Introducing my new mod!: What Are They Up To (Watut)
See when players are in GUIs, typing, idling, with top of the line flailing animations
Out now for 1.20.1 for forge/neoforge
Modrinth:
Curse (pending aproval):
Had an epiphany last night that solves my problem of how to transition between overcast and huge unique clouds with their own behavior.
I accidentally just reinvented chunks. Instead of rendering clouds, I put their data into SkyChunks, so they can blend together seamlessly.
Just hit an AMAZING milestone with some new screen code with What are They Up To!
The groundwork for all modded GUI support, and showing way more information is working!
You can see me highlighting indivdual buttons, and using the Cooking Pot from Farmers Delight mod.
Some nice progress. 4 minutes of game timelapsed.
So so much more to do still.
- Clouds updating off thread for smooth fps, rendering around the player on a grid
- Playing around with lighting, 1 side being sun hit more, very WIP
Can't believe I didn't try this sooner, sweeping wind gusts using perlin noise. Once foliage shaders make a return you'll have fields of grass moving like this too.🤯
The desire to do cool procedural art stuff has never left me, aiming to at some point have a revamped weather mod made with both new and existing ideas. Been playing with a different art direction for clouds, hows this look? Really really early concept.
Weather2 is a tech mod now! Added a lil wind turbine that generates forge energy.
Wind improvements, is more windy higher up, helps the turbine generate more, and spawn more particles up high.
+ Lots more in the full changelog:
New Mod!
Mobtimizations
A Server optimization mod focused on entities.
Out for 1.18.2, 1.19.2, 1.20.1 for Forge and Fabric
When I spawn a lot more monsters, the pics show how much it helps.
More Info:
Curse:
Modrinth:
What Are They Up To v1.1.0 for MC 1.20.1 Released!
The mod has hit 1 million downloads in 2 months!
New:
- Support for 14 more vanilla GUIs, support for typing in other GUIs
- A lot more config options to fine tune exactly what you want on and off.
Playing around with some ideas for clouds.
Using models and fading between them to influence how the perlin noise forms the cloud, to eventually show the cloud types we see IRL.
Might be able to feed this kind of data into volumetric cloud shaders as well, or ship my own type.
New little mod, Sky Lanterns! Light up the sky or your town with these babies! Credit to
@RazzleberryFox
for the idea, model, and texture work!
Get it at
New small mod! Zombie Players!
- Spawns a zombie version of the player that dies
- Will wander back home
- Can open doors (configurable)
Download for 1.12.x:
Needs latest CoroUtil:
Will be on curse once they approve the project.
New Mod! Desire Paths: - Grass wears down slowly to look more and more like dirt as its walked on. Been busy with life and traveling etc, but still doing bits here and there, finally finished this mod enough to make it release worthy!
While watching
@CallMeKevin1811
casually burn down a forest in his most recent Minecraft stream, it gave me an idea. Make burnt forests leave charred wood you can harvest for charcoal. You can get it for Forge MC 1.16/1.17/1.18 here:
Weather2 bugfix update released
- Fix weather deflectors not working when their chunk is unloaded
- Fix tornadoes grabbing players through ground or in buildings
Been casually working on some tech that will eventually let me make more spirally axis free tornadoes, super super super early proof of concept on the math side of things:
With my shader coding skills improving, can now render 350k tallgrass textures at 60fps on a 5 year old gfx card, almost no cpu overhead. Getting closer to BOTW inspired grass blowing in the wind around you 😍
Whipped up this rough concept for the cubic version of the clouds after all the suggestions. I think I'm starting to warm up to the idea. Also showing non cubic for comparison.
Tired of your neighbors giant modded factory base lowering your framerate? I made a mod called Out of Sight to help with that, it prevents tile entities from rendering further than 24 blocks away (configurable), supports entities too.
Woot, fog support working nicely for shaders, one crucial step closer to all this being ready for a non beta release, also properly replacing vanilla tallgrass for my own windy shadery type now
Zombie Awareness, CoroUtil and MovePlus updated to 1.19.2 \o/, MovePlus also to 1.18.2 (also fixed my 1.18.1 mods not being flagged for 1.18.2 on curse, oops xD)
Thinking next I'll push towards a beta weather2 for 1.18, its mostly working just lacks the blocks currently IIRC.
