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mickelus

mickelus

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mickelus posts

Devlog 7

I've been working on an addon for alternative progression (as some may have on discord) but I've gotten stuck, I'm releasing that as it is in order to move on to work on other stuff (and as practice I guess 😅).

The addon alters progression to require different types of workstations (and combinations of workstations) nearby to unlock recipes. Available combinations is currently available over here: 2025-04-13 15:00:55 +0000 UTC View Post

Devlog 6

I've been working on datadriven item effects over the summer. Without being able to code, tetra addons have been stuck re-using item effects and abilities already available in base tetra. With this change addons will be able to add new types of effects in the same way as they add new materials and modules.

This might be a bit too technical for most, but I wanted to give you an update about what I'm working on. You can check out a preview of the docs over here: 2024-08-15 07:00:07 +0000 UTC View Post

tetrawear 1.20.1-0.0.0, prerelease 9

Sorry for snoozing on this one, fixed crashing caused when running tetrawear with tetra 6.3.0+.

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Devlog 5 - new mod!

Been working on a new mod based on some feedback I got a while back. Here's a video, and a bunch of upscaled images I prepared for a tutorial.

 

2024-05-09 22:45:16 +0000 UTC View Post

Devlog 4

I've been working on more mod compat for tetracelium for a while, but I derailed a bit during the holidays and made a couple of changes to the workbench in base tetra.


Changed up the visuals of the workbench views


2024-02-07 13:15:01 +0000 UTC View Post

Devlog 3

I've extracted all of the built-in mod compatibility from Tetra into a separate addon. This change should make it easier to do in-depth integrations with other mods while still keeping builds fast and stable for Tetra.

As a first step I've added some in-depth compat for Farmer's Delight. We've had a half working PR in the FD repo that needed some hacks to work for quite some time, but with a separate mod I can do all of the hacks without regrets.

2023-10-18 15:00:15 +0000 UTC View Post

Devlog, test 2

I'm working on the crafted version of the stonecutter, it was difficult to expand upon the sweeping harvest functionality so I've had to rework some stuff. This will probably be the last feature added to 1.19 before moving on to 1.20.

Like the other ancient schematic modules the crafted stonecutter will be an upgrade from the looted stonecutter but it is initially inert and needs to be empowered with an echo shard. The improvement list is turning out something like this:

Devlog, test 1

I've been struggling to keep up with some of the patreon goals and I've been trying to come up with a more fitting way to include you in the process and provide insight into what is to come while it still being manageable in terms of time and priority.

So here's a first try at a devlog approach where I post fairly frequently (about once per month), similar to what the intent was with the #sneakpeek channel. I'm rather slow when it comes to writing so the posts will primarily contain ima...

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Patreon cosmetics

The 1.19 version of tetra introduces the tech required for patreon exclusive cosmetic modules. Each patreon tier will have its own set of cosmetics, and you'll gain access to the cosmetics on your current tier and from all tiers below your current tier.

The tier 1 cosmetics are currently implemented, which are are ornate variants of all sockets (that glow in the dark!). I'm happy with how the sockets turned out for the sword, but there's still need for some iteration on the single- and ...

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tetrawear 1.19.2-0.0.0, prerelease 7

Been even longer since the last tetrawear pre-release, but here we go! Been playing a fair amount and it feels like it's getting to a point where light vs. heavy armor is an interesting tradeoff with the energy mining bonus.

Changes:

* added hiking soles, provides blockstep

* ported to 1.19


Fixes:

* fixed dodge key handler not setting up properly

* fixed faulty item names for armor

* tweaked texture for boo...

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tetra 1.19.2-5.0.0, prerelease 7

Been hard at work figuring out worldgen so it's been some time since the last pre-release, I've also been rolling some out to a test server which is why it went from pre0 to pre7. There's a few more save-breaking changes I want to get in before moving on to public releases. Here's what's changed:

New features:

* added perk requirement for schematics


Changes:

* apotheosis items should now retain their affixes and gems when co...

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Cosmetic rewards

We reached the cosmetic modules goal a while ago and I've just got the tech in place to unlock crafting schematics for specific players.

I've got some ideas for what the cosmetics rewards could be, but as I've mentioned on discord I want to open up for you to provide suggestions on what you think would be cool rewards. Either drop your suggestions in the comments on this post, or use this google form: https://forms....

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Tetra 1.19-5.5.0 prerelease 0

Here's a first prerelase of tetra for minecraft 1.19. Porting was fairly straightforward but it needs some more testing before I would consider it to be stable.

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tetra 1.18.2-4.9.0 prerelease 0

I've got tetra to run on 1.18.2 and it seems like everything is working, but there are some breaking changes I want to do before a public release and those are turning out to be quite the chore. So here's a prerelease for you!

There will be some breaking changes for datapacks and schematic scrolls, but but if you want to start playing those scrolls should be easy to replace with ones from the creative inventory once the breaking change comes.

