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theerebus's Issues

Oregen conditions

Coal (first, lessen the size of Coal veins in non-enhanced Coal biomes. Enhanced Coal biomes should have current Coal vein sizes):

Biome with enhanced Coal gen: Betweenlands, Fungal Forest
Biomes with normal Coal gen: Jungle, Tropical Resort, Elysian Meadows, Oriental Sanctuary
Biomes without Coal gen: Desert, Savannah, Outback

Emeralds:

Biomes with Emeralds: Jungle, Tropical Resort, Oriental Sanctuary
Biomes without Emeralds: All the others

Petrified Wood:

Biomes with enhanced P. Wood gen: Volcanic Desert ~
Biomes with regular P. Wood gen: All the others ~

Fossil ore:

Biomes with a tad bit more Fossil ore: Betweenlands ~, Volcanic Desert ~
Biomes with regular Fossil ore: All the others ~
Biomes without Fossil ore: Elysian Meadows ~, Oriental Sanctuary

Mob ideas: start the brainstorming!

With upcoming biomes, we need to brainstorm about more mobs. Any ideas for specific Savannah/Desert mobs? Think about mediterrean bugs that can spawn in the Elysian Fields, some eastern insects for the Oriental Sanctuary, some Australian bugs for the Ulterior Outback, some tropical bugs for the Tropical Resort (awaiting better name).

Please reply with any ideas. Keep the ideas here for organisation-ness-esque-ivity.

Bamboo Ladder Expansion

Ropebridges.

Ropeladdermachinething that, when powered with a Redstone signal, lets Bamboo Ladders down for you to climb up on.

Independent from blocks. Hasnt been done for 0.1.1a, now for 0.1.2 then :3.

Better ponds

Currently, the little lakes are very ugly. We need to solve this.

~ Try to stop trees from acting funky, such as random floating ones.
~ Use Sand instead of Clay, make Clay spawn in rare patches in it.
~ Make them different sizes.

Biome: Ulterior Outback

This biome is based on the Australian Outback. Expect lots of Sand, short bushes (I, Dylan, will make textures for them soon), Eyer's Rock-shaped things out of Hardened Clay, other stuff out of Hardened Clay, and also random Eucalyptus trees on the dry dirt patches found there.

Mobs such as Scorpions, Beetles, Tarantulas and more will spawn here. No solifuges though. Mobs will be specified more closely later.

This biome will be one of the two biomes that the Termite Hill dungeon will spawn in.

Biome size and rarity

The Jungle and Savannah should be quite the same, but the Volcanic Desert should be a bit smaller and rarer, since it's a pretty empty and unforgiving place.

Worldgen conditions

Jungle:

  • Ponds spawn more commonly in open spots.
  • Turnips generate more commonly near water.
  • Caves spawn a bit more commonly here.
  • Low caves (<32 or whatever ground level is) are filled with water. ~
  • Caves will randomly have Umbercobble and Mossy Umbercobble in the wall, for the fancy looks.
  • Caves have Moss and Lichen in them (see #41).

Volcanic Desert:

  • Redgem can be found imbedded in the rock rarely.
  • Small spikes of Volcanic Rock spawn here.
  • Bigger volcanoes spawn in the open, some filled with lava, some having a new dungeon inside of them (to be specified, work on regular volcanoes for now).
  • Lava lakes generate more commonly in the open and can connect to form lava rivers (somewhat, play with it).
  • Caves spawn with lava pools inside of them here, and also the random lava sources and such.
  • Caves (y = <16) are filled with lava. ~
  • Caves have Sandstone stuff :).

Tree rarity:

  • Sideways fallen Burned logs (basically, the spiny ones, but sideways).
  • Regular spiny Burned Logs.

Elysian Meadows:

  • Half the amount of redgem. ~
  • Less Caverns than regular.
  • Turnips generate here :).
  • Caves have Moss in them.

