Git Product home page Git Product logo

mcreator-examples / tale-of-biomes Goto Github PK

View Code? Open in Web Editor NEW
4.0 1.0 0.0 301.22 MB

Tale of Biomes is a Minecraft mod that I am working on as part of the MCreator Lore series on my YouTube channel NorthWestTrees MCreator. Tale of Biomes adds a new dimension and an entirely new custom world full of new mechanics and features that expand the game's reach.

Home Page: https://mcreator.net/modification/102925/tale-biomes

License: GNU General Public License v3.0

Java 100.00% mcfunction 0.01%
forge game gplv3 lore mcreator minecraft modding mods open-source

tale-of-biomes's Introduction

logo

๐ŸŒŽ Tale of Biomes

Tale of Biomes is a Minecraft mod that I am working on as part of the MCreator Lore series on my YouTube channel NorthWestTrees MCreator. Tale of Biomes adds a new dimension and an entirely new custom world full of new mechanics and features that expand the game's reach. Here you will find snapshots, releases, and documentation for the modification.

NorthWestTrees uses a couple of programs for planning the modification Leonardo and LibreOffice as well as GitHub for feature requests, wiki, and bug tracking. All textures and assets are made by NorthWestTrees and produced using Blockbench and PaintDotNet. And of course, this would not be possible without MCreator the software used to make the Minecraft mod.

๐Ÿ“š Wiki Contributors

If you wish to become a wiki contributor for this modification contact me via email [email protected]. Make sure to provide your Discord contact information in your email and an estimate of how often you will be able to contribute.

โš– License

You can find the full license on this page.

GPL_3 0_licence

Getting The Source Code

Follow this guide here on how to set up the workspace on your computer.
https://github.com/MCreator-Examples/Tale-of-Biomes/wiki/Using-Source-Code

tale-of-biomes's People

Contributors

northwesttreesgaming avatar

Stargazers

 avatar  avatar  avatar  avatar

Watchers

 avatar

tale-of-biomes's Issues

[Development]: Rice Crop and Rice Seeds

CHECKLIST

  • Rice Crop Blocks
  • Rice Seeds
  • Rice Seeds from Tall Grass
  • pH mechanics
  • Fertilizer mechanics
  • Soil Composition mechanics
    • [Clay] - 1 - 2 - 2 - 2 - 1 - 0 - 0 - 0 - 0 - [Sand]
  • Temperature
    • Temperature needs to be between 21C and 37C
  • Light Level
    • Requires 6 to 8 hours of light per day.
  • Seasons
    • Hot and Humid seasons
    • Late spring to early fall
  • Water Need
    • 2500 Litres of water
    • Cant be waterlogged
    • Can be partly in water.
  • Diseases

Diseases

Disease Type Risk
Brown Spot Fungal Disease Medium
Blight Bacterial Disease High
Stuned Lack of light Low

[Development]: Stone Tools

Overview

Stone tools offer a good alternative for more expensive tools especially early games when other resources will be required for other tech.

Tools

  • Stone Axe
  • Stone Hoe
  • Stone Pickaxe
  • Stone Shovel
  • Stone Sickle
  • Stone Sword

Tool Heads

  • Stone Axe Head
  • Stone Hoe Head
  • Stone Pickaxe Head
  • Stone Shovel Head
  • Stone Sickle Head
  • Stone Sword Head

Tool Grip

  • Wooden Tool Grip

Crafting Stations

[Development]: Thirst Mechanics

Overview

Eating food is important but drinking is way more important as it can cause death over time.

Todo List

  • Player can drink water from special items, or other forms of liquids such as juice, booze etc.
  • Each drink gives its value of saturation for fluids.
  • Fluids drain based on activities such as mining, building, crafting, farming etc.
  • Fluids also drain faster when in extreme temperatures such as deserts or arctic biomes or when it's cold or hot.

[Bug]: Shrubs Grow To Much

Issue information

Shrubs can end up taking over huge chunks of the world when the game runs too long.
Also, they don't have a non-growth state which could be useful for building.

Steps to reproduce

  1. Run the game near either shrub for a few weeks in the game and they will slowly take over the world.

Build information

Tale of Biomes: r0.1.0-indev
Forge: 1.20.1

[Bug]: Shrubs can't be placed on blocks for some reason

Issue information

Shrubs don't seem to want to be placed on Eldenmoor grass blocks.
Chances are something broke in the latest release for MCreator with the workspace so I will need to figure out what the cause of it is.

