Wastelands of Baedoor (firearm weapons, steampunk & airships mod)

Started by Toma400 on

Topic category: Mod showcase and discussion

Wastelands of Baedoor (firearm weapons, steampunk & airships mod)
Fri, 04/09/2021 - 21:03 (edited)

Hello fellow MCreators,
Recently I started to organise my ideas on mod I planned for almost half of a year (as I discovered existence of MCreator).

It's going to convey my small steampunk universe I'm making for years (created mainly for books/game creations), but I thought it's perfect use for mod Minecraft was lacking as far as I was searching. Weapon mods are often OP, steampunk mods are too vanilla-unfriendly and aimed on different things that I wanted. Also I wanted to add some things that are crucial for Minecraft, but Mojang never tried to incorporate them (yet).

So, long story short, things I want to invent in WoB are:

- airships (structures on air across Overworld and End, being source of new items)
- firearm weapons (balanced and with various aesthetic & gameplay features)
- various other weapons I miss in vanilla (swords, ranged weapons and all between)
- some new mobs (mainly illagers travelling on airships)
- new herbs & small decorative stuff (plantable)
- new blocks in steampunk vein
- renewable sand (from herb called "sand veil")
- two tiers of armor/tools (lava and cirtain, being on respectively diamond and "above netherite" tiers in my universe)


There's already mod page on MCreator with latest version!
I will be happy to get your feedback - you can write it here, on mod page, or on Google Docs survey I made for that.
If you don't know how to use this mod, you can also look at wiki / guide I created. I hope you will enjoy it! More changes still to come :)

There is also bug tracker available, if you are interested in more in-depth vision of mod, or if you don't know if bug you encountered is known.

Edited by Toma400 on Fri, 04/09/2021 - 21:03
Last seen on 21:49, 29. Apr 2024
Joined Sep 2020
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It would be nice to have a…
Wed, 04/21/2021 - 21:36

It would be nice to have a fully mechanical airship populated by hostile strange machines. From here you will be able to obtain some rare contraption that will allow you to obtain new skills.

I see that there's a lot of…
Fri, 04/23/2021 - 15:05

I see that there's a lot of interest in steampunk machines, so this will be certainly the theme of future versions. Honestly, I really want them too :D so thanks a lot for feedback!
Already added some blocks in v0.a10 which can be used for machine part of a mod, but shhh. We will see!

If anyone want to leave a bit more feedback on WoB, I also really encourage to fill the survey I just made. It will help me a lot :)

Last seen on 11:45, 23. Jan 2023
Joined May 2020
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The airships and all of that…
Sat, 04/24/2021 - 08:53

The airships and all of that are looking crazy!Love the mod

I'm happy to announce first…
Mon, 04/26/2021 - 12:40

I'm happy to announce first dedicated, cross-mod compatibility feature!

It adds additional feature which makes mod creators able to use nether avoider pulsating in their own mods. It's especially aimed for mob-focused mods, adding mobs spawning at night.
You need to simply use procedure seen below on screenshot to count your mob being killable by Nether Avoider block - it's recommended to use it on "entity spawn" trigger. It will add your entity to scoreboard team "avoider_killable" which is considered for Nether Avoider as target.

After making your mod using that procedure, you can send me a message with list of mobs via survey, mail, Discord (Toma400#9987), Twitter or here, and I will test your mod with snapshot of mod - after successful playtest, it will be added to future compatibility list & wiki, promoting it additionally.

This feature will be available in v0.a10 update of mod, which will come out on May or June, depending on my time.

cross-compatibility

New update is halfway done!…
Sun, 05/09/2021 - 18:19

New update is halfway done! Since it takes me so much to make it (partially from personal reasons, partially because it's planned as a really huge update), I decided to create a snapshot, which you can download from CurseForge site (it supports both 1.15.2 and 1.16.5 versions).
If you are a creator who made the cross-compatibility feature mentioned above, you can additionally test your mod with it and see if it works correctly.

