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the-betweenlands's Introduction

Build Status CurseForge Project

The Betweenlands

The Betweenlands is a mod developed by the modding group for the indie sandbox construction game Minecraft. This large and expansive mod focuses on a whole new fully fleshed-out dimension for Minecraft that adds a plethora of exciting new content.

The Betweenlands dimension is a dark, swampy realm crawling with strange, monstrous creatures. It is the dimension that the majority of the mod revolves around.

Creating Issues

When reporting problems you must...

  • use a descriptive and concise title
  • include the version of Forge and the Betweenlands you are using
  • specify whether it happens in singleplayer or multiplayer (and if so, what server is used, e.g. Vanilla, Thermos, Sponge etc.)
  • provide a detailed and comprehensible description, if possible also include instructions on how to reproduce it
  • include a link to your mod pack so we can try to reproduce it, otherwise if no such link is available provide a list of all mods you have installed
  • upload the full crash log if available and include a link to said crash log
  • not post multiple problems in one issue. Create multiple issues instead

Feel free to include pictures of the problem you are having, if that helps. You may also create issues for suggestions. If you have multiple suggestions please post them in one single issue.

If you do not follow these rules your issues will be closed and ignored.

But before you start writing an issue, please read up on the following common issues


Contributing

If you intend to contribute via pull request please read our contributing instructions.


Common Issues

  1. Common issues caused by OptiFine

    1. My screen is totally black!
      This is a common issue when OptiFine is installed.
      The "Fast Render" option in OptiFine causes our shaders to not work.
      To fix this problem you can either set "Fast Render" to OFF
      or disable the Betweenlands shaders in the Betweenlands config.

    2. Everything is invisible!
      Newer versions of OptiFine have built-in shaders that
      don't work well with our shaders. You can either disable the
      Betweenlands shaders or disable the OptiFine shaders by going to the
      main Minecraft directory, opening optionsshaders.txt and changing
      shaderPack=... to shaderPack=OFF.

    3. The mod crashes on startup in 1.7.10
      The 1.7.10 version of the Betweenlands is incompatible with some
      OptiFine versions. Try OptiFine HD U D3 instead which should
      work.

  2. Other common issues

    1. The water is only yellow/brown/beige
      Download the latest recommended version of Forge.

    2. Everything is black, invisible or looks strange
      If you have any other mods installed that add shaders, make sure you either
      disable the shaders of those mods, or disable the Betweenlands shaders (see 1.1)

    3. The sounds or music sometimes stop working
      That's something we're still working on. If this happens to you, you
      can fix it by pressing F3+T (might freeze the game for a few seconds)
      instead of restarting the game.

    4. This mod makes my game lag horribly!!1!
      Try disabling the Betweenlands shaders (see 1.1). Some graphics cards,
      especially integrated ones such as Intel HD Graphics, cannot handle the
      shaders well.


For Developers


Features Include

  • A complete independent survival experience with hours of gameplay
  • A whole new dimension to survive in
  • Many new creatures and monsters to fight
  • Bosses to defeat
  • Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
  • An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
  • A unique farming system with several new crop types
  • Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
  • Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
  • Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
  • Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
  • Randomly occuring events, including changes in the weather as well as sometimes more supernatural occurrences
  • Special built-in custom shader effects to make the worlds look even prettier
  • Multiplayer compatibility so you can survive with your friends
  • ...and much, more more!

TERMS AND CONDITIONS

  1. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code. USER - End user of the mod, person installing the mod.
  1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
  1. USE Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
  1. REDISTRIBUTION This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely with the exception of CurseForge modpacks. All other mirrors of this mod must have advance written permission from the OWNER under the joint agreement of the Angry Pixel modding group. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation. In any cases, full credit to the Angry Pixel modding group must be given.
  1. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms. Use of small sections of code is allowed as long as the result is transformation. The code may also be viewed and learned from for educational purposes.

the-betweenlands's People

Contributors

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the-betweenlands's Issues

Swamp Talisman/Pieces

Swamp Talisman is used to light the portal.
It is 'crafted' on an Altar.

Swamp Talisman Pieces are dropped by Dark Druids.

Weedwood Tree

These trees use Weedwood logs instead of the Weedwood/Weedwood Bark.
They are much smaller than Giant weedwood trees, as you would expect, being around the same size as a regular tree.
You can do whatever you want with these for their generation, though it should be quite simple.

