lunar-sway / minestuck

A Homestuck Minecraft mod
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Wood/Heat/Sand Land Upgrades and new weapons #572

Closed akisephila closed 7 months ago

akisephila commented 8 months ago

Updates Wood Lands Adds Silicone Caulk fluid, texture by Vinnelli Various carved features Carved Log and Carved Wooden Leaf, textured by Riotmode Carved Bush by glubtier Igneous Stone, Igneous Spike, and Pumice Stone from rose_bushes's branch, textured by rose_bushes Cindered Trees and woodset for Heat lands, trees from Rose's branch. Textures for planks and logs done collaboratively by Rose and Riotmode, textures for doors and trapdoors done by Akisephila Updates textures for Chipboard and Wood Shavings. Textures done collaboratively by Vinnelli and Riotmode Molten Amber fluid replacing lava in Heat lands, current texture by Akisephila temporary. Sandy Grass, Dead Foliage, Tall Sandy Grass and Tall Dead Bush by rose_bushes, textured by rose_bushes Treated and Lacquered variants of Carved Wood Blocks, textures done collaboratively by Vinnelli and Riotmode. Treated Planks retextured by Vinnelli. Lacquered Door and Trapdoor by Akisephila. Treated Ladder, Treated Bookshelf, Treated Door and Treated Trapdoor retextured by Akisephila to use Vinnelli's Treated Planks palette. Singed Grass, Singed Foliage, and Sulfur Bubble from rose_bushes's branch, textured by rose_bushes Uncarved Wood Cruxite, Uranium, Emerald, Iron, and Redstone ores textured by Akisephila Wooden Cactus retexture by Vinnelli Wooden Grass, Treated Wooden Grass, Lacquered Wooden Mushroom, Wooden Lamp, Silicone Caulk Bucket and Molten Amber Bucket textured by Akisephila Coffee Claws and TV Antenna from rose_bushes's branch, textured by rose_bushes Various Structures for Wood Lands built by Akisephila

akisephila commented 8 months ago

Updated

kirderf1 commented 8 months ago

Alright, great job on that!

Also, a reminder for myself to check tomorrow that no new textures or other assets are missing from the PR description credits.

akisephila commented 8 months ago

With these changes, should we perhaps move the wooden cactus from the main creative tab to the lands tab?

Can do

Is the credit for planks, logs, doors and trapdoors in general, or specifically for cindered wood? Does textures for doors include both block textures and item textures?

Bit of a silly question? It's all in one sentence about the Cindered Woodset; why wouldn't it be specifically for Cindered Wood? And yes, textures for the blocks include item equivalents, and will include them unless stated otherwise

Other assets that would be good to give credit in the PR description:

Most of these are included in commit, but will add to PR description anyway.

akisephila commented 8 months ago

cruxite block retexture from glub's branch should be prioritized over temporary one here

kirderf1 commented 8 months ago

All right. Removing the retexture from this PR seems appropriate then.

akisephila commented 8 months ago

how, just delete the file in resources?

kirderf1 commented 8 months ago

No, rather reverting it to the texture it was before this PR. (If you want, I could do it for you when this PR is otherwise ready to merge.)

kirderf1 commented 8 months ago

Alright, thanks for the added credits! Do you think you could add a clarification for the retextures of treated wood blocks? (that being bookshelves, ladders, doors and trapdoors) Also, could I hear your opinion on structure template credit?

akisephila commented 8 months ago

Alright, thanks for the added credits! Do you think you could add a clarification for the retextures of treated wood blocks? (that being bookshelves, ladders, doors and trapdoors) Also, could I hear your opinion on structure template credit?

done wrt structure template credit; i have no idea what that even is

kirderf1 commented 8 months ago

By "structure templates", I'm referring to the data/minestuck/structures/<...>.nbt files. The credit would go to whoever designed those structures.

akisephila commented 8 months ago

By "structure templates", I'm referring to the data/minestuck/structures/<...>.nbt files. The credit would go to whoever designed those structures.

whoever invented tables and chairs, i guess? i built them all, but dont care much for credit since theyre mostly pretty basic

kirderf1 commented 8 months ago

Alright. This is more about knowing where contributions come from than about recognition, so saying that you built all of them is good enough. (IMO recognition plays more into the CREDITS.md file)

akisephila commented 8 months ago

No, rather reverting it to the texture it was before this PR. (If you want, I could do it for you when this PR is otherwise ready to merge.)

