an Intel HD 520 iGPU to test for performance on very low end hardware.

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Auseawesome

Shipped this project!

Hours: 14.3
Cookies: 🍪 226
Multiplier: 15.83 cookies/hr

I’m really happy with the current state of the mod, and I think although the additions might be small, they are incredibly polished and fun to play with. Making armadillos more useful and adding to desert loot has been a big goal of mine!

I will definitely expand this more down the line, and also expand on the addon mod, Saturated Sands.

Auseawesome

I have spent far too long porting the entire mod to 26.1 ready for the next major version.

During this port I took some time to go over the trimming of the Armadillo chestplate and implement an entirely custom system for allowing trims to look different on armadillo armour meaning that they would not show the sleeves and the designs would fit better with the chestplate shape.

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Auseawesome

I started prototyping my rendering through GDScript with Godot, starting working on the procedural creation of coils for vines through a point based system rendering with billboarded circles.

I then moved on to re-writing everything in C# and switching to a composition based design allowing for custom and configurable modifiers that change where points are placed. The coil is generated originally and can then be modified with a series of modifiers which can then finally be rendered. The only full implemented renderer is the billboarded circle one demonstrated in the video, however I am working on what that creates a custom tube mesh.

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Auseawesome

Allowed for different textures on each side which can be different sizes. Updated the format of the json models to allow for more control over the model. No parameters of the model are hard-coded any longer, allowing it to be used with any texture on any block.

Also restructured a large portion of the code to make it cleaner and add in many helper classes for future expansion

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Auseawesome

Proof of concept for loading textures split across multiple blocks, currently is hardcoded texture wise but in the process of making it dynamic.

This is achieved using custom model loaders and baking custom quads with UV data based on their block position.

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Auseawesome

Added support for patterns from other mods and added two pattern from Dye Depot’s glazed terracotta. Also added a handful of more colours. I still need to work on allowing this to be configurable and properly detecting if the mod is installed and adding the recipes based on that.

Added enums that specify relative positionings of dyes and patterns to each others and added some enum configs to allow the player to customise the creative mode tab. I went through multiple iterations before settling on having each enum value contain a mutable list that allows the ordering to be edited and filtered.

Allowed for adding custom faded terracotta blocks and generating the lang and block state. Faded terracotta for the mod compatibility will be in this mod rather than Mirage due to Mirage not needing these blocks as by default they aren’t going to naturally occur in world gen unlike the other faded blocks.

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Auseawesome

Wrote a script to allow me to automatically generate the textures from provided palettes and patterns to make adding more palettes and patterns easier.

Started to add compatibility with mod ‘Dye Depot’, currently added 3 of the dyes, will later add the rest of the dyes alongside the patterns.

Partially restructured the code to make this compatibility easier and not hardcode the namespace of the blank terracotta.

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Auseawesome

Cherry Grove Complete. Flowers have had custom 3d models created to make them stand out more and feel more present and fit onto the 8x8 voxel grid better.

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Auseawesome

After spending an absolute age getting entity model features to work and designing a custom entity model, the bell is complete.

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Auseawesome

Around 50 blocks done so far, focusing on common ones or ones with interesting designs I felt would be good to do first to find a nice style

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Auseawesome

Finished polishing up the mod ready for a beta release, created branding and added new config options!

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Auseawesome

Far too much time spent figuring out how to get debug messages and validation layers working, now all properly setup and freeing memory though.

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Auseawesome

All the patterns have finally been coloured.

Only the lang files and mod branding need to be finished now

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Comments

abby.zinck
abby.zinck 2 months ago

those paterns are so pretty

hack.clubber
hack.clubber 2 months ago

They look amazing

Auseawesome
Auseawesome 2 months ago

Thanks, they took ages!

Auseawesome

All the colours for the first 3 patterns!

For each of the patterns, those 5 tones per group of faded terracotta have been compressed again into 3 to make it cleaner so the colour and contrast stands out more, especially for the darkest and brightest colours
The colour palette was then manually created for each one, tweaking each individual tone until it looked the nicest across a range of textures
I have then been slowly applying the colour palettes to every block

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Auseawesome

Started work on the actual coloured blocks tweaking contrast and forming palettes that can be used for all patterns

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Auseawesome

Rewritten a good portion of the internal workings to make writing Saturated Sands easier!

Previously, the block state helper was hardcoded for mirage so Saturated Sands couldn’t use it for generating the models for the addon as well.

Here’s a snippet of one of the new mod independent helper classes:

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Auseawesome

Added a terracotta database system to allow for dynamic and easy generation of tags and recipes to prevent lots of boilerplate when adding hundreds of new coloured blocks!

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Auseawesome

A monumental update, adding many new, entirely custom pottery sherds with a system allowing new pottery sherds to be easily added by any mod!

Also added recipes to craft any pottery sherd, which are entirely configurable in the config with a new config system that allows any data driven content to be enabled or disabled based on options within a mod config.

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Auseawesome

Added armadillo pottery sherd alongside an entire system to easily register new pottery sherds!

This means other mods and addons can easily add their own pottery sherds if they want with a hopefully easy-to-use API!

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Auseawesome

Added a bunch of new textures, only the ore textures are left to do.

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Auseawesome

Spent far too long making a proper model for it respective to what will be used to craft it

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Auseawesome

Added basic rendering with a temporary model. The fluid renders based on how full the tapper is.

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Auseawesome

Added proper integration with create capabilities to add fluid storage and allow goggles to display contents of the tapper!

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Auseawesome

I worked towards adding the first block entity, the Tapper. The base classes and registries exist, the code and assets just need to be added for rendering and functionality!

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