New Labels Please

Would it be possible to add some new labels to the repo?

New Feature
High Priority
Suggestion
Feedback Required

Cheers. :)

Cragrock

Since the Cragrock gen has already been implemented, the block itself may as well be too. That is, if its not already been done.

Weedwood Crafting Table

Acts like a regular crafting table.
If I remember correctly, Sam added a feature in the original version where it renders what you are crafting on the grid, but I'm not sure exactly how this worked. He can add it if he wants though.

Mud additions

The player sinks slowly into the mud and they must dig themselves out, otherwise they take suffocation damage.

Sulfur Torch

Acts like a regular torch. Gives off the same particles as redstone dust, but yellow.

Druid Circle

Circular standing stones type of structure.
Made of cobble/mossy cobble.
Altar in the middle.
Druids spawn around it.
Generates on flat areas in swamp biomes - you find one per swamp biome.

Materials list for general materials class

Middle Gems (there are currently 3 - Aqua, Crimson and Green - but this is probably subject to change)
Blood Snail Shell
Mire Snail Shell
Idols (Bronze, Silver and Gold)
Lurker Skin (file name says crocodile)
Compost
Dragonfly Wing
Swamp Reed
Dried Swamp Reed
Swamp Reed Rope
Swamp Reed Powder (I cant even remember what this is for, add it anyway =P )
Life Crystal
Middle Fruit Seeds (file name says middle fruit)
Mire Coral
Moss
Mud Brick (item, I mean)
Octine Ingot
Rotten Bark
Sap Ball
Slimy Bone
Slimy Bonemeal
Sludge Ball
Snapper Root
Spores
Stalker Eye
Sulfur
Valonite Shard
Weedwood Stick
Wick (don't think we need this any more but add it just in case)
Wight Heart

Change the Druid AI a bit

I managed to beat them with no armour or food and only an iron sword, so I think a few tweaks are needed.
Make the druid's throw much stronger again, as it first was (sorry, at first I thought it was too strong).
The teleport is freakin' terrifying, although could do with a few adjustments, since atm it appears to just fly towards the player very quickly.
When a druid teleports, there is a delay before it throws you. I think this needs to be removed, because it gives the player a chance to just whack it with a sword a couple of times, which could kill it easily.

Oli ! We need a list of Items and blocks

We need a list of blocks and items (preferably as 2 different issues).
Each list should have what items/blocks, that should be added and which creative tab they are added to
A name, texture and short description of each thing's property would be good
Fine tweaks can be added later.
There are 5 creative tabs:
Items
Blocks
Gear (armour, weapons, tools. etc.).
Plants
Special Items
Once the basics are done then work can begin on other stuff that will need these Blocks and Items.

Betweenstone Furnace

Acts like a regular furnace, but gives off yellow particles (the particles are the same as redstone's)

Stage 1 - Portal stuffs

Dark Druids
Swamp Talisman/ Swamp Talisman Pieces
Ancient Altar
Druid Circle gen
Druid Circle blocks
Portal

Altar

Needs model/texture (use code from Erebus)
Has animation - rocks in middle float slowly up and down
Cyan particles given off in the middle
Has a glowing texture
Cannot be broken - like bedrock
Generates in the middle of druid circles
When right clicked, alter GUI is displayed.
Swamp Talisman is crafted by putting every different Swamp Talisman piece into the GUI.

NOTE - 'Altar.ogg' is not for this.

Wight

Ok, these guys are awesome. They wander around the BL slowly with their heads hung low, staring at the ground. They are sensitive to sound, so if you just sneak past them they will ignore you. If you make noise by walking around or breaking things, they will notice you and attack. They drop Wight Hearts. They have a bunch of awesome sounds too :D

Druid circle needs a little tweaking

Not really necessary, but I think it would be better if the pillars looked a little more randomised and natural. Perhaps varying heights. Vines growing on them would look great too. Thanks!

Weedwood/Bark/Logs

The huge trees' trunks are made of up two blocks - Weedwood and Weedwood Bark.
Weedwood Bark is tough and takes a while to break. It has no use other that for aesthetics.
The Weedwood is softer and breaks faster.
Weedwood logs are from small weedwood trees. They act like regular logs.

