Thanks everyone for the support and ideas for the mod, I don’t know how many I’ll be able to add but I’ll try my best to eventually add as many as I can and again, thank you,
@@gavitron0610 make it deal 1024 damage after coming in contact for 3 seconds and while you're in contact, you gain slowness 10 and levetation 160 (levetation starts to act in reverse after 128th level)
So i looked at the rot in the actual game and i could make out 3 "types" of rot clumps. Some clumps are just completely dark, no X. smaller Xs that are a bit more clumped up, and then the big, fully grown rot with a large X. Also the rot isn't black by the looks of it, rather a really dark blue. You could also try to use a block similar to vines or creeping vines in order to make hanging rot tendrils. These are just ideas tho.
I also have one more idea, perhaps a "heart" or "core" that acts as.. the heart of the rot- If broken the rot around it begins rapidly dying, and could be a way of getting rid of the rot. If possible you could also try to have it eventually return whatever block it took over return to normal. Maybe a rot colony could have a tiny chance of growing a new heart that could either just act as a secondary heart so you gotta break 2 or more to kill the colony or do that *and* increase the speed of which the colony grows?
For the patches idea, it could send out tendrils that act as the dangly rope things and turn whatever block they hit into the Rot, forming a new centre of expansion
This looks amazing! You sorta inspired me to make a similar mod (maybe based on the game Carrion instead). Some advice for the spreading behaviour - you could add a chance to spawn an alt texture for alive rot cysts (big cross, small cross, different patterns, brown starved rot like the BLLs, no cross at all) to add some variety. Another way to reduce lag would be to check to see if plants (grass, flowers, mushrooms, etc) are above the target block and if so, turn them to air. Would help a lot with lowering frame rates in grassy plains. And maybe to mitigate lag, you could make separate versions of blocks to save on calculations (e.g. instead of performing constant calculations for every dead block, you could make a configurable chance when a rot cyst dies - x% chance to turn into "falling_dead_cyst" or "static_dead_cyst". The falling dead cyst turn into static cysts after they hit the ground, and static cysts have no code. That might leave blocks still clinging to the ceilings though, tweak to taste I guess.) Blockbench is a really useful tool for modelling Minecraft creatures if you're still looking for one? Anyway rant aside, the mod looks amazing! Good luck :) (Sorry if I'm reaping what others like britusgaming said, didn't read the comments before posting lol)
when you mentioned iterator boots i burst out laughing XD, they never walk anyways and iterators are the best food for the rot lmao.(10:33) what about rivulet boots or centishoe (as in centipede idk nothing but time can survive the rot helpp) alsoo, I don't know how difficult it'd be to code, but i think you can make the brother long legs orange rot between blue and dead, but it would only spread by eating entities (like how in rw it only feels and doesn't hear). (on that note you could add mother long legs to large af successful rot, butttt it sounds difficult) amazing job though! looks very promising!!!
“This is the coolest (...) mansion I have ever seen! I almost feel bad I’m about to take it over with the Rot.” _-Five Pebbles’ experimentation wing 2 milliseconds after he gets distracted_
This is an cool idea maybe you could get inspired by infection mods (Sculk horde, from another world etc.) also: there is the hunter Long legs in the original Game, what if you make infected mobs that : A. Are Hostie and Hunt like wardens or B. Do A and slowly spread the rot More ideas : rot tentacles that attack you on hearing An way of killing the rot => Degenerating rot Cool rot items Long leg creatures This mod has SO mutch potential and i love it!
@@gavitron0610 Structure idea : iterator fragments (Like the ones in Garbage Wastes) With weakend or degenerating rot and iterator Blocks that can be scrapped for iterator debris This works Like netherite but on every armor and Gives you additional armor and rot resistance Idea for rot resistance you get killed way slower when in the rot (In case of errors in wrighting i am not in an english nation.)
