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glacialSkyfarer

@glacialSkyfarer

Joined June 1st, 2026

  • 23Devlogs
  • 4Projects
  • 1Ships
  • 15Votes
i makea the gamea
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2h 39m 52s logged

haven’t been super motivated lately but. ! update! i’ve made it so that foods can be spawned through code without instancing scenes because i am not too fond of doing that. i also made a simple food processing system, currently the only machine available is one that turns one food into another after a set amount of time. will probably work on a proper tileset to be in the background instead of the neon circles of death and despair

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1h 48m 3s logged

Nothing huge this time really, but, I’ve implemented being able to pick up and throw food around! I’ll have to add a drop shadow at some point to show the actual ground position of the food though.
Next will most likely be stuff to process the food with? Or maybe bullets and damage.

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1h 5m 16s logged

here’s a devlog with an actual thing in it!! i spent a little while making some basic player movement + the dive, as well as some paper mario style turn animations that I think turned out pretty well.
I’m not entirely sure on the dive tbh but everything else feels about how it should i believe. I might add very slight acceleration just because it feels nicer than instantly snapping to the direction though
Also had to mess with wackatime cause it was refusing to go online so that’s fun.

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16m 32s logged

the first devlog… There’s not a whole lot to say cause. first devlog yknow. Other than the general concept i suppose, so.
Bullet Patrons is set to be a hectic cooking bullet hell inspired by games like overcooked and undertale, where you’re fighting against a decreasing patience meter that results in you being fired when it runs out, on top of increasingly wild requests from your customers.

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Ship

I've been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3
After a month or two of work I think it's ready to ship, and is now up publicly on modrinth!
It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I'm hoping to update it more in the future, though I doubt I'll have anything done on that front in time to ship this thing TWICE this stardance lol.
I've enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing:tm: so that's neat.
If you want to try it without any of the hassle of getting a babric instance set up, I've made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link (https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip) into your launcher of choice and start playing right away.

  • 12 devlogs
  • 29h
  • 17.24x multiplier
  • 507 Stardust
Try project → See source code →
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4h 14m 15s logged

It’S ALIVEE
Hi so as it turns out!! the stationapi biome stuff is not set up properly!
The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went!
After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!

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2h 16m 37s logged

Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether!
Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3
You can also see the geysers there in both images.

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3h 29m 7s logged

added the other type of tree!
this one was a bit of a pain because i mixed up x and z for a bit!
but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!

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4h 17m 14s logged

i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders

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1h 45m 12s logged

and the last thing for today, ashwood saplings!
These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube.

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1h 33m 38s logged

three new blocksets!
Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c

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3h 44m 42s logged

I’ve implemented flame and steam geysers!
like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3

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4h 1m 52s logged

falling marrow blocks! and also ash behind them!
Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol

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