Steps to reproduce

  1. Try to place a shrub on custom grass blocks.
  2. The block will not be placed.

Build information

Tale of Biomes r0.1.0-indev
Forge: 1.20.1

[Development]: More Stone Types

Overview

Add more stone types similar to Andesite, Granite, and Diorite

Todo List

Base Materials

  • Marble
  • Basalt
  • Shale

Sub Materials

  • Raw
  • Cobbled
  • Mossy Cobbled
  • Polished
  • Fossil (Shale only)

Block Types

  • Blocks
  • Stairs
  • Slabs
  • Walls
  • Buttons (Raw only)
  • Pressure Plates (Raw only)

[Bug]: Typo Large Birck Stairs

Issue information

The item should be Large Brick Stairs not "Birck"

Steps to reproduce

Check the name

Build information

Tale of Biomes: r-0.1.0-indev
Forge: 1.20.1

[Development]: Bison

Overview

Found in plains biomes, this entity is territorial and will attack if the entity gets too close.
Natural predators are Coyoties which can spawn in the same biome.

Todo List

  • Make assets for the entity
  • Make the entity fight back when attacked.
  • Make the entity run away if the health is at or lower than 50%
  • Make the entity eat tall grass blocks to regenerate health.
  • Make the entity territorial for players.
  • Make Bison breed naturally.
  • Make baby Bison entity
  • Make Bison leather
  • Make Bison ribs

[Development]: Block of Phosphorite

Overview

A light source made from Phosphorite. The block provides a light level of 10.
The block also requires the player to mine the block with a pickaxe.

Todo List

  • Make the assets
  • Create a DECORATION TABLE
  • Create a recipe for the decoration table
  • Make the block provide 10 points of light.

[Development]: Mower

Overview

An entity that can be driven that will mow tall grass around the entity to straw.
This is a late-game feature that can be unlocked by reaching farming activities.

Todo List

  • Mower can be crafted at Farming Skill Level 5.
  • Mowers provide a ridable solution for cutting grass.
  • Mowers require fuel to operate or if upgraded to electric energy.

[Development]: Prairie Dog

Overview

Found in plains biomes, this entity is passive to players and other entities.
Natural predators are Coyoties which can spawn in the same biome.

Todo List

  • Make assets for the entity
  • Make the entity fight back when attacked.
  • Make the entity run away if the health is at or lower than 50%
  • Make the entity eat tall grass blocks to regenerate health.
  • Make the entity passive for players and other entities.
  • Make entity breed naturally.
  • Make baby entities.
  • Make Prairie Dog Fur
  • Make Prairie Dog Chunks (Meat)

[Development]: Dynamic Dirt Paths

Overview

Walking on grass blocks enough times will change the block to dirt paths. This can regrow back to a grass block over time.

Features

-The weight of the entity determines what stage of the dirt path is placed. For example, a chicken would weigh less than a cow.

  • When the weight reaches a set threshold, the block will turn into a dirt path block.
  • Over time the weight variable will drop until it reaches 0 again, which will then turn back to grass.
  • Different stages depict path types, partial grass, partial dirt, dirt/grass blocks

Todo

  • Make a weight system for grass blocks.
  • Make block states to show the dirt level.

[Development]: Hay Bales

EARLY GAME

Straw can be harvested but not baled

MID GAME

Straw can be baled using a Bale Processor

  • Requires Farming Skill Level 4
  • Requires Forge Energy
  • Uses Custom Crafting Mechanics

LATE GAME

Straw can be baled using a Baling Machine

  • Requires Farming Skill Level 8
  • Requires Tractor

[Development]: Basic Tool Table

Overview

  • A crafting block that is used to make Level 2 tools (Stone).
  • Can be used to make tool heads and tool grips.
  • Tool heads and grips can be combined to make tool types.
  • Durability combines the tool head material with the tool grip material to set the overall tool durability.

Todo

  • Create Block
  • Create Tool Head Recipes
  • Create Tool Grip Recipes
  • Create Tool Recipes

[Bug]: Bed Bugs

Issue information

Also another bug, when placing the bed it can delete a full block up one and you can't place the bed in a 1 by two hole facing south the not been able to place and deleting the block as both facing south

  • BabyMaxy2006

They there nice work but your beds are not working I know you only have a option to mimic the sleep it's not a real laydown sleep but it don't even let you sleep I think your maths might be incorrect.

  • BabyMaxy2006

Steps to reproduce

As described above

Build information

ToB: r0.2.0-Indev
Forge: 1.20.1

[Bug]: Beds don't set the world time when in custom dimensions

Issue information

If the player is in Eldenmoor the bed will not set the time to 0.
This need needs to be done though the execute in minecraft:overworld run time set 0t command.

Steps to reproduce

Try to sleep in the custom bed in Eldenmoor

Build information

ToB: r0.3.1-indev
Forge: 1.20.1

[Development]: Animal Troughs

EARLY GAME

An entity that can be used by other entities to get food from.
Hay bales can be placed into Animal Troughs to feed animals.

  • Requires farming skill level 2 to interact with the entity.
  • Hay Bales can be traded or bought early-game.
  • One bale will fill the trough to the full capacity.
  • Each time the entity uses the animal it will deal one damage point to the item in its inventory.