Unlike the old weedwood block which required a bunch of textures, these only require 3.

Tools/Armour

Weedwood Tools - like regular wood tools.
Octine Tools - Has the same stats as gold tools. Octine Swords have a 1/4 chance of lighting mobs of fire when hit.
Valonite Tools - Same stats as diamond.

Octine Armour - Same stats as iron armour. Fire does not harm the player when worn.
Valonite Armor - Same stats as diamond armour.

Druid Altar changes/additions

So, me and Sam have discussed some things, and we think this is a good idea.
When you put all of the different talisman pieces in the GUI, it closes itself after a second or two so that the player can see the Altar clearly.
There is then an animation where the different pieces all come together to form the whole swamp talisman, and the light beams used when the enderdragon dies shine out. You can also add some other fancy particles if you want, you guys can do what you want really.
'Altar.ogg' plays when this happens too, and the animation should last about 13 seconds or so.
After that, when you right click on the GUI again, the talisman pieces will all be gone and the swamp talisman will be in the centre.
Whilst the animation is happening, you cannot right click on the Altar.

Sam can handle most rendering and such, and Dave will have to help out with the packet stuff.

New (additional) textures for rune stones

Whilst the altar is crafting, we have made it so the rune stone textures change to an animated texture - see pngs called druidStone1Active - druidStone5Active.
The bitmaps are 16 x 128.
The idea was to make them change colour whilst the altar is crafting and give an even more epic effect.
Sort of like a smooth transition from in-active to active and back again - like normal -> red glow and back. I haven't touched the textures as I thought Oli would revel in making them exactly as he wants :).
All the code is done and ready for some MrCompost texture magic.

Swamp Hag

Nothing too special for the AI, it is essentially just a faster, stronger zombie. They drop Moss and Slimy Bones. They can also see the player from a much further distance, meaning they can stalk them for a long time.

Stage 2

Remember, everything from the previous stage needs finishing first!
The dimension itself
Basic swampy dimension terrain gen + caves
Betweenstone, Swamp Dirt, Swamp Grass
Dark green water/sky

Creative tab ordering is a mess

The Creative tab is all jumbled up and out of order (for tools and armour).
I'm not sure if it is the way the items are registered using the reflection method.
If someone else could fix this it would be nice.
calling @SanAndreasP

Giant Weedwood Tree

Generate in any of the 4 basic biomes we have added.
Some can be found quite close together, forming a big (mostly) closed canopy, and others further apart.

I'd like them to look roughly like the old BL trees. This time though, Weedwood Bark generates on the outside and Weedwood on the inside.

Ore blocks/items

Sulfur Ore - basically just the BL version of coal. Drops 1 Sulfur item.
Octine Ore - BL version of iron. The ore has flame particles and gives off a small amount of light. Can be smelted into Octine Ingots.
Valonite - BL version of diamond, thought it isn't quite as rare. Drops Valonite Shards.

make the BL brighter

I know I said I wanted it dark, but its kinda ridiculous =P
As dark as night time in the overworld would be fine.

Nerf the Dark Druids! =P

Just change it so they don't throw you as far or as high, since there will be a few of them attacking at once most likely.

Dark Druid Mob

Needs model/texture/sounds
Has glowing texture
Attacks by lifting the player into the air whilst raising their arms slowly, as if by magic, and then throwing them backwards. They also give off black particles whilst doing this.
Drops a random Swamp Talisman Piece.
They spawn around the Druid Circles and dont stray far from them (Altar can act as the spawn point?)
They can teleport short distances, like enderman. When they do so, hey create a puff of smoke particles.

Portal

Made like a Nether portal, but with mossy cobble.
'Lit' with a Swamp Talisman.
Has custom particles/portal block texture/sounds (normal portal sound plays every 11 seconds so it sounds like it loops)

Weedwood Bush

The same as the bush in the jungle biome, basically. Gen anywhere, but are more common on the biome with the large areas of land (sorry, don't know their proper names)

Weedwood Sapling

Grow into the small Weedwood Trees only! The giant ones would probably cause a mess =P

Basic biomes

What we have now can be a biome itself

They should be one with a lot more patchy little islands, quite close together

One with deeper water and less land

One with higher areas of land, similar to the swamp biome in the Erebus mod.

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