This may seem like a blunt answer, because it is. I do not have any plans of implementing it. That and I am not entirely sure how I would go about doing it. Modular Bosses is meant to add epic, high quality bosses to the game and keep them as flexible as possible so that server admins or map makers can integrate them into their worlds seamlessly. There are many mods that add RPG elements, but many of them are not very flexible and thus can clash or do not mesh well with each other. To fill a gap in the Minecraft RPG aspect. This mod is designed with server admins and adventure map makers in mind. Although keeping a mod up to date with several different versions may proove more taxing than I anticipated, and may lead to some versions falling behind. I plan to keep the mod up to date with Minecraft, like a good little mod dev. it would be less of updating code and more re-writing nearly EVRYTHINGģ) I understand 1.7 was a popular time for modders before blocks changed to JSON format, but devs, and players alike need to update and move on. I would recieve zero help should I need it.Ģ) Forg 1.7 vs 1.8+ is VASTLY different. Often times I learn a new trick while making a boss, and think, "That is a cool mechanic, what sort of boss could I make with that?"ġ) Forge 1.7 is no longer supported by the forge team. There are limits.ĥ) Is this boss unique? The biggest reason why I mod is because each new boss pushes me to learn something new. I can make curves and angles, but I am no sculptor. IE: attacks, animations, projectiles, other smaller monstersĤ) Ask youself if minecraft could even support such mechanics (this is usualy my job, but keep this in mind anyway)ĥ) How complicated would the model be? If the concept art is full of crazy curves and fine detail, chances are the model will look like a lump of playdoh. or even better, make one yourselfģ) Think of what sort of mechanics said boss would have. Don't just post a bunch of pictures and say "MAKE THIS!"Ģ) Find a decent picture of concept art. So you can have multiple different types of rooms with the same door orientation. Modular Bosses will pull a random schematic from that room folder when building the dungeon. Read from left to rightĪfter you have created your room schematic in minecraft place the schematic into the coresponding room folder. Inside the worm folder are several "Room" folders each representing a room with different door orientations.Įach letter of the room folder coresponds to a wall. Modular Bosses searches for files inside the schematics folder This will save all blocks (chest, furnace, dispenser, ect contents included) within the coordinates to a schematic file located in The 1.8 version of schematica did not save tile entities using the gui buttons wo you will need to save your schematics with the / command The rooms are schematic files created with a mod called Schematica. Modular Bosses comes with pre-packaged Sandworm dungeon rooms in the jar, however if you would like to create your own rooms to be used in the dungeon here is how. Each dungeon entrance and exit start int he same place, but the path between is always random. I created a very small dungeon tile-set to showcase the randomness of the Sandworm dungeon gen. Build giant dungeons without causing crippling lag. They all queue up and build systematically, and your players will be none the wiser. It is all up to you.īut wait, there's more! You can have multiple dungeons building at once, and it will not beat up your server. If your server is considerably beefier, then maybe you can have it build 1000 blocks at a time. So if you have a weaker server, maybe you only want it to build each room 50 blocks at a time. This method builds the schematic in configurable increments per tick. Instead I created a staggered schematic builder method. Or I would have to make it so the dungeons are small enough not to crash a server upon generation. If I tried to generate an entire dungeon in 1 tick it would surely crash a server. So when you try to update 10,000 blocks at once, chances are something is going to be cranky about it. This is due to the fact that WorldEdit attempts to make all changes in 1 tick. Those of you that have played with WorldEdit will know, once you start making giant cuboids and altering large swaths of landscape, chances of server crash goes way up. Now when you think dungeon generation and schematics, you think,"Oh great this is going to crush my server" So the server admin / world developers can create their own rooms, and the dungeon gen will dynamically pick from them, then generate a random layout with the rooms that they created. The Sandworm spawns a dungeon in a separate empty dimension, so the dungeon generation does not interfere with anything.
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