The update is scheduled for June, but that can change, depending on situation. Also, if you want to help me improve my mod, I strongly suggest you to fill the survey - that will help me a lot :)

v0.a10s3 

Alright, everyone! The long…
Tue, 06/01/2021 - 10:16

Alright, everyone! The long awaited v0.a10 update that took me two and half of a month is now here! I have no idea how to explain all the changes for WoB, as this update changes almost whole mod. No stone left unturned! This is without any doubt the biggest update I ever made, and one of the biggest tasks I did even outside of modding. Let me then shortly explain, as much as I can.

Changes in v0.a10!

  • Added jungle airships!
  • Added whole civilization living in these airships - ormaths. You can now trade with them or fight with shaman, if you prefer more military way (shaman is considered as miniboss, but is strong enough to be boss as well)
  • Added a lot of mechanics!
    • gun recoil / accuracy
    • gun jamming
    • expanding sabres functionality
    • experience (for sabres and firearms)
  • Added a lot of sabres (5 new variants)
  • Added a lot of building blocks!
    • Baedoor Gold
    • Glistering Sand(stone)
    • Expanded bamboo blocks
  • Added various lamps (wooden, golden)
  • Added lockable chests
  • Added a lot of new renewability options (clay, end stone, soul soil, soul sand, wither roses, shulker boxes)
  • Added dedicated compatibility features!
  • Added rideable buffalo (found on jungle airships)
  • Some enchantments, incl. Dismantle dealing more damage to iron golems and future automaton type of mobs
  • A lot of quality-of-life changes, incl. cookable tropical fish or more uses of red mushroom
  • Customizable elements of mod via commands
  • A lot of advancements
  • Expansion of Nether Avoider block use, with possibility to expand on unsupporting mods
  • Nether Ticker block, being test feature enabling you to load specific chunk constantly, even without players nearby

Most detailed changes and additions list can be seen on CurseForge changelog.

Of course I won't leave you without screenshot:jung

What's now, you can ask?

I will work on v0.a11 which will be small polishing update, and it will be something to regenerate my energy after so long work on v0.a10.
Beyond that, I will continue to work on Spires of Baedoor, and I hope to release it in near future (though the progress can be slower than expected, as I needed to rework it from scratch entirely, again).

I hope that this update will be really satisfying to everyone, even if not being strictly steampunk-y :)

Last seen on 07:37, 22. May 2022
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it's very nice it looks…
Tue, 06/01/2021 - 10:35

it's very nice it looks absolutely great

 

Thanks a lot @pomocttyhej, I…
Wed, 06/09/2021 - 17:30

Thanks a lot @pomocttyhej, I'm happy you like it ^^

Also, I have small, but great news! Today first public version of 1.12.2 port was released, and though it's pretty basic, it already adds some early-game features that can make your life easier, such as javelins. Subsequent versions will introduce fully working firearms and slowly try to introduce crucial things like Nether Avoider or renewable sand.

I won't post new updates here, as I decided to go with politics of "smaller, but more frequent updates" on 1.12 port and I just don't want to spam forum each week. Instead, you can join Discord server or follow CurseForge site for being up-to-date with new 1.12 releases. Of course, if you check out MCreator site of WoB regularly, it will be posted there as well.

Last seen on 16:44, 27. Apr 2024
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Congratulations of Mod of…
Fri, 06/11/2021 - 15:54

Congratulations of Mod of the Week!! :D

Hello again, some exciting…
Mon, 07/19/2021 - 21:09

Hello again, some exciting news for you!

No, no new version (yet), but it's pretty close. Let me introduce you... snapshot for v0.a11! S3 is first public snapshot for this version, and as previously announced, it indeed "polishes" a lot of bugs. Like... a lot! S3 already has the largest list of bugfixes, and it's not even close to finish. One of these bugs was especially long-lasted, being weird firearm rendering - now it's gone, and all your firearms will look beautiful in hands :D
Other than that?
Add-on support! Yeah, this is extremely exciting for me - you can now make your own MCreator add-on mod that uses Wastelands of Baedoor mechanics, being it firearms, firearm table, sabres or spears. It gives you quite a lot of customisation possibilities, and can be also used in normal MCreator mod as integration feature.
Guide for add-on can be found here.