Betweenlands:

  • No Redgem (extra dark). ~
  • Caves spawn a bit more commonly here. The deeper ones (y = <24) are filled with water. ~
  • Caves have Moss and Lichen in them (see #41).

Ulterior Outback:

  • Less caves.
  • More Redgem. ~

New Mosquito AI, old model

Here is what they should do, based on Dave's old Mosquitos + Davey's Mosquito AI.

  • They spawn in groups of 4.
  • They group up and fly at you.
  • They teleport away upon being hit.
  • Once they get close enough, they sit on your head and do 1 hp damage every second. Multiple can sit on you! Redstone particles.
  • Hit em off by looking up and smacking them.

HP: 5 hearts. Attack: See above. Drops: Netherwarts.

Size the model down, and maybe even remove the very small tiny legs if that makes them look better.

Elysian Fields (biome)

No spiders! Yay!

The place has some Cypress trees dotting the landscape (4 per chunk?). Also, a bunch of (giant) Flowers spawn here. You can also find Oak and Birch trees surrounding small ponds of Water randomly (one pondoakbirchspot will generate every 8 chunks). It is quite a nice place.

Grass/foliage color:
AADB48

Fog:

R - 213
G - 228
B - 127

Humidity: 0.5
Temperature: 0.85

!!! THE PONDS WITH TREES NEED A SEPARATE ISSUE !!!
Mark the issue name with structure, and put in that it should only spawn in elysian fields.

Rocky Wasteland, Steppe (Subterranean Savannah sub-biomes)

Steppe:

Parent biome: specified above.
Grass/foliage: D9BE3E
Fog: adopt from parent.

Terrain gen:

  • Much less Acacia trees (1/4th of the current amount).
  • 0 Asper trees.
  • It is both Sand and Grass, mixed together nicely. They spawn in a 5/2 ratio, the first one being Grass and the second one being Sand.

Rocky Wasteland:

Parent biome: specified above.
Grass/foliage: adopt from parent.
Fog color: adopt from parent.

Terrain gen:

  • Three times as much rocks.
  • No trees.
  • Lava pools, about 0.25 per chunk (or, 1 per 4 chunks).

Savannah sub-biomes:

  • 65% Savannah (will be 60% in 0.3)
  • 20% Steppe (Savannah with more sandy spots and such, will specify in another issue)
  • 10% Asper Grove
  • 5% Rocky Wasteland (will specify in another issue)
  • 5% Termite Mounds (part of the 0.3 update. Do not add yet.)

Fungal Forest (biome)

The Fungal Forest

The fungal forest biome is covered in mycellium (and soon, non-growing dirt). It is covered in mushrooms. Tons of mushrooms. Everybody loves mushrooms. Soon, we will add a scala of mushrooms that grow here. Pretty cool, huh?

Humidity: 0.95
Temperature: 0.9

Grass/foliage color:
4E8833

The addition of the Cypress

A new tree.

Chylex, you have three shapes. Make 'em twerk.

It's just your regular wood. You could even rename the Baobab coding stuff and such.

That's it. I'll be working on the sapling soon.

Charred Forest (Volcanic Desert sub-biome)

Parent biome: Volcanic Desert
Grass/foliage color: 38352E
Fog color: RGB, all 64.

Mobs: Fireants.

Terrain gen:

  • Burned Wood more commonly, about 8 per chunk.
  • Lava pools (maybe lava rivers?). About 1 every 3 chunks.
  • No Spider dungeons or wasp nests.

Volcanic Desert sub-biomes:

  • Volcanic Desert = 95%
  • Charred Forest = 5%

Beetle Larvae should heal less.

I believe I had posted a similar issue before.

Well, here is a new one, with some tweaks.

Raw Beetle Larva:

  • 1 food point.
  • Low saturation.
  • 15 seconds of Nausea II.

Cooked Beetle Larva:

  • 3 food points.
  • A bit better saturation.
  • No Nausea.