Todo List

  • Make assets for the entity states (filled/empty)
  • Added pathfinding mechanics to FARM ENTITIES.
  • Added damage system for the entity's inventory.

[Development]: Plains Terrain Features

  • Grass Block
  • Tall Grass
  • Fertile Soil
  • Boulders
  • Small Rocks
  • Sand Patches
  • Gravel Patches
  • Gourd Block Generation
  • Grass Block Bone Meal Mechanics
  • Grass Blocks Generate Tall Grass Over Time
  • Steep Cliff Stone Generation (If Possible)

[Development]: Scythes

Overview

This is a mid-game item that can turn tall grass into straw which can then be made into thatch blocks or animal feed.

Todo List

  • Ability to use the item when they have farming Level 2.
  • Scythe provides a 5x3x5 area of harvesting of tall grass.

[Development]: Temperature System

EACH TEMPERATURE SYSTEM

  • Biome temperature
    • Temperature based on the biome the entity/block is in
    • Biomes are broken up into biome tags for temperature groups.
    • Each group has its minimum and maximum temperature range.
    • Temperature updates every two hours.
  • Height temperature
    • Temperature based on the altitude the entity/block is at.
      The higher the player is the colder the temperature.
    • The lower the player is the colder the temperature.
  • Seasonal temperature
    • Temperature based on the type of season.
    • Might need to be tweaked after the other temperatures are added.
    • Min and Max temperature range.
    • Min and Max temp updates each season.
    • Season temperature updates each day.
  • Time-temperature
    • The time temperature is based on the time of day.
    • Weather starts to warm up around 6:00 AM and starts to cool down at 6:00 PM
  • Weather temperature
    • Temperature based on what world weather is currently happening.
    • Min and Max temperature range.
    • Min and max temperature range updates each day.
    • Temperature changes based on the weather (Clear, Raining, Thunder)
  • Wind speed temperature
    • Temperature based on the wind speed.
    • Wind speed is affected by altitude.
    • Wind speed updates every in-game hour.
    • Min and Max wind speed temperature.
    • Min and Max wind speed.

MECHANICS

  • Player setting to set temperature based on C or F.
    • Conversion from C to F is [(C x 1.8) + 32 = F]
    • Conversion from F to C is [(F - 32) / 1.8 = C]
  • Temperature math
    • (Season Temp + Weather Temp + Wind Temp + Height Temp + Biome Temp + Time Temp = Temperature)

[Development]: Sickles

Overview

Sickles can provide players with early game access to making thatch blocks.

Todo List

  • Sickles provide per-block harvesting of tall grass.
  • Can be crafted at the BASIC TOOL TABLE.

[Development]: Coyote

Overview

Found in plains biomes, this entity is hostile to players and other entities.

Todo List

  • Make assets for the entity
  • Make the entity fight back when attacked.
  • Make the entity run away if the health is at or lower than 50%
  • Make the entity hostile to players, Bison, and Prairie Dogs.
  • Make the entity regenerate health slowly over time.
  • Make entity breed naturally.
  • Make baby entities.
  • Make Coyote Pelt
  • Make Coyote Steak

[Development]: Fertilizer Mechanics

OVERVIEW

Fertilizer is used to increase the yield of the crops.

EARLY GAME

  • Fertilizer Table
    • A basic crafting table for making fertilizer
  • Composter
    • Crafting station to make compost
  • Compost
    • Product of the composter
  • Fertilizer
    • A resource made in the Fertilizer Table
    • Used for fertilization
    • Increases yield by 10%

MID GAME

  • Auto Composter
    • An automated block for crafting compost (FE)
  • Manure
    • Used for making fertilizer

LATE GAME

  • Auto Fertilizer Table
    • A machine to make Fertilizer pellets (FE)
  • Fertilizer Pellets
    • A resource made in the Auto Fertilizer Table (FE) or Fertilizer Table
    • Used for fertilization
    • Increases yield by 20%
  • Auto Fertilizer Upgrade
    • Upgrade for the Auto Farmer (FE)
    • Uses fertilizer pellets.

[Development]: Prairie Dog

Discussed in #83

Originally posted by northwesttreesgaming March 23, 2024

Overview

Found in plains biomes, this entity is passive to players and other entities.
Natural predators are Coyoties which can spawn in the same biome.

Todo List

  • Make assets for the entity
  • Make the entity fight back when attacked.
  • Make the entity run away if the health is at or lower than 50%
  • Make the entity eat tall grass blocks to regenerate health.
  • Make the entity passive for players and other entities.
  • Make entity breed naturally.
  • Make baby entities.
  • Make Prairie Dog Fur
  • Make Prairie Dog Chunks (Meat)

[Development]: Procedural Generated Structures

  • Structures generate random designs based on a central structure.
  • Multi-level support eg: upper stories, basements etc.
  • Random interior designs and details.
  • Biome based themes

Structures

  • Thatch house (Small, Medium and Large)
  • Cobblestone Ruins (Small, Medium, and Large)

[Development]: Cobblestone

Overview

Cobblestone blocks can be used in several recipes such as making early tired tools.
Cobblestone could also be used as a building resource for decoration or making cobblestone paths from them.