@@heinzmannie6917 I love the idea. I’m probably going to make a google sheets with all the ideas people give me. Also don’t worry about your English, I live in Vancouver Canada which is a majority immigrants and one of my friends are new to Canada so I am use to it.
One thing that I think would be cool but also hard to implement is, what if the rot blocks had like varied textures where some were like a bunch of small Xs and others had some bigger Xs and stuff.
And what would be even cooler is if the blocks actually had a few 3D globs of rot coming out of it as randomly rotated black cubes with Xs. This would probably be an absolute pain to make but it would turn out cool.
@@EmberOldAccount the texture idea is one I had in mind for a while but I never had any idea how to write it. And the 3D one would be torture. Sorry for any typos, I’m writing this at 6 AM right after I woke up.
the rot consumes the rot consumes the rot consumes also, you can definitely pull off the ideas you want! Try to break down what you wanna add into smaller tasks, then figure out the implementation for those. You got it!
idk if anyone already suggested something like this, but, some cumulative "Hunger Meter" based on how many Rot Cysts are attached to increase/reduce decay rate locally something to know as well - Iterators are almost certainly giant biomechanical constructs, key word: Bio, so within an Iterator, Rot probably has a LOT of food, and potentially water too!
but for simplicity - could just check surrounding blocks for Dead/Decaying Rot to increase the decay rate based off how much it has already decayed w/o making it unable to infect when first placed!
I've always wanted a mod like this and I'm delighted to see that you're working on this, so I'll drop some ideas here if you'd like; I do not expect you to add all of this, I'm just throwing out ideas if you do wanna use 'em! You've probably thought about most of these ideas before anyway. It might be a good idea to make the dead rot cysts entirely black or significantly darkened and desaturated, as most stagnant/non-lethal rot in-game lacks the distinctive X marks. It'd also blend better with the rest of the Rot this way, as the gray stands out quite a lot... With the idea of rot decaying over time, perhaps it'd decay into orange rot like BLLs before dying completely? On the other hand, the rot could turn violet if it has a high enough amount of food... Maybe each rot block could have a counter of 'food' for itself, gaining or using the food meter depending on what blocks it consumes; the visuals of the rot could convey the amount of food with the markings being orange/blue/violet depending on the counter. Stone-like blocks would take a lot longer/more food to grow over (maybe 2 hunger points to convert a stone block), dirt and other soft blocks would be consumed a bit easier (only 1 point taken), but organic blocks such as moss and trees would be consumed really quickly and raise the food amount rather than depleting it. Consuming a creature would also increase the food counter, the amount depending on the creature. Perhaps to counter the possible issue of a specific area of rot having all the food points, it'd evenly spread the food it has with other nearby rot blocks so that it remains consistent? For example, a block of rot with 3 food points would give a point away to a block with 1 food point, evening it out to both having 2 food points. Blocks with lower points would be less likely to spread food out, but blocks with, say, 10+ food points would be a lot more willing to share with blocks with less food. A block of rot that is on fire could start quickly losing food, too... An effective, yet dangerous way of purging smaller areas of rot. Though, to prevent all rot from being destroyed by a singular fire block, the more food a block of rot has, the less flammable it is? Rot does seem to get hardier the more mass it has, as TLLs are incredibly difficult to kill... The inverse could be done as well, though; more food = More flammable... Since grass and other flora for example will break when the block it's placed on is broken/replaced, perhaps there could be a rot variant for plants that are consumed? Like the tendrils coming off of patches of rot, perhaps... variants for climbable/dangerous tendrils could exist as well, maybe. Like sculk, instead of immediately replacing a block when infected, it could just be covered in rot cysts similar to sculk veins? It would make the spread of the rot a little more predictable and linear, too.
