Ultimate Mob Farms
- 11 Devlogs
- 40 Total hours
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Made spawners craftable, made interacting with spawners using a filled soul gem set the entity in the spawner.
Still not quite sure what to call the “filled” soul gem. One idea i had was to call it just a soul gem and call the not filled one an “Empty Soul Gem”, which is honestly a pretty good idea, but I’m not sure what to do when it’s in the process of being filled. Technically at that point it’s not empty, but maybe it’d be fine to call it that
Lots of fun stuff between this and the last devlog:
Optimized the EntityTiers lookup (which I mentioned I messed up last devlog) by using a map instead of a list, and it’s also now storing a reference to the Identifier instead of EntityType, so there’s less work
converting between them for the packet codec (has to be sent as an Identifier (or, well, string) over the network) and also when doing some of the lookups (like from the tint provider, which has just the id by itself)
Not sure what to put as the screenshot it requires me to add…. I guess have some prototypes of the new soul gem texture a person’s working on (the final shape will probably not be a perfectly round pearl)
Made “filled” soul gems have colors based on the entity they contain!
(and also switched to a different (and probably even worse lmao)
texture) The colors are the same as what spawn eggs used to have, thankfully the minecraft wiki has a list of what they all were before that was removed.
Sadly I can’t steal the entity colors from vanilla anymore as that was removed in 1.21.5, so I had to add color fields to the entity tiers config and that messed with a lot of stuff and is a bit of a hit on performance when it’s not looping over stuff in weird ways as it’s a list of entries when it really should probably be a map… I’ll fix that i guess
Also I know this texture is ass and someone a bit more talented in drawing is cooking up a new one which I’ll probably be able to show off in a few days. Question is… do I want the current one to show up when the vanilla programmer art pack is enabled or is that too embarrassing to show off?
Added recipes, translations, etc for soul essence and gem, removed spirit bottle, added recipe for spawner, made spawners drop with silk touch.
Thanks to neoforge there have to be separate mixins for fabric and neo for disabling the xp drop when a spawner is broken with silk touch (would lead to infinite xp otherwise lol)…. if only neoforge was just fabric
Made soul essence drop from mobs killed on soul sand/soil. Also spawns fun particles!
So I’ve been doing some brainstorming and writing things down on paper (like a caveman) and have at least redesigned some of the features that already exist.
Instead of a bottle of spirits that you get by right clicking a spawner, there’s going to be Soul Essence that you get by killing a mob while they’re standing on soul sand/soil.
Instead of the Sample taker, there’s gonna be a soul gem crafted from a diamond and 4 soul essence that will be filled by holding it in your offhand while killing x amount of the target mob.
Also thought of some recipes that I’m not gonna explain here rn.
Sadly (or thankfully) I haven’t found a wakatime plugin for Aseprite, so nobody will know just how many hours I spent on the absolute trash textures I made for the soul gem and soul essence (I promise they’ll be better at some point maybe idk if I can do any better 😭 ). Soul essence just looks off somehow, and the soul gem looks like a duck spawn egg 😭 😭 😭 😭
It is now working on NeoForge as well! Getting the inventory to work with the neoforge transfer api was a bit of a pain, but I managed to get it to work! (Don’t mind the debug upgrades in the screenshot, they make it easier to test but dont have textures)
Next up is uhh… some brainstorming and rethinking how the whole mod works and thinking about what’s in scope for this and what’s not:
One thing I definitely want to add is a crafting recipe for spawners and making the sample takers (which will probably be renamed to something relating to souls and gems) usable as spawn eggs on spawners.
I’m not quite sure if upgradeable spawners should be a part of this though as there’s already apotheosis for neoforge (and a port in the works for fabric) that does that and probably other mods as well.
I also really wanted to add things for moving and killing mobs in the world, for which there are also already mods like Dark Utilities (got quite inspired by that) which afaik also is updated to the latest version and is for both fabric and neoforge…. Though it seems to have more random things unrelated to mob farming, and maybe it’d be fine if I really differentiate from it and other similar mods with the theme of this?
Yeahhh this’ll need quite a bit more thinking.
Finished getting everything out of :loader:fabric and into :modded that makes sense to move. The fabric subproject now only has 4 files, two of which are just the entrypoints that invoke the common initializer and the other two are using fabric api specific things and can’t be moved out without a lot of headache!
(the 15m were spent working on getting MenuProvider
stuff out from fabric specific code and into the common modded
subproject, butttt I’m making a post cause I wanna share…)
Some funny screenshots from when I was porting from 1.21.1 to 26.1 (rendering changes here are a pain lol)
Just realized this is probably something I could submit to stardance as well 😅
Basically the initial idea was to have a mob farm contained in a single block. You craft a sample taker and have to click on 10 separate instances of an entity to get a filled sample of that entity. Then you put that into a Compact Mob Farm, turn it on, maybe give it some upgrades and a sword, and it’ll start farming the drops of the entity you took samples of.
Here are some screenshots of what stuff looks like