Topic category: Mod showcase and discussion
Hello once again!
As I feel a bittle of modding burnout, I thought sharing my last mod idea I planned can be good thing to motivate myself to comeback, especially as its development is currently the most advanced one from unpublished mods.
Civilisations of Baedoor will be second standalone expansion for Wastelands of Baedoor, adding - as the name suggests - Civilisations. It means a lot of structures generating in the world, and most of them will serve the purpose of holding various civilisations from Baedoor universe. You can expect glorious desert cities of terrifying Tertens, villages of Nowinds on frozen lands, underground passages with Ant dungeons, mountain cities of Etts and sky cities of Erd civilisation! Each civilisation will have possibility of interaction or trade, to make it a bit more RPG-aimed. There's even a chance that you will be able to hire your own soldiers, so you can use this mod on your server as a help with making battles using actual fighters instead of players.
Of course, CoB will try to be integrated with the rest of Baedoor mods, meaning that having all of them installed will lead you to have additional bonuses - for example, you will be able to initiate yourself into terten magic (in SoB) from visiting terten temple (in CoB).
If you think that these plans seem too massive for one person - that's kinda true. I do not promise any of my mods being finished, but as long as I have time and will for creating them, I will do so. I will greatly appreciate feedback and any form of support, as it helps extremely much with achieving so huge goals.
In case you want to keep track of CoB development, you can also join Discord server hosting all Baedoor mods.
This sounds AMAAAZING! I will most definitely download this mod when it comes out!
Half of a year has passed, but for anyone who lost hope, the mod is not dead! Just oppositely, it is more alive than ever!
Fully seriously saying though, Civilisations had a lot of up and down moments, this is why I was so silent on it for that long time. Generally my time in recent half of a year got way worse, affecting my modding activity. Thankfully counting from January, I can focus on modding entirely for few next months, so all my projects can finally move forwards.
From important news, Civilisations is from now on team project, hosting few mod devs for different fields of expertise. I hope this will make the mod even better when it is officially released. I'm also happy to announce that new version (v0.a2) will be released really soon on my server!
Features already available:
As promised for my side-projects, I will release them on MCreator site when they are at least polished enough for me to not feel embarassed, but for the time being all Discord members have possibility to test them, even if they are way more bugged and unstable.
As always, image for you to look at:
Small update for you all!
Today I released v0.a2b update on the server. It is mostly hotfix update for v0.a2 that I released earlier this month.
In the meantime, I decided to make Civilisations of Baedoor coded mod, supporting 1.18 Minecraft before MCreator does that.
Therefore, new update is available also for 1.18.
Don't be afraid though, 1.16 version will be MCreator one and LTS, so it will be supported for long time. It may have more code than I initially planned.
It will be just split into two versions though, MCR 1.16 and coded 1.18+, both trying to have same features.
As for general public release, I expect it to drop on April/May, but it may be earlier or later, depending on how much it is done. Stay tuned!
New miniupdates were going on my server for quite a while, making place for updates such as v0.a2c and v0.a2d... and now I can announce update v0.a2e, the last one for this set of releases!
While v0.a2e is mostly update adding a lot of language support (for Hungarian, Arabic and Ukrainian languages, so it's 6 non-English languages total supported now), I wanted also to announce thing that I - eventually - decided to do:
1.16 version will no longer be done on MCreator
That said, I will support 1.16 as LTS, I will just rewrite all what's already done into code. This is why v0.a3 release series will mostly focus on making previous MCR release fully available on both versions, with same features, but much better implementation.
And maybe start with the core of what I wanted to do with the mod... dimension structures and beginning of empire systems.
So let's say goodbye with the last update made on MCreator, and stay tuned, everyone!