Hello! I'm for the first time here, so sorry if i suggest something that's not possible or you thought of before. I think that you should add a chance for small rot cysts, that aren't full blocks to grow on the sides of newly grown rot blocks! So far it looks kinda weird, and i think that would add some texture to the rot hahah. Maybe they could work like sea pickles! And every new rot block could generate a couple. Also, if it is not yet implimented, any creature that goes under the effect area pf a rpt block, should get slowed down, maybe somethig like slowness 3 with particles disabled would be interesting. I think your idea is very interesting! Will the rot spawn DLLs or other creatures?
you have really good modding potential it would be cool if this mod had it so rot cysts would eventually break off as daddy long legs and over time decay into brother long legs or if they eat enough evolve into mother long legs
You should make the dll naturally Spawn from Rot cysts, but only when theres enough in a radius where it could spawn it, and it could go through like size phases (grow upon consuming a set number of mobs) and at the higher size phases it has a chance to spawn Rot cyst gravity blocks. Spreading the rot in more areas than just the first area. The seems smart while I'm saying it but I don't know whether or not it is. I'm not a Minecraft modder
It could work. I’d just need to learn how to 3D model. That’s actually the idea I’m going to use for the DLL’s when I begin working again. (Took the week off for school and Halloween and cause I’m burnt out from the weekend.)
Keep us the good work! Also, I had an idea. What if when you walk on it it’s like soul soil so you sink in a bit like quicksand and you move slowly as it delivers damage like magma
@@GoofyLilGuy-123 that’s a good idea but I was going with the way it worked in the game where it pulls you in and doesn’t give you any chance to escape.
it seems like the rot in your mod doesn't spread untill reaching full size while in pebbles, the young rot blobs were pretty much everywhere at the forefront of the spread, and the pattern looks more like sculk if anything
If you get skilled enough to code properly. I suggest that if a clump of rot gets big enough and occupied a specific area of blocks (like a small cube) it becomes a BLL. these rot creatures will wander around and eat other mobs. Gaining mass. If they kill enough. They'll become a DLL. And they will gain a timer to gain more mass and become a TLL. If this timer runs out. They'll explode into smaller rot chunks or simply settle down and become a huge pile of rot
I was confused Then I realized Rain world not Risk of Rain lmao Btw, that 'updates once a tick' thing sounds like it could cause a lot of lag really quickly. is it per-block or deciding to spread around any rot block randomly?
@@niaford690 it’s per block, when it has high amounts, it doesn’t really lag unless you set the rot to spread at high speeds. At least from my testing.
Sry, I’m pretty sure I meant 600 cause I did use a calculator off screen to make sure so I didn’t look stupid as I made myself look stupid. Thanks for calling that out.
Thanks everyone for the support and ideas for the mod, I don’t know how many I’ll be able to add but I’ll try my best to eventually add as many as I can and again, thank you,
The skulk and the rot have a lot in common. it’s a dark blue all consuming mass that works on sound
Perhaps you could have it deliver damage the same way cactus does? That way it can't block mobs from touching it by growing over itself.
@@AxelLeJeff I could try to make the code work from all sides. But I do want it to be an instant kill to be similar to rain world.
@@gavitron0610 make it deal 1024 damage after coming in contact for 3 seconds and while you're in contact, you gain slowness 10 and levetation 160 (levetation starts to act in reverse after 128th level)
@@Alpha_mindustry that’s a really good idea. I’ll try it and see how well it works with my mod
@@Alpha_mindustry however levitation increases the height you gain from taking damage, so at levitation 160 if you take damage you'd be sent flying
hope you have keepinventory enabled!
So i looked at the rot in the actual game and i could make out 3 "types" of rot clumps. Some clumps are just completely dark, no X. smaller Xs that are a bit more clumped up, and then the big, fully grown rot with a large X. Also the rot isn't black by the looks of it, rather a really dark blue. You could also try to use a block similar to vines or creeping vines in order to make hanging rot tendrils. These are just ideas tho.
I also have one more idea, perhaps a "heart" or "core" that acts as.. the heart of the rot-
If broken the rot around it begins rapidly dying, and could be a way of getting rid of the rot. If possible you could also try to have it eventually return whatever block it took over return to normal.
