[128x - 32x] Mystical Agriculture [MC1.10, 1.12, 1.14, 1.15]

Post a new thread here if you've made a BDcraft styled complete patch to fully support a Minecraft mod.
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Patch Creator
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Post 03 Dec 2017, 15:10

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The spiritual successor to Magical Crops by Mark719! Grow your own resources.

Downloads

for MC1.15
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Ver 3.0.0 for MC1.15


for MC1.14
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Ver 2.0.6 for MC1.14


for MC1.12
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Ver 1.6.12 for MC1.12


for MC1.10
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Ver 1.5.9 for MC1.10

Preview

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Changelog

12 April 2020 - Added downloads for MC 1.14 and 1.15
1 July 2018 - Updated MC 1.12 to Ver 1.6.12
13 May 2018 - Updated both downloads to latest versions
03 Dec 2017 - Initial release
Last edited by Novamanga on 12 Apr 2020, 16:06, edited 4 times in total.
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Post 03 Dec 2017, 23:27

Nice :)
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Post 09 Dec 2017, 13:21

Thank you :)
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Post 24 Jun 2018, 02:57

I like this patch, except for one thing: I use HanFox's customiser to get the "warping bubbles" animation for netherrack, so it would be nice to have an extra download patch for the netherrack-backed ores to match that.
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Post 24 Jun 2018, 07:08

Well then, this mod already has you covered. The Ore textures in this are created from a single overlay. The mod then just places this over whatever background block it wants to add the ore to. The latest versions of Tinkers Construct do this as well. So if a modpack creator wants to add Inferium Ore in the Between lands it can be configured in this mod without having to add any new textures. The only downside is there is no shading on these.
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Post 24 Jun 2018, 14:01

I have looked at the assets both in the mod itself and your patch, and I'm fairly sure you're mistaken about that - the ore textures include the netherrack background, rather than using transparency to draw it over the Netherrack texture. I have not checked whether Tinkers Construct does it the way you describe.

However, from my work on GregTech 5 Unofficial for 1.10 (before that was basically cancelled and GregTech CE started), I discovered that when a mod uses overlays with transparent backgrounds and applies them to vanilla textures, that will not always pick up changes to the background from model and blockstate json files, which is how HanFox's customiser does it for the netherrack.
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Post 24 Jun 2018, 14:32

My mistake, the 1.10 version of the mod does have full netherrack ore textures. I have added alternative versions of this ore to the download. The 1.12 version makes the textures the way I described above. I made the mistake of assuming you were taking about the latest version.

Enjoy,

Novamanga
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Post 24 Jun 2018, 20:14

My mistake as well, since the textures nether_inferium_ore.png and nether_prosperity_ore.png still exist in the 1.12 version (of both the mod and your patch above), but apparently the block models are configured so that it no longer uses them. However I can state from personal experience that they were using the newer "default" bdcraft netherrack texture as the background for those others, rather than the "warping bubbles" that I had chosen in the customiser.

I copied the "warping bubbles" texture to the standard location in my local copy of the main texture pack to deal with Extra Utiliities compressed netherrack (which has its own internal handling from what I can find), which also fixed this issue, but is there another way to make that overlay honor the customiser settings for the background?
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Post 24 Jun 2018, 20:38

That sounds like one Hanfox might be able to answer. I have no idea.
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Post 24 Jun 2018, 22:57

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It can be fixed by using a multipart and a modified model (this can be applied to all netherrack based models for MauveCloud's purposes):

In /assets/mysticalagriculture/blockstates/nether_inferium_ore.json:

Code: Select all

{
    "multipart": [
		{	"apply": { "model": "netherrack" } },
		{	"apply": { "model": "mysticalagriculture:nether_inferium_ore" } }
	]
}
In /assets/mysticalagriculture/models/block/nether_inferium_ore.json:

Code: Select all

{
    "parent": "block/block",
    "textures": {
        "overlay": "mysticalagriculture:blocks/inferium_ore"
    },
    "elements": [
        {   "from": [ 0, 0, 0 ],
            "to": [ 16, 16, 16 ],
            "faces": {
                "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "down" },
                "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "up" },
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "north" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "south" },
                "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "west" },
                "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "east" }
            }
        }
    ]
}
As you can see, if you compare the files with the default mod files, we're basically saying in the blockstate "use these two models to make this one block" and then in the inferium_ore model we're just removing the part that draws the netherrack layer.

This can technically be applied to all mods to achieve this effect, but overlay textures generally don't look great due to the pixellated sides and I'd argue to avoid them and just provide proper baked textures instead.


EDIT:
After fiddling it's not quite possible (I keep forgetting how far you can go with blockstates and that item models also need fully defining and Forge blockstates don't really add too much to fix any issues as they require substates to mix models).

Considering the changes Mojang are making in MC1.13 they might make it possible then to define item states / multiparts, too, which would be great.

You can do what I said before (now in the spoiler), but the item in your inventory will lack its netherrack background which probably isn't a good idea :|
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