(mutil should be up on curseforge)

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Tetrawear 1.18.1-0.0.0-pre.4

This release of tetrawear wraps up the content from the feature vote and after this I'll be focusing on getting the ruins back in for tetra 1.18, but I'll be mixing smaller chunks of work from other projects into that as well. I'll let you know more when I've got enough to share.

Release notes:

New features:
* added support for modular helmets

Changes:
* leather armor slots now protect the wearer from powder snow damage
* added kn...

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Tetrawear 1.18.1-0.0.0.pre.3

New features:

  • added support for modular boots
  • added a shroud module for the chest armor shoulder slot which increases the wearer's stealth
  • added stealth mechanic which reduces player visibility in a few ways
  • mining now drains energy, and mining speed is increased as long as the player has energy (this is still janky in multiplayer, disable it with the config option if that causes problems) 

Changes:

  • added server config option...

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Tetrawear 1.18.1-0.0.0.pre.2

New features:

  • added support for modular leggings

Changes:

  • added separate keybinds for dodging (defaults to movement keys)
  • it's now possible to dodge forward
  • major armor modules made from gold now pacifies piglins like vanilla gold armor

Fixes:

  • player temperature no longer continues to rise after the first day
  • tweaked animation timing on temperature change i...

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Tetrawear 1.18.1-0.0.0.pre.1

Updated tetrawear to work with 1.18.1. With the new enchantment system in tetra 1.18 armor should now support all modded enchantments, but apart from that there are no new features or changes in this update.

The "Add some content for all slots" option won the feature vote, so that's up next!

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Feature vote 3 (armor)

Happy new years!

I'd like to do some armor work before getting back into fixing the 1.18 worldgen, let's vote on what to go with.

More chest content

  • Reactive armor (nullifies incoming attack but goes on cooldown), would probably go in the arm slot
  • Mail armor schematic, for crafting vanilla chainmail counterparts but also scalemail (and perhaps scrap mail?)
  • Implement the active armor effect for the bracers
  • Some module wi...

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Prerelease 0 for the tetra armor addon

Here's a first prerelease of the armor addon for tetra, tetrawear! There's not a lot of content yet and some mechanics are missing, but it's at the point where I can start sharing it with you guys :). Here's a rundown of what's in it right now:

Agility & Energy

Empty armor ...

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Warforging

Been working on the warforging content for most of march, here's some insight into how that's going to work.

Warforging is an improvement (like serrated or tempered) that can be placed on double headed tool heads. It changes the item in three different ways:
* A stat bonus (like increased damage, armor piercing or critical strike) and a slight texture change based on the hea...

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Feature vote 2

I'd love to get some input from you on what to work on next! Going with smaller features will hopefully make it possible to do this more frequently.

Destabilize content overhaul

Change destabilization to no longer be negation of existing enchantments, but instead increase some stat(s) at the cost of another similar to how some modifiers work in terraria. For example:

  • Ethereal: Significantly increases durability but gives a small chance to miss
  • Burdened: Incr...

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Holosphere scanner

As you've might seen on discord I've started working on the holosphere scanner, a module for the holosphere that's intended to make it easier to find ancient ruins.

I'm currently leaning towards what's shown in the video. The scan bar would preferably only show while there's something nearby, the red markers appear when there are forged blocks present in that direction.

There's still lots to tweak but I'm quite happy with how this approach is turning out, what do you think? :)

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Racks!

Started working on tool racks a few days ago and they're coming along nicely. When crafting in the workbench and it's unable to find the right tool in the player inventory it will check for tools in any rack placed within 3x3x3 of the workbench.

It iterates over all racks until it finds the first tool that provides the required capability in a predetermined order (east to west, north to south), in the video I've placed my tools in such a way that it always tries to use the lower tier to...

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A short update

Apologies for the recent silence, there's not been much energy left after dealing with stress at work, what's going on in the world and getting some work done on tetra. Buuuut, tomorrow is the last day before vacation and since there's a pandemic raging outside I can sit inside and work on tetra in good conscience ;).

I'd like to add a spike module for shields that damages attackers and applies effects (e.g. fire aspect or bleeding) but after that I feel happy enough with shields to sta...

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Shield variants

A peek at modular shields, here are different combinations of shield plates and improvements.

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Thanks for the input!

I'm slowly getting started with shields and basic shield rendering turned out to be easier than expected, it still needs a few improvements but it's looking pretty good!

I think I like jungle wood the most.

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Patreon poll May

What should be the next thing?

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Patron input - May 2020

I've got a few interesting options for what to focus on next with tetra and I hope that you can  help me decide what to go with first. I've listed all of the options below and voting can be done in a separate poll. I wanted to have a bunch of concept art in this post but I spent too much time on the details, so that will have to wait til next time!

Ancient ruins upgrade

Make the search for ruins less tedious and integrate the use of salvaged items in modula...

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