idk how to do that so that would be a help

akisephila commented 8 months ago

also i started working on some heat land stuff before this feedback and itd be a hassle to delete it all before committing, is that fine? will add appropriate credit to description

kirderf1 commented 8 months ago

also i started working on some heat land stuff before this feedback and itd be a hassle to delete it all before committing, is that fine? will add appropriate credit to description

Okay so if you haven't committed it yet, I strongly recommend working with git so that you don't add it to this PR. At the simplest by "stashing/shelving" changes (a feature in git/intellij), and putting them back later. (If you're not sure what that is about, poke me on discord and we can work it out)

akisephila commented 8 months ago

Updated

akisephila commented 8 months ago

Updated

kirderf1 commented 8 months ago

Updated

I'm not seeing that second update.

akisephila commented 8 months ago

wait neither am i what the fuck. i pushed the damn thing

akisephila commented 8 months ago

just tried to push again. the fuck is happening? it just stopped working out of nowhere

akisephila commented 8 months ago

There is an issue with the widest Features being cut off due to hard coded limitations of size related to chunk accessing. There is no straight forward solution so the advice of @kirderf1 is that the offending Features be removed for now. We can look for a solution later in order to re-add them!

Please fully remove these features:

  • Sparse Large Unfinished Table
  • Large Unfinished Table
  • Massing Framing
  • Massive Table

I noticed this but feel as though it contributes to the personality of the land, making them unfinished. Most of the time they generate perfectly fine and not cut off anyway. In any case, removing these features would remove most of the personality of the land and the Furnish Jungle of rough biomes, which pretty much rely on these large structures. I say keep for now and if a solution is really necessary then it can be implemented later, but what's here now is fine especially as it causes no gameplay issues.

akisephila commented 8 months ago

Updated

kirderf1 commented 8 months ago

I noticed this but feel as though it contributes to the personality of the land, making them unfinished. Most of the time they generate perfectly fine and not cut off anyway. In any case, removing these features would remove most of the personality of the land and the Furnish Jungle of rough biomes, which pretty much rely on these large structures. I say keep for now and if a solution is really necessary then it can be implemented later, but what's here now is fine especially as it causes no gameplay issues.

The problem is about more than just structures being cut off. The size being too large also messes with the TemplatePlacement height functions, fairly often causing those structures to be placed in the ground at the bottom of the world. But even if that wasn't the case or if we replaced the height check code, I still don't think those features should be accepted as-is.

To be clear, I am definitely fine with us taking inspiration from a bug and making it a feature. But I don't want us to use a bug as if it was a feature.

I still stand by my opinion that they should be removed from the PR for now, with the intention that someone rethinks and re-adds them after merging this (likely as a proper structure rather than a feature).

akisephila commented 8 months ago

I noticed this but feel as though it contributes to the personality of the land, making them unfinished. Most of the time they generate perfectly fine and not cut off anyway. In any case, removing these features would remove most of the personality of the land and the Furnish Jungle of rough biomes, which pretty much rely on these large structures. I say keep for now and if a solution is really necessary then it can be implemented later, but what's here now is fine especially as it causes no gameplay issues.

The problem is about more than just structures being cut off. The size being too large also messes with the TemplatePlacement height functions, fairly often causing those structures to be placed in the ground at the bottom of the world. But even if that wasn't the case or if we replaced the height check code, I still don't think those features should be accepted as-is.

To be clear, I am definitely fine with us taking inspiration from a bug and making it a feature. But I don't want us to use a bug as if it was a feature.

I still stand by my opinion that they should be removed from the PR for now, with the intention that someone rethinks and re-adds them after merging this (likely as a proper structure rather than a feature).

i thought i already fixed them generating below the surface?

kirderf1 commented 8 months ago

If you're talking about VEGETAL_DECORATION and SURFACE_STRUCTURES, those do not determine placement height. They're a sort of feature category which determine placement order. If you're talking about something else, then I do not know what fix you're referring to.

akisephila commented 7 months ago

Updated, not finished though

akisephila commented 7 months ago

Fixed Changelog conflicts. Currently fixing up structure spread a bit

akisephila commented 7 months ago

Updated. Separation 4->5 and spacing 2->3. 4->6 on Separation was too much