Changelog
Been a while, hasn't it?
Over the past few months I've decided to take a step back adding new entities, and I went over the entire mod looking for ways to improve the very basics of the code while learning more about coding. This was my first mod after all. While I have added several major features, much of the work went into streamlining my development process by simplifying my code and making it a little easier to read (I removed a LOT of boiler plates). The file size without all the new features should technically be smaller. But all that is generally unnoticeable unless you're developing on my code. So I'll get into all the noteworthy changes now.
Procedural Variants!
I've been meaning to add this to the mod ever since I was inspired by the angling mod which have so far taken form as just simple enum variants. I've now added my own modified version of it that uses a base texture overlayed with a pattern texture, and finally a third overlay of a detail texture. Each texture gets its own color and just like the simple variants previously they are all inherited through offspring (with a small mutation chance of course). Entities that previously had variants (except Archerfish, I have plans for its variants) now implement this and some such as the Rainbowfish now gain procedural variants.
Replaced vanilla entities
I've done two versions of this, one with the Squid and the other with the Tropical Fish.
-
Squid
The squid's model and texture has been replaced with a geckolib model. It looks more realistic and based on a few real squid species. The animation looks a little wonky at the moment for reasons I don't understand yet. -
Tropical Fish
Tropical Fish have not had their models or textures replaced, the original mob has had their natural spawns removed (except for their lush caves spawns as an easter egg and if you still want them) and in their place are 8 new fish mobs as follows:
- Butterflyfish
- Clownfish (these were in the previous version but now function as complete replacements)
- Dottyback
- Goatfish
- Marine Angelfish
- Parrotfish
- Tang
- Triggerfish
Mobs with eggs or "Gravid" mobs
Mobs based on animals that carry their eggs with them after fertilization such as Mud Crabs, Crayfish and Auratus cichlids will carry the HasEgg nbt with them instead of laying eggs after breeding, which is noticeable by the particles coming off of them. After a set timer, the "eggs" will hatch and their larva/fry will spawn from their parent. In addition to the 3 mentioned above I've added Platies to the mod as well (they are procedural just so you know).
Nitrogen System!
In place of the real world nitrogen system is a simplified nitrogen level value given to each mob as well as vanilla fish entities (as long as they are classified as a FishEntity they will have this). Every 4 seconds their individual nitrogen levels will increase and decrease by a set amount. In addition to this, any mob increasing their nitrogen level will increase the levels of nearby mobs within the same water body at a certain range by half of their individual increases. Mobs will start taking damage above a threshold. To help combat this, you might use aquatic plants such as Kelp and Pothos (there are others, in fact all of them do) to reduce nitrogen levels. You can also keep track of nitrogen levels using the new Nitrogen Detector block, which you can use to track N levels. This whole system uses fluid-fill algorithms to detect whether entities are within the same water body, and may get fps drops once you reach 200 or so entities depending on your hardware. Mobs without the influence of other mobs will always decrease faster than they increase nitrogen.
Tweaked AI and entity specific behavior
The AI of entities in general have been changed to be more realistic, and many mobs now have certain behavior that they'd normally do in real life such as Angelfish staying still among plants, Parrotfish eating coral or Archerfish spitting in groups.
New plants and plant fixes
- Pothos and their gangly roots now grow along swamps and jungles.
- Lily Pads grow stems downwards (their generation is a little slow).
- Monte Carlo now spread using Bone Meal and onto surfaces.
- Amazon Swords have growth stages.
Recipe fixes
Recipes for mod items now get added to your recipe book when an associated item enters your inventory. Changed the recipes of some items.
Minor changes
- Culture Feed blocks now spread vertically onto Moss Blocks
- Changed the textures and models of some entities to make them look nicer
- Changed mod icon
- Milkfish can be fished up in their respective biomes
- Updated to 1.20.1
- Minor bug fixes and performance improvements
Archerfish Gun
Archerfish Gun
Dependencies
Files
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Release channel
ReleaseVersion number
2.0.0Loaders
Game versions
1.20.1Downloads
220Publication date
October 1, 2024 at 3:19 PMPublisher
SomeMelonShark
Owner