Modding Minecraft Alpha to make the game enjoyable again

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16 attachments
Started >30d ago

step 1 - add pathfinding step 2 - make the game harder (as it should be) by making all mobs outpace the player step 3 - allow mobs to invade bases to encourage proper defense

this is how you make the game fun again

mince raft alpha pathfinding test.mp4
mince raft alpha pathfinding test.mp4 (click to play)

More news regarding this soon


It running on 50 mb of ram is what's most shocking


good pathfinding is a step in the right direction but i always wanted to see actually intelligent enemies in minecraft, ex. zombies sneaking up on the player from behind, creepers waiting for the player around corners, skeletons taking high ground, waiting for backup instead of attacking the player alone, avoid going through chokepoints, etc... you could even go as far as making the mobs learn from the player and adapt to their tricks forcing the player to think about their actions is definietly the right way to make it more difficult as opposed to just making mobs beefy or giving them special attacks (think spiders trapping you in their web), which feels sluggish and annoying


also mobs breaking your stuff aside from wooden doors and glass blocks makes the building part more limited and unfun


Interested in seeing more from this.


Lots of improvements AI can now swim up and down, I increased the speed at which we swim up for testing purposes (but I might keep it faster for the zombie)

pathfinding zombie swimmer.mp4
pathfinding zombie swimmer.mp4 (click to play)

Some issues remain, like the zombie getting stuck under a a leaf block at 2 block height while his next waypoint was going up diagonally

Ignore the music.

Attachments:

i love this shit

zombie horde 500 fps demo.mp4
zombie horde 500 fps demo.mp4 (click to play)
water elevator.mp4
water elevator.mp4 (click to play)
creeper blow up obstructions.mp4
creeper blow up obstructions.mp4 (click to play)

>they can swim up and down water
>creepers blow up path obstructions
>not shown, skeletons scale with difficulty
>new difficulty, Expert mode


Feels good to be back on the forums


Alternative pathfinding experiment, should bring more performance. Tested with 100 zombies.

100 zombie alternative pathfinding experiment.mp4
100 zombie alternative pathfinding experiment.mp4 (click to play)

Parkour is still iffy but I think it might be acceptable

Next I need to work on allowing spiders to climb walls, then I will do a full demo with all 4 primary mobs (zombie, skeleton, creeper, spider)


A few ideas:

White Eyes

Not that herobrine shit but maybe it can be Only shows up in screenshots on rare occasions in the form of full bright white pixels either in dark corners or at the edge of the fog/render distance

When you're out and about, your doors would rarely randomly open/close (depending on if they were open or closed when you left).

Torches could be randomly placed in places that the player did not explore (newly generated chunks would be too obvious), or in plain sight (torches being placed in a segment of a lit up base that had some darkness

Torches could maybe also randomly break. It could be mistaken for a creeper so it could be explainable


(LINK WARNING: 150 MEGABYTE VIDEO) LET ME KNOW HOW I CAN RECORD LONG VIDEOS ON WINDOWS WITHOUT THEM BECOMING SO LARGE https://histora.online/uploads/Base_defense.mp4?code=cyberixnetwork

not sure when I'll consider it done ( or stable ), but right now it seems to be playing well in terms of performance and gameplay.

Considering naming the mod "Survival Unleashed" given it aims to enhance the Survival experience for experienced Minecraft players (or those just wanting to check out the sweet changes to the AI)

NEW CHANGES:

Entities can climb ladders (not seen here, also does not apply to the half-ladder trick... for now) Spiders can pathfind and easily scale tall walls (Castle sieges become trivial for them!) Attacked creepers can maintain their fuse regardless of distance (expect destruction upclose, deal with them from afar)

Deeper explanation as to how everything works

The 1.2.1 AI pathfinder has been completely backported to Alpha in favor of my homemade system. This brings an inherent improvement in performance, efficiency, and overall reliability over the previous system. I had to do quite a lot in order to make it suit my needs, however. Vanilla 1.2.1's pathfinder lacks swimming, parkour, and long-distance movement.

I am taking heavy advantage of path segmentation and caching in order to allow entities to follow light from hundreds of blocks away along with an overall increased vision range. In addition, the pathfinder will attempt to terminate early if it's confident that it will not return a complete path. The pathfinder also will always return a partial path regardless of success, allowing inherent movement towards a target ALWAYS.

The maximum pathfinding range is currently set to 350 (arbitrary number, don't know why we'd need more range) and the master vision range is set to 64. Normally, such a pathfinding range would cause horrible amounts of lag (https://bugs.mojang.com/browse/MC/issues/MC-17630), but path segmentation solves this by calculating only what is currently needed. The only issues I experience as a result of this come from entities supposedly scaling mountains weirdly and entities not wanting to try pathfinding up complex areas. for example, they're completely unable to find a correct path to me up a 128y lavacast and will prefer to stick at the bottom closest to my X and Z coordinates.

For the sake of performance, I am not going to obsess over this problem. Feel free to make all sorts of uniquely safe bases. That's perfectly fine. The real danger will come when you need to go out for resources.

I am simultaneously developing this mod as I play on a singleplayer world. I get to see the exact results of the mod in realtime.

I haven't been so motivated to build a awesome looking base in such a while. It's definitely refreshing.

In regards to white eyes anon, it isn't bad. this would add onto the inherent spookiness of Alpha without delving into "cheesy cliche haunted ARG" territory. all of these things should happen rarely, and they wouldn't be a experience that can be taken for granted. Players will encounter them when they're least expecting it, and probably wouldn't even think about it when it happens


2025-09-22_22.51.46.png
2025-09-22_22.51.46.png

Sometimes they'll explode if you block them off and sometimes they won't, which makes this screenshot even more exhilarating.

Creepers are dangerous now and its fun. It's difficult to combat them in close corners because they won't immediately defuse if you get out of their range, so juggling them gets quickly superseded by bow and arrow. If creepers can't get to their goal or are being obstructed by something, they'll explode. Knocking them off their path or slowing them down can also cause them to explode. They're unpredictable.

I like to use that to my advantage in caves by pouring water buckets or erecting a wall so they can explode and expose some ore or take out a group of monsters with them.

Attachments:

why not just use Luanti?


I hope you end up uploading the mod somewhere


Colored lights WIP!!!

2025-09-26 06_08_53-.png
2025-09-26 06_08_53-.png

I should sleep...

Attachments:

looking great.


UPDATE:

Colored lighting is almost complete! It is not so performant with ambient occlusion on (I'm doing extra calculations for better looks), so I'll introduce Terrarias lighting type option setup as an option to disable colored lights to have AO with out colors.

Entities are colored and so are your view model. Next I need to color particles and it'll be complete.

unknown-5.png
unknown-5.png
unknown-2.png
unknown-2.png
Attachments:
unknown-5.png (285.63 KB)
unknown-2.png (433.39 KB)

:)


will this be released on here?


Yes, it will be posted here.


thank you


2025-10-28 18-21-48.mp4
2025-10-28 18-21-48.mp4 (click to play)

entirely new approach to lighting. notch lighting has been kicked out and now we can have this

2025-10-26 22-17-54.mp4
2025-10-26 22-17-54.mp4 (click to play)

Full RGB demo with no performance hit. it's better than all versions of real minecraft. we are not re-rendering at all while every single version of minecraft has to re-render chunks for every single lighting update. haha losers

Attachments:

horde.webm
horde.webm (click to play)

fun with ai Huge optimizations are being made. Can't wait to show you what I've been working on for the past month

Attachments:
horde.webm (3.25 MB)

Looks GREAT I can't wait to see more


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