You voted, and in last month's poll, we had two very close competitors: the Kirin and the Hippogriff!
Up until the very end, the two breeds were within 10 votes, but the Kirin pulled away in the last few days, and is the winner of the poll! Following these poll results, I am working on creating the new Kirin breed for inclusion in the Wings, Horns, and Hooves: Ultimate Unicorn Mod!
I already have the design worked out, as well as the powers I intend to give the Kirin breed - these will be a surprise (especially since I have to see how they work out in the code, and whether I need to change them). I expect the Kirin to be ready in the next few weeks, but if the development turns out to be harder than I anticipate, or my schedule gets messed up, it may take a little longer.
Also, since the Hippogriff was so competitive, I am deciding to add it in as well, and I'll begin work on it as soon as I'm done with the Kirin! I have done some thinking on its design and powers, but I still have much to finalize. However, I'm excited! I hope you are, too!
For your enjoyment, here's a link to the Kirin wikipedia article.
Wednesday, May 25, 2016
Wednesday, April 6, 2016
Poll: Hippocamps Ask You to Choose the Next Horse Breed!
Last time, you picked the hippocampus as the next horse breed you wanted to see. Since then, the hippocamps have gotten bored with their other horse friends, and want a new breed to come to the land. So, which breed do you think it should be?
Note: You can select multiple options in the poll, so if you like more than one breed, or can't decide, pick all the ones you like!
Last time I ran this poll, I received a lot of really great suggestions, so I added many of them.
There are a couple notable ideas that were suggested that I decided not to add to the poll, but that's because I hope to use them as something special in the future. I'm talking about Sleipnir and the Mares of Diomedes. These are both great suggestions (and Sleipnir has a special place in my heart), but they are more properly boss creatures. When I include them, that is what they will be.
Note: You can select multiple options in the poll, so if you like more than one breed, or can't decide, pick all the ones you like!
What should be the next horse breed?
Last time I ran this poll, I received a lot of really great suggestions, so I added many of them.
There are a couple notable ideas that were suggested that I decided not to add to the poll, but that's because I hope to use them as something special in the future. I'm talking about Sleipnir and the Mares of Diomedes. These are both great suggestions (and Sleipnir has a special place in my heart), but they are more properly boss creatures. When I include them, that is what they will be.
Tuesday, February 2, 2016
Hippocamps and Seeing Underwater
Now that version 1.4.1 is out, riding a hippocamp lets you see underwater. This works even in the dark, because the way I currently have it implemented, going underwater while riding a hippocamp triggers the Night Vision potion effect.
Special thanks go out to Adrian, who suggested I add the Night Vision potion effect to a hippocamp's rider. It's a nice, easy solution to a problem that others had discovered while using the hipppcamp's otherwise awesome ability to let you explore underwater!
Even though giving the rider Night Vision is a nice way to solve a tricky problem, it still feels a little hacky to me. The potion effect doesn't turn off right away, and it flashes the screen annoyingly when it does start to wear off (at least I think it's annoying). Writing code to turn it off immediately when you come out of water is kind of complex, and may result in turning off legitimate uses of Night Vision potions, so I haven't done it yet.
The main problem is that the Minecraft code is written in such a way as there's no easy, central place to change the code so that it provides the Night Vision effect, without also changing core Minecraft classes. For now, I'm avoiding changing core classes, just because it increases the likelihood that The Ultimate Unicorn Mod will break something when used with other mods. Things break often enough with other mods that don't play nice, so I want to make sure to play nice! :)
I'll keep thinking about it, and if I come up with a better way to let players see underwater, I'll jump at it. For now, though, this is a pretty good solution.
If you have any ideas, feel free to let me know in the comments!
Special thanks go out to Adrian, who suggested I add the Night Vision potion effect to a hippocamp's rider. It's a nice, easy solution to a problem that others had discovered while using the hipppcamp's otherwise awesome ability to let you explore underwater!
Even though giving the rider Night Vision is a nice way to solve a tricky problem, it still feels a little hacky to me. The potion effect doesn't turn off right away, and it flashes the screen annoyingly when it does start to wear off (at least I think it's annoying). Writing code to turn it off immediately when you come out of water is kind of complex, and may result in turning off legitimate uses of Night Vision potions, so I haven't done it yet.
The main problem is that the Minecraft code is written in such a way as there's no easy, central place to change the code so that it provides the Night Vision effect, without also changing core Minecraft classes. For now, I'm avoiding changing core classes, just because it increases the likelihood that The Ultimate Unicorn Mod will break something when used with other mods. Things break often enough with other mods that don't play nice, so I want to make sure to play nice! :)
I'll keep thinking about it, and if I come up with a better way to let players see underwater, I'll jump at it. For now, though, this is a pretty good solution.
If you have any ideas, feel free to let me know in the comments!
Sunday, January 31, 2016
Minecraft 1.8.9, Power Settings, and new Config Options
Recently, I released a new version of the Ultimate Unicorn Mod that included code to make it work with Minecraft 1.8.9. This code was the biggest part of this release, but there were a number of new features as well.
Power Settings
Power settings for individual horses was a big deal for me, as you may have seen in my last post. It should give you the fine-grained control over your horse's powers that you want, so you're not destroying things or hurting your friends (except when you want to!) This is especially useful if you are using custom unicorns or the unique horses. Here's are some screenshots:
New Config Options
I took some pains to try to make the mod not conflict with other mods. This effort included adding some new configuration options to change DataWatcher object IDs. You should only have to worry about these if you are trying to get this mod to work with another mod and it's just not working. Changing them can mess up how the mod behaves, though, so use at your own risk (and you can always reset them to default values to get the mod working again).
Power Settings
Power settings for individual horses was a big deal for me, as you may have seen in my last post. It should give you the fine-grained control over your horse's powers that you want, so you're not destroying things or hurting your friends (except when you want to!) This is especially useful if you are using custom unicorns or the unique horses. Here's are some screenshots:
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The Power Settings Screen, where you can turn magical horse powers on and off. |
New Config Options
I took some pains to try to make the mod not conflict with other mods. This effort included adding some new configuration options to change DataWatcher object IDs. You should only have to worry about these if you are trying to get this mod to work with another mod and it's just not working. Changing them can mess up how the mod behaves, though, so use at your own risk (and you can always reset them to default values to get the mod working again).
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