u/Catzforlifu

Mod works on server side and client side an i am very happy!

Minesorcery has passed the server test phase and i couldn't be happier.
All of the mechanics work as intended!
There is some time still before releasing but soon i will add weapon movesets for the alpha, i also found a modeler for weapons and a builder for dungeons.

reddit.com
u/Catzforlifu — 3 days ago

Minesorcery: Minion / Ally Control System

So i wanted to give an overhaul to the Pet AI system and i have found a way of doing it that would allow players to tame mobs universally even vanilla and those from other mods provided they are in the tag-list "minesorcery:is_minion".

The Gui shown is only available for those with the Leadership skill but the changes do affect all tamed or pseudotamed (tamed equivalent for non-tameable vanilla mobs) mobs but they will only have a following and a sitting mode instead of in depth customization.

My issue is the following:

Has anyone figured out a way of making mobs not attack the player that does not involve 'Teams" ?

u/Catzforlifu — 11 days ago

Minesorcery: New VFX GUI look

I learned how to use and calculate custom particle orientation so here we go this is a literal ball made of fire VFX.

I also decided that sliders for VFX are a bit cringe and i implemented this scalable array system with a one screen solution for all your VFX customization needs - the two halfs of the video are unrelated.

u/Catzforlifu — 14 days ago

I’ve been experimenting with animated textures using model overlays, and while it works, the current setup feels a bit clunky and repetitive to implement.

Right now, achieving something as simple as an animated texture often requires multiple procedures or workarounds just to cycle frames properly. It would be great to see a more streamlined, built-in solution.

Suggestion: Native Animated Texture Support for Model Overlays

In the Model Overlay screen, there could be:

  • A checkbox to mark a texture as animated
  • Simple settings like:
    • Number of frames
    • Frame rate

On the backend, MCreator could automatically handle a frame counter (via entity data tags or similar), cycling the texture without requiring the user to make 10-20 procedures for this effect.

This would:

  • Reduce unnecessary complexity
  • Make animated entities much easier and faster to implement
  • Eliminate repetitive logic across projects

It feels like a natural quality-of-life improvement, at least my life would be improved. I am willing to donate again if the feature gets implemented.

reddit.com
u/Catzforlifu — 21 days ago