City Palettes And Procedural Destruction [1.16] (In Development)
This feature is in development and, probably, will not be finished in 1.16 release. The idea is to replace some city materials to other ones by some rules and patterns with a bit or random. Palettes will be predefined and make some cities less colorful, but more organic.
Procedural destruction will be applied to some abandoned buildings. It will make holes in different shapes and apply some erosion (floating blocks will fall down or will be destructed). Later I'm planning to cover abandoned buildings with vegetation procedurally.
I copied some mob ideas from this branch to mod github branch, including links to their authors and posts. It’s a pity that I did not implement them, many ideas are good. I copied them there so as not to lose, and maybe still implement some of them.
Sometimes travelling in nether may be hard. Fortunately you sometimes can find abandoned roads. They are destructed a bit and don't have bridges, but they can help you a bit.
The Meaning of Life, the Universe, and Everything.
Location:
Planet earth
Join Date:
11/11/2015
Posts:
99
Location:
Planet Earth
Member Details
I really like this mod, my only issue with it is that it feels a bit too cluttered and noisy, but other than that It's really well made and it adds a lot to the game, especially with 1.16, great job buddy!
Thank you. I moved many its options to config, for example plant density from global value to individual plants. Probably you can change some values to get perfect result for yourself. I want to make integration with "Mods Menu" config to make this values changeable in game, but a bit later.
Thank you. I moved many its options to config, for example plant density from global value to individual plants. Probably you can change some values to get perfect result for yourself. I want to make integration with "Mods Menu" config to make this values changeable in game, but a bit later.
That is great! I checked the config and after some tweaking, It made the whole experience better! Also, I'd like to say that I'm in love with the level of customization present in the mod, you don't see that nowadays.
And by the way, do you have any more plans for mobs? I haven't used the mod in a while and when I came back there were a bunch of them so I'd love to know what you have in mind for more mobs if any. although some of them a kinda clunky like the skull having an off-centered hitbox and strange moving patterns, but other than that it's all a wonderful experience.
Here are some result of my work, config is still incomplete:
About mobs - I have a small thread on GitHub. I collect there plenty of ideas, that I received. I will probably implement some ideas as mobs, this is not fast process as well. Each mob have its own model done in pure code, it needs AI (also done in code, actually sometimes written from scratch), it needs spawn behavior, textures, loot tables (in JSON), etc. For simple mobs like fireflies or jellyfishes I spend 8-20 hours (or some days, sometimes). Simple mobs like jungle skeleton required 2-3 hours. That's the main reason why there is not a lot of mobs now, but I keep working.
I implemented some crafting tables for different planks types. Each one can be crafted if there are 4 planks of required type (or default workbench will be crafted)
City Palettes And Procedural Destruction [1.16] (In Development)
This feature is in development and, probably, will not be finished in 1.16 release. The idea is to replace some city materials to other ones by some rules and patterns with a bit or random. Palettes will be predefined and make some cities less colorful, but more organic.
Procedural destruction will be applied to some abandoned buildings. It will make holes in different shapes and apply some erosion (floating blocks will fall down or will be destructed). Later I'm planning to cover abandoned buildings with vegetation procedurally.
Screenshot (Red Palette)
Screenshots (Destruction)
I copied some mob ideas from this branch to mod github branch, including links to their authors and posts. It’s a pity that I did not implement them, many ideas are good. I copied them there so as not to lose, and maybe still implement some of them.
Flooded Deltas [1.16]
New sub-biome for Basalt Deltas. They are flooded with lava and is more flat than original one.
Screenshots:
Nether Jungle Sounds
I created new environmental sounds for Nether Jungle biome (and for desert, but it's not shown here)
Nether Roads [1.16]
Sometimes travelling in nether may be hard. Fortunately you sometimes can find abandoned roads. They are destructed a bit and don't have bridges, but they can help you a bit.
Screenshots:
1.16 is out. My mod is available for it as a version 3.0.0.
Better Nether Trailer
This trailer was made for 3.0.0 update for MC 1.16. Mod is available at CurseForge
I really like this mod, my only issue with it is that it feels a bit too cluttered and noisy, but other than that It's really well made and it adds a lot to the game, especially with 1.16, great job buddy!
Thank you. I moved many its options to config, for example plant density from global value to individual plants. Probably you can change some values to get perfect result for yourself. I want to make integration with "Mods Menu" config to make this values changeable in game, but a bit later.
That is great! I checked the config and after some tweaking, It made the whole experience better! Also, I'd like to say that I'm in love with the level of customization present in the mod, you don't see that nowadays.
And by the way, do you have any more plans for mobs? I haven't used the mod in a while and when I came back there were a bunch of them so I'd love to know what you have in mind for more mobs if any. although some of them a kinda clunky like the skull having an off-centered hitbox and strange moving patterns, but other than that it's all a wonderful experience.
Here are some result of my work, config is still incomplete:
About mobs - I have a small thread on GitHub. I collect there plenty of ideas, that I received. I will probably implement some ideas as mobs, this is not fast process as well. Each mob have its own model done in pure code, it needs AI (also done in code, actually sometimes written from scratch), it needs spawn behavior, textures, loot tables (in JSON), etc. For simple mobs like fireflies or jellyfishes I spend 8-20 hours (or some days, sometimes). Simple mobs like jungle skeleton required 2-3 hours. That's the main reason why there is not a lot of mobs now, but I keep working.
Custom Crafting Tables [1.16]
I implemented some crafting tables for different planks types. Each one can be crafted if there are 4 planks of required type (or default workbench will be crafted)
Screenshots:
I see a new world from the mod ! and it arouse my desire to play minecraft again ! .
But ····· a little pity that there is only fabric version currently . i hope there will have an new api can use both forge and fabric mods one day
and , thank you . mod author , the Better Nether is really fantastic .
Thank you! Someone worked on converter from forge to fabric and an API for it, but only on 1.14. Probably someday he will update it to current version
Mod now have an official Discord Server
Better Nether now have an emissive resource pack, it can be downloaded here. Works with optifine and with/without shaders
Some Screenshots:
Wow. Thanks.
Yekul10