On-a-stick:

  • 9 food points.
  • Even better saturation.
  • Nausea I for 5 seconds.

New flora (biome assignment, drops, etc.)

Note: Randomly means ''on it's own''
Swamp Undergrowth

  • Where: On land
  • How: randomly, 16 tries per chunk
  • Biome(s): Betweenlands
  • Drops: Random seeds'n'crap like regular.

Bulb-capped Mushroom

  • Where: On land
  • How: On its own, 8 tries per chunk.
  • Biome(s): Fungal Forest, Betweenlands
  • Drops: itself

Mire Coral

  • Where: In the water, on the bottom
  • How: Small patches/randomly, 4 tries per chunk when there is water.
  • Biome(s): Betweenlands
  • Drops: Mire Coral (item)
  • Only grows underwater, so, it should be surrounded by water. Ask Dan or something.

Dan, feel free to play with the numbers if things seem to be too common/rare.

New plants and such (+ where they generate)

Mire Coral:

  • Where: Underwater.
  • Biome(s): Betweenlands.
  • Drops: Mire Coral (item)
  • How: Randomly

Weeping Blue:

  • Where: Land
  • Biome(s): Elysian Fields, Betweenlands
  • Drops: Weeping Blue Petal(s)
  • How: Randomly

Middle Bush:

  • Where: Land
  • Biome(s): Betweenlands
  • Drops: Middle Seeds, fully grown: Middle fruit + Middle Seeds

Biome: Elysian Meadows & related stuff

Definitly a nice biome. This biome will not have any arachnids spawning, giving a somewhat-more-relaxed scenery.

Mobs that spawn: Wasp, Mosquito(?), Fly, Botfly, Beetle, more to come.

Spawning undergrowth and such: Ponds, Turnips, Pumpkins, Tall Grass, lotsa flowers from 1.7.

Trees: Cypress, Birch & Oak (B&O spawn in clusters, Cypress spawn in the more open field)

Grass color will be settled later.

Sub-biomes for variety

Sub-biomes will add variety to the terrain. The biome name above the description will clarify where it'll generate (aka connected to what biome(s) it can generate).

Jungle:

  • Name: Lake.

At the level where lava lakes would be in the nether, there is a big water lake. The higher levels are still the same, but this just adds some nice variety to the bottom of the world.
Small islands will spawn in these lakes.

This is a big sub-biome.

Jungle/Savannah:

  • Name: Asper Grove

Big Asper trees will spawn in clusters in this sub-biome (clusters of all three sizes). This just adds a tad bit of variety to these biomes.

Savannah:

  • Name: Rockyard

A cluster of rocks and lava pools, with Sand and Grass mixed. Looks quite fancy and such.

Asper Grove (Underground Jungle & Subterranean Savannah sub-biome)

Asper Grove

Parent: Jungle
Grass/foliage: 33571F
Fog color:

  • R: 31
  • G: 163
  • B: 15

Mobs that spawn here:

  • Beetle
  • Beetle Larva
  • Scytodes
  • Jumping Spiders

Terrain gen:

  • Tons of small, medium and large Asper trees.
  • Single cobwebs, attached to the Asper trees. About 16 per chunk should spawn. It will search for a free spot below a branch of Asper logs or leaves, and will attach itself there.
  • Higher chance for Spider Dungeons to spawn (twice as much).
  • No Wasp Nests.
  • Slightly more Water pools, about 1.5 times the amount.
  • 70% = nothing (will be 68% in 0.4)
  • 15% = Asper Grove
  • 15% = Lake
  • 2% = Ruined City (will be part of the 0.4 update. Do not add it yet)

Asper Grove (Savannah variation):

Parent: Savannah
Grass/foliage color: adopt from parent.
Fog color: adopt from parent.