Other v0.a11 features made by far are small, and mostly serve as performance/quality-of-life upgrades. You can use glowstone/blackstone renewability though, have new neat weapon being blowgun, or meet wandering merchant!
Also, when new Caves of Cobalt update drops, it should be compatibile with WoB's Nether Avoider on v0.a11.

As usual, not leaving you without beautiful screenshot (with BYG as guest):

v0.a11s3

Hello, it's me once again!…
Thu, 07/29/2021 - 20:50

Hello, it's me once again!

This time I don't come to you with any release, not even snapshot, but compatibility news. I promise, these are the last ones!

Maybe you remember my foolish announcements of "oh, WoB is compatibile with BetterEnd, and it's compatibile with Biomes You'll Go", when it was basically searching for bugs and not finding any. This was bad compatibility, wasn't it? But now I got serious, and both these mods are indeed compatibile, just a bit later.

After some discussions with mod makers, I learned some stuff which gives me abilities to add any mod's mobs for Avoider compatibility. Therefore, I can announce you some big titles - v0.a11 will support BetterEnd, The Twilight Forest and Mowzie's Mobs! And these are only the beginning, you can add your ideas on mods I can support.

Also, there is one more integration I added recently - wood variants. It will be possible to have WoB variants of wood for other mods' wood. So you will be able to not only get classic oak wooden stairs and chiseled blocks from vanilla logs, but also from...
Biomes o' Plenty, Biomes You'll Go, BetterEnd, Betterlands and Shroomed woods!

Of course, I will try to expand these compatibilities to include more mods before I release final v0.a11 version, but I will announce them on Discord channel. For now, I just wanted to share my excitement for all of integrations I finally included.

Screenshot is Betterlands x WoB wood integration:
btlds

Hello hello! It is me again…
Wed, 08/25/2021 - 21:58

Hello hello!

It is me again here, since I remember to update you all on mod's progress. Well, it seems like having a Discord server for mod is enough to nearly forget about MCreator forum I've created! O.o

Although, for my justification I can say that... v0.a11 will be yet again another biggest update (yeah, it's like with MCreator updates, they are told to be small, yet they appear to be more and more advanced). What does it mean, though? It will definitely need much more time to work on, and since I have more "real life" things to work on, it's kinda tough. But I maintain WoB development daily anyway, I even try to make my other mods I promised (Civilisations and Spires). I also try to keep you all up-to-date with mod versions by releasing much more public snapshots that I planned (they came out regularly, but I don't announce them here, so I'd recommend following CF or joining Discord for being updated).

So, what all of the above spam mean precisely?

  • release being planned on late September or even October
  • WoB supporting all popular versions of Minecraft (1.12.2, 1.14.4, 1.15.2, 1.16.5 and 1.17*)
    *if MCreator supports that at the time
  • a lot of polishing, bugfixes and generally better quality of mod
  • a lot of small features (wandering trader, blowguns, quality-of-life changes, new renewabilities)
  • some big features (airship revamp for all airships, technical blocks, new weapon types, maybe even... cannons?)
  • compatibility/integrations with enormous amount of mods, and also add-on support

I hope your patience will be rewarded greatly, and I hope this mod - once the alpha is complete - will shine in its steampunky (rusty) glory!

wobr_at_sky

Hello again! This time just…
Wed, 12/22/2021 - 12:25

Hello again! This time just quickly announcing that next snapshot is available! Version v0.a11s5 introduces:

  • newly added mechanical systems, based on baedoor gold ingots and powers coming from Baedoor universe
  • two new revolvers
  • powerful javelin using avoider pulsating
  • A LOT of integrations with mods such as BetterEnd, Biomes You'll Go, Quark, Atum, Farmer's Delight and a lot more
  • A LOT of improvements, such as merchant having fully revamped GUI and pulsating being not intrusive at all
  • Enhancements making mod more complete in terms of vanilla
    • You can use WoB rare blocks as beacon base, for example
  • Revamped bandit airship and enhanced the rest of them
  • Lots of new renewabilities
  • Detailed config for 1.15.2
  • Most bugs fixed

I will now work on improving other airships for 6th and 7th snapshot, as well as introducing new features and fixing bugs. Also, my other projects are going strong as well. So expect a lot of new, exciting stuff for 2022! ^^

v0.a11s5 photo