Todo List

  • Make cobblestone block
  • Update stone drop

[Bug]: Custom Tall Grass Drops Wheat Seeds

Issue information

Custom tall grass blocks only drop wheat seeds and not custom seeds.
Rice seeds and other seed types should replace these mechanics.

Steps to reproduce

  1. Break tall grass blocks until you get seeds, they will only drop wheat seeds.

Build information

Tale of Biomes: r0.1.0-indev
Forge: 1.20.1

[Development]: Settlements

BUILDING SYSTEM

  • Settlement Building System

BUILDING ITEMS

The settlement system can be summarized by crafting special items that can plot out structure placement for special buildings.

PLACEMENT

The land must be flat to place these markers.

PLANNING

The building will place down marker blocks which the building will be built if the player wants the location to be there.
Markers will show windows, doors, and walls, and each will have an assigned colour.
White for doors, blue for windows, and green for doors.

PANNING ROTATION

The building can be rotated using a special tool to rotate when right-click or left-click.
Right-clicking will rotate right whereas left-clicking will rotate left.

REMOVING BUILDINGS

If the player decides to move the location they can break any one of those markers to remove them all.

CONFIRMING PLACEMENT

If the player is happy with the location of the building they can add resources to the buildings container to start the building process.

BUILDING DEVELOPMENT STAGES

The building process will go through a few stages. Each stage will take one day to complete.

WORK SYSTEM

  • Settlement Work System

ARRIVAL OF WORKERS

After a while, an entity will appear at the structure and offer to work at the building for you.

WORKER QUESTS

The entity then will provide some quests each season that can be done to improve the building.

WORKER PRODUCTION

The entity also provides the building with production which can help to automate tasks such as crafting items and making money.

NPC SYSTEM

  • Settlement NPC System

RANDOM NPCs

In some cases, random entities may appear at the location of seats or other parts of the build.

NPC PATHFINDING

AI pathfinding can be used to make the system more life-like allowing them to move to different nodes which are hidden in the building.

BUILDING DESIGNS

The building needs to be designed in a way that entities can figure out path-finding relativity easily but still offer an appealing design. Custom blocks like signs tables and items can also improve the look and feel of the building.

BULLDOZE SYSTEM

  • Settlement Bulldoze System

REMOVING INTERACTION

Players should also be able to remove the building by talking to the entity and telling them they wish to bulldoze the building. They will then say sure boss and then the next season will remove the structure and despawn the entity at dawn.

REMOVING STAGES

The building will slowly deconstruct starting with upgrades and then the main building. This can take a few days to do.

EXPANSION SYSTEM

  • Settlement Expansion System

EXPAND THE STRUCTURE

Players should also be able to expand the structure into new parts, for example, a tavern may start with a smaller building with 3 or so tables but expanding it could allow for rooms NPCs can sleep in, a kitchen, and more seating and table and living area for the worker of the building.

AMBIENT SYSTEM

  • Settlement Ambient System

SETTLEMENT NPC LIFE

Entities and NPCs will also be affected by the time of day, most buildings will be alive during the day but some nights life like taverns will be active from late day to midnight.

AMBIENT SOUNDS

The building will have unique sounds when active coming from the worker NPC and other interactions around the settlement.
Sounds can be obtained through FreeSound as long as they have an attribution licence and proper credits.

AMBIENT EFFECTS

Some custom effects such as particles for NPCs working such as a blacksmith hamering at a workstation showing sparks fly or NPCs drinking give off a green-yellow particle to show intoxication, another example would be dirt particles for farmers when tilling crop fields and such. These minor effects will bring more life to the settlement ecosystem.

DYNAMIC LIGHTS

Special lights will turn on during the night at random intervals.
This can give a nice effect if the lights don't all turn on at the same time as this can cause a bit of lag even on a beefy computer. Using random game ticks it could be possible to allow them to turn on automatically at random times if conditions are met.
Condition for lights should also support different types of buildings for example a tavern will have its lights on later at night than something like a blacksmith, also some lights should be on throughout the night eg street torches and brazers

[Development]: Amethyst like features

Mineral Types

  • Garnet
  • Moonstone
  • Rose Quartz

Uses

  • Advanced Technology
  • Building Blocks
  • General Gear

Suggestions

finally!!!!! i can pitch new ideas!!!!!!!!! ithink you should consider adding an amethyst variant (that could be used in special crafts later?????)

By: r4inbowsugar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.