- Sodium mod is recommended if you set render distance more than 20 chunks. The terrain is very cpu heavy, or maybe it is a skill issue, idk.
- Do not edit directly blockbench models, copy them in a different directory, and edit them in the copied directory. In each blockbench model set texture path to the texture path in the project
- Do not edit the original Blockbench models directly. Instead, create a copy in a separate working directory before making changes. This prevents accidental loss or corruption of the source models.
- In every Blockbench model, make sure the texture path points to the correct texture location inside the project resources directory.
This mod adds a whole new void-based world and new tool material that is stronger than netherite.
Package for my classes is net.balamah.voiddim
To make the project work, you need
- jdk-openjdk-21
- gradle
- unzip
If you want to make your project work using emacs immediately,
evaluate all code blocks using M-x org-babel-execute-subtree
To make project working, you need to build it first using gradle
./gradlew clean build genSources eclipseThen load project configuration by pressing C-c p f l or execute code block
(project-config-file-find-load)If lsp throws errors, run
./gradlew eclipse --refresh-dependenciesTo enable visual debug,
- Create
build.local.gradlein the root of the project - Paste code
loom { runs { client { vmArgs( "-DMC_DEBUG_ENABLED=true" ) } } } - Choose configuration option from here
I want to debug visually path finding of the mobs and enable debug hotkeys. To
do that, i need to add "-DMC_DEBUG_PATHFINDING=true -DMC_DEBUG_HOTKEYS=true" with
"-DMC_DEBUG_ENABLED=true"
loom {
runs {
client {
vmArgs(
"-DMC_DEBUG_ENABLED=true",
"-DMC_DEBUG_PATHFINDING=true",
"-DMC_DEBUG_HOTKEYS=true"
)
}
}
}I want to have debug hotkeys with dev commands and see goals of the entities
loom {
runs {
client {
vmArgs(
"-DMC_DEBUG_ENABLED=true",
"-DMC_DEBUG_HOTKEYS=true",
"-DMC_DEBUG_DEV_COMMANDS=true",
"-DMC_DEBUG_GOAL_SELECTOR=true"
)
}
server {
vmArgs(
"-DMC_DEBUG_ENABLED=true",
"-DMC_DEBUG_GOAL_SELECTOR=true"
)
}
}
}The order is going from brightest colors to the darkest
- #EAE9E9
- #D5D5D5
- #A0A0A0
- #555555
- #444444
- void_harbinger.shoot_prepare
- https://pixabay.com/sound-effects/search/dark%20magic/
- void_harbinger.shoot
- https://pixabay.com/sound-effects/search/dark%20magic/
- void_harbinger.teleport
- blade of darkness (desaparece-vamp1.wav)
- shattered_sentinel_master.death
- https://depositphotos.com/sound-effect/rumbling-impact-ancient-stony-stride-784492644.html
- staring_entity.death
- blade of darkness (muerte-Ldm.wav)
- special_attack.lightning
- https://pixabay.com/sound-effects/search/lightning/
- special_attacks.counter_attack
- https://pixabay.com/sound-effects/search/power%20attack/
- entity303.death
- nazgul screams from The lord of the rings
- corrupted_entity.death
- blade of darkness (muerte-Lch2.wav)
- Corrupted mobs black skin
- https://modrinth.com/mod/intothevoid
- corrupt_block texture
- https://modrinth.com/mod/intothevoid
- alpha_steve
- https://namemc.com/skin/f2d10ae87c2444ff
- old_corpse_pile
- https://github.com/TroupeMaster/TheDeepVoid
- old_corpse
- https://github.com/TroupeMaster/TheDeepVoid
- alpha steve walking
- OldWalkingAnimation
- Balamah
- Balamah
- Bluebeerz
- Balamah
- H0peL0ck
- legendary_pasha
- bruh_mox
- Balamah
- Balamah
- Oliksa