Hostile invading bats that can also dig through walls? Sure why not! Been refining my insanely customizable HW-Invasions mod where you can customize your own custom invasions in crazy ways!
I missed having Smart Moving's ledge climbing feature for MC 1.12 so I remade it in a slimmed down version of moveplus, mod also has natural knockback resistance and ground dodging shown in the video below, get it here:
Super foliage beta for weather2 is out!, DL1: DL2:
Particle and Foliage shaders defaulted on.
Load it up and run "/weather2 wind high" to get swayin'
If foliage is missing, give me a link to your fml-client-latest.log log file.
This is achieved without any manually added support for a specific mod, it should work for any mod, and it is very network efficient.
Only some basic parts of the GUI are showing up so far but I will see how much more I can push it and limit any weird edge cases along the way.
Fun fact, in the process of making these, I encountered, tracked down, and fixed the 5 year old vanilla bug of an animals lead/leash breaking from it's fence post, submitted the investigation and proposed fix to Mojang in hopes they'll make use of it!
Your friend runs up to you in Minecraft, they stop and just stare at you.
What are they up to? Why are they staring at me? Are they typing?
You look at the ground and start spinning out of akwardness.
Finally a long message arrives! If only it was more obvious...
Whipped up a quick bit of code for an 800x800 area of perlin noise clouds with an overcast slider, effortlessly mixed with my already existing clouds. In hindsight it seems so obvious to use Cubic Sky Chunks.
Lil performance test, 30,000 lil cloud balls, each made of 216 lil triangles, totaling 6,480,000 triangles, 60 fps on my weak lil GTX 650.
GPU Instancing ver strong 💪
It's a Christmas miracle! Weather2 2.5.6 on curse soon with extra snowfall working again, just turn it on in EZ GUI. Be warned! It piles up same way sandstorm does it and doesn't have a max height! Also fixed bug in EZ GUI that caused "Server side rain rate" to not save.
Shader lighting is now perfectly matched to minecraft, yay lightmap support, which means my particle/cloud lighting is finally correct too. Performance is great, pics are: left = vanilla, right = shaders on 80 blocks around you, thinking beta release next weekend.
Uses MC 1.17 new shader driven rendering, I'm hoping to make it look way better with improved lighting and dynamic shape formation, enough that I can tell it to form other IRL cloud types, but that is still very much just a hope and dream for now.
The first thing I do when playing a new minecraft version is update move plus, I gotta have that ledge climbing, it is just way too handy. (I just need to remember to actually release it too)
Move Plus updated to 1.16.4 on and
Here's a small teaser of my boss monster in my upcoming Bedrock map. Using new Add-on entity and animation API features! HD Video Link: (sound recommended)
Moveplus updated to 1.15.2, available on curse and my site, will probably do my other small mods for 1.15.2 next and then 1.16 once there's a recommended forge build. Not sure when the bigger mods like weather and hw-invasions will get updated just yet.
Been working on the tech and improvements for the third chapter of Mutant Zombie Outbreak. I decided to give all the monsters an animations makeover since I've learned so much since the last map.
Mr. Haha Chainsaw Go Brrr
Left = old, Right = new
@CILWX_
That'e been the idea from the start ;D, something no cloud shader has tried to do they just make vanilla look more pretty, I want more specific control over a cloud to influence its shape over its lifespan, being able to have various types of lightning, rain, etc.
Was using ComplementaryReimagined shaders, some tweaks I did to make these shaders play nice:
Shader Pack Settings -> Atmosphere -> Fog -> Border Fog -> OFF, this fixes my clouds not rendering far
Cloud altitude 500 so vanilla esque cloud are far above mine for extra visual
Another feature I missed having from the smart moving mod was crawling, with 1.14s addition of crawling in certain situations, I decided to see if I could make it usable anywhere with forge, was surprisingly easy! Hello future Move Plus feature!