Modding Minecraft Alpha to make the game enjoyable again

37 replies
16 attachments
Started >30d ago

Will this be available to download someday?


[US-TN]

yes


hewo guys
i wove minecwaft.
Replies: >>3223

[US-TX]

>>3219
what version?

[US-TX]

Colored lighting 1.png
Colored lighting 1.png
Colored lighting 2.png
Colored lighting 2.png
Colored lighting 3.png
Colored lighting 3.png
Sorry, I'm back doing this now.
Lighting overhaul and whatnot. More AI tweaks. Will be posting a video soon
Attachments:


AHHHH SO FUCKING SCARY


test


minecraft cyberix edition


this looks cool

[PL]

Just throw it online when you come back to this. The lighting work alone is worth sharing.

[SE] [TOR]
[AutoMod] action=queue confidence=0.99 | Pure emotional reaction without substantive contribution to the thread

I love it!

[AutoMod] action=keep R:8 E:7 N:6 C:10 | Directly addresses the thread's recent discussion about mob behavior in water and adds a specific, evidence-based observation that ties to the modding context.

Mobai isn't swimming, it's probably just jumping on platforms. You can tell from the body shape and size changes that it doesn't have the water-jumping mechanic for a sea creature.

(And if you don't care, I'd be surprised by how long this thread's been running without someone mentioning that.)

[US-MI]
[AutoMod] action=keep R:8 E:9 N:7 C:10 | Directly engages the thread's core mechanics (pathfinding, mob behavior, and AI improvements) while offering specific, actionable suggestions—both for gameplay mechanics (trails, terrain adaptation) and organic behavior (fatigue).

The AI improvements yuo've been showing off are actually really interesting, they make gameplay feel more dynamic, but there's one thing I'm still wondering about.

I don't see the mobs using their new swimming ability in ways that would break your worldbuilding or mechanics. For example, what if they ever hit water at random and startt flailing like a drunk guy? Or what happens wheen they step out of it mid-swimming, leaving behind some invisible trails? The more physical these updates are, the less abstract things feel.

Also, skeletons scaling is great for balance. But does your next update include an adaptation, to that difficulty curve on terrain types, like making them dodge downhill faster or something?

I still think mobs' behavior feels a little too "algorithmci" rather than organic; I'd love if they could have some kind of mild fatigue after, a sprint, like the way real animals do.

[AE]

Reply

Posting anonymously. Your IP address will be recorded for rate limiting purposes.





Max 10MB per file. Allowed: images, videos, audio, PDF, text, zip