Mobs:

  • Tarantula
  • Rhinoceros Beetle
  • Beetle
  • Scytodes

Terrain gen:

  • Lots of Asper trees and Medium Asper trees. About half the tree density for smaller Aspers, and 1 medium-sized one every 2 chunks.
  • Fallen asper trees, 4-6 blocks long. These can randomly have a log branching off, which will be attached to all sides except for the bottom side.
  • Spider Webs randomly, in a similar fashion to the jungle variant, but half the amount.
  • No Wasp Nests.
  • More Spider Dungeons (twice as much).

Savannah sub-biomes:

  • 65% Savannah (will be 60% in 0.3)
  • 20% Steppe (Savannah with more sandy spots and such, will specify in another issue)
  • 10% Asper Grove
  • 5% Rocky Wasteland (will specify in another issue)
  • 5% Termite Mounds (part of the 0.3 update. Do not add yet.)

Repair on an anvil

Jade armor: with Jade
Sprint Leggings: with Bio-velocity
Jump Boots: with Elastic fibre
Exoskeleton armor: with exoskeleton
Rei. Exo. armor: with Rein. Exoskeleton
Night-vision goggles (in helmet too): with Compound Lens
Glider Chestplate: with Glider Wing

Tadaah. Tools made with Jade should ofcourse also be repairable with Jade.

Betweenlands (biome)

The Betweenlands is a swampish biome.

Humidity: 0.85
Temperature: 0.55

  • The bottom layer of this biome is shallow water, maximum 5 blocks deep.
  • The bottom is covered in Mud (a new block, see #61).
  • There are regular patches of land in the bottom (and ofcourse, it is all land on the higher elevations). - These will have huge Weedwood trees on them (tree shape is found in the Betweenlands source, I do believe it needs to be sized down).

Grass/foliage color:
314D31

Improvements to Fireants.

Replace the Fireballs it shoots by a spray of fire and smoke particles... Aka, it showers you with flames. Sets you alight, but doesn't light blocks.

Drops:
~ 0-1 Blaze Powder
~ 0-1 Exoskeleton

That's it, folks.

Antlion maze

Dave's dungeon design with the input of Dan!

This dungeon will have a bunch of randomly generated rooms (with random doorways, spawners and sometimes chests).

Some rooms have a ceiling made out of Ghost Sand, which would be the (dangerous) entrance to the dungeon.

The centre of the dungeon has a big room with the Ancient Antlion boss (see #79), which will spawn from a one-time use spawner when you get within range. Below the spawner, there will be some form of a loot chest.

The rooms can have regular Antlion spawners or Firebrat Mounds.

Mob to biome allocation

The following mobs need to be changed for spawnzicles:

Centipede: Jungle only
Bombardier Beetle: Jungle only
Solifuge: also in the Savannah
Botfly: not in Savannah anymore
Moths: only in the Jungle (tropical resort/elysian fields later)

Upcoming biomes and mob allocation:
Will be specified alongside the biome description.

Finish new entity AI

A few methods still need sorting. I'll leave that to dave.

It searches in a 32 x 4 x 32 area.
If you want the height to be bigger without causing lag I'll need to change the code a bit.
Width and height can be changed freely with no real consequences.

If further performance enhancements are necessary feel free to do it yourself Mr. @chylex =P

Rhino Beetle tweaks

Make it require much more bamboo, like, a huge amount. Or maybe some new bamboo thing that'd drop very rarely? Right now, you get too much awesomeness for a very small price.

Also, add particles when you tame it.

Optimize eating AI for larvae and grassfuckers

Put in a cooldown, and also, check outlines of a cube. Right now, it expands the check area to find closest wood, but it also re-checks blocks it already checked, which is about 3 times more than it would normally check.

Velocity Block

Crafting recipe:

3x3 of Bio-velocity. Uncraftable into 9 Bio-velocity again.

Propels you forward in the direction it's facing. You choose the speed, but make it ridiculous. The speed ofcourse immediatly wears off when stepping onto another block (aka, make a line of these for fast transport).

Shift on it so it doesn't have an effect on you.

Volcanic Desert (biome overhaul)

We shall overhaul the Volcanic Desert to make it more than a Desert with lava and long black wood.

Ideas:

~ Volcanic Rock outcrops. ~ Ash rain for ambiance!

Lake (Underground Jungle sub-biome)

Parent biome: Jungle
Grass/foliage color: 3CC227
Fog: adopt from parent.

Mobs:
Same as in the parent biome, except Mosquitoes will not spawn here (a bunch of water mobs will be added though).

Terrain gen:

  • Giant lake at the bottom layer, with random islands in it.
  • The lake is surrounded by a beach, and the bottom of the lake is mostly sand with some clay spots (16/1 ratio, 16 being the sand, 1 the clay spots).
  • Nothing else really, maybe waterfalls from the ceiling if it is directly above the lake?
  • Islands within the lake. One every 8 chunks. Tell me if you want some visual representation of it.

Jungle sub-biomes:

  • 70% = nothing (will be 68% in 0.4)
  • 15% = Asper Grove
  • 15% = Lake
  • 2% = Ruined City (will be part of the 0.4 update. Do not add it yet)

More decorative Umberstone blocks

Smooth Umbertile

A decorative block.

Texture is on D-box.

Crafted with Umberstone in a 3x3 pattern (gives 9).

Just for niceness, will be used in various structures.

Umberstone Pillar

A Pillar made out of Umberstone :o.

Crafted using 2 Umberstone in the same shape as Sticks are crafted. Gives 2.

Smooth Umbertiles (mind the s)

Smaller tiles. Still fancy.

Crafted by using 4 of the Smooth Umbertile block in a 2x2 shape, like crafting Stonebricks. Gives 4. Repetitive recipe much?

Rhinoceros Beetle bashing behaviour

First of all, I love the ramming. It's the best thing ever. I murdered a whole village with it. Lovely.

The Rhinoceros Beetle's health should be boosted to 60 in non-tamed mode and 80 in tamed mode. Fun!

The bashing bar. A cooldown of sorts. Something. Basically, when the bar is at 0, you can take a run-up, which will charge the bar. The higher the bar is charged, the more damage you do, and the more knockback there is.
When charging, the bar is bright something, and when it is cooling down, this turns grey-ish.
When you, unfortunatly, hit an obstacle, the bar will turn grey.
Once the cooldown bar is at 0 again, you can charge it again.

This would make the bashing require a bit more skill. The cooldown shouldn't be TOO long, but long enough to prevent constant bashing (which is what I've been doing to the villagers).
The damage shouldn't be too low when the bar isn't very high, it should remain useful. But, with a fully charged bar (which requires quite the run-up), you should be able to deal a ton of damage and knockback :).

I hope you like this idea. It's not needed, but it would make it a bit more... Epic?

Antlion Boss fur relz

The Antlion Boss should be completely redone, apart from the model and texture.

HP: 100
Armor Points: 10
Drops: 1-2 Reinforced Exoskeleton, 4-9 Exoskeleton, 4-12 Smooth Sandstone

Attacks:

Pinch. It basically just bites you. Does 8-12 damage.
Sandshooting. A spinning block of Sand forms between it's jaws, which it shoots after it is fully fledged (the Sand block gets bigger and bigger, not too big though). Does 4-8 damage, 50% for Blindness II for 5 seconds.
Earthquake. It repeatedly smashes on the ground with it butt, causing an earthquake with a 4 block range that knocks you back. The earthquake lasts for as long as it smashes the ground. Does 4-8 damage.

That's it. We might want to redo the Antlion dungeon in 0.1.2 to make it better, so it's more fun to beat it.

Advanced Beetle breeding mechanics

Beetles could grow differently and have different abilities depending on what they are fed and how they are treated when they are babies.

Also, to help with automation, it would be fun if beetles ate fully grown turnips and bred on their own. Should be pretty fun to watch them tearing through fields of turnips

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