Maybe a rot colony could have a tiny chance of growing a new heart that could either just act as a secondary heart so you gotta break 2 or more to kill the colony or do that *and* increase the speed of which the colony grows?
@@britusgaming that’s a great idea, I just don’t know if I’m good enough to make it lol. But I’ll try.
For the patches idea, it could send out tendrils that act as the dangly rope things and turn whatever block they hit into the Rot, forming a new centre of expansion
It should also have AI while the dead tendrils act like a normal rope that doesn’t do anything
The rot consumes.
(Seriously though, cool mod, can’t wait to see where it goes in the future!)
the rot consumes
The rot consumes.
The rot consumes.
The rot consumes.
The rot consumes.
The rot consumes.
The rot consumes.
The rot consumes.
The rot consumes.
And so do I (pulls out knife and fork
when you polish this thing i bet it will be the coolest thing ever! great work, dude!
@@Minina_Artika thanks, it’s just hard since I’m still in school and I have 0 experience with 3d modeling. I’m probably going to figure that out next.
yeah it looks great so far
@Minina_Artika you look familiar
@@dcelement3959 yooooooooooo, profile pic buddies!
This looks amazing! You sorta inspired me to make a similar mod (maybe based on the game Carrion instead).
Some advice for the spreading behaviour - you could add a chance to spawn an alt texture for alive rot cysts (big cross, small cross, different patterns, brown starved rot like the BLLs, no cross at all) to add some variety. Another way to reduce lag would be to check to see if plants (grass, flowers, mushrooms, etc) are above the target block and if so, turn them to air. Would help a lot with lowering frame rates in grassy plains.
And maybe to mitigate lag, you could make separate versions of blocks to save on calculations (e.g. instead of performing constant calculations for every dead block, you could make a configurable chance when a rot cyst dies - x% chance to turn into "falling_dead_cyst" or "static_dead_cyst". The falling dead cyst turn into static cysts after they hit the ground, and static cysts have no code. That might leave blocks still clinging to the ceilings though, tweak to taste I guess.)
Blockbench is a really useful tool for modelling Minecraft creatures if you're still looking for one?
Anyway rant aside, the mod looks amazing! Good luck :)
(Sorry if I'm reaping what others like britusgaming said, didn't read the comments before posting lol)
when you mentioned iterator boots i burst out laughing XD, they never walk anyways and iterators are the best food for the rot lmao.(10:33)
what about rivulet boots or centishoe (as in centipede idk nothing but time can survive the rot helpp)
alsoo, I don't know how difficult it'd be to code, but i think you can make the brother long legs orange rot between blue and dead, but it would only spread by eating entities (like how in rw it only feels and doesn't hear). (on that note you could add mother long legs to large af successful rot, butttt it sounds difficult)
amazing job though! looks very promising!!!
same
@@talcraft1008 I’ll try to add it, I just said iterator boots in the moment not really thinking
@@gavitron0610 dw, it's completely valid (I would've done the same XD)
Everybody gangsta until a DLL starts consuming everyone in the woodland mansion
“This is the coolest (...) mansion I have ever seen!
I almost feel bad I’m about to take it over with the Rot.”
_-Five Pebbles’ experimentation wing 2 milliseconds after he gets distracted_
This is an cool idea maybe you could get inspired by infection mods (Sculk horde, from another world etc.) also: there is the hunter Long legs in the original Game, what if you make infected mobs that :
A. Are Hostie and Hunt like wardens or
B. Do A and slowly spread the rot
More ideas : rot tentacles that attack you on hearing
An way of killing the rot
=> Degenerating rot
Cool rot items
Long leg creatures
This mod has SO mutch potential and i love it!
@@heinzmannie6917 thanks. Im thinking about making the DDL’s spread the rot on death. Great ideas and I’ll think about adding them
@@gavitron0610 :D
@@gavitron0610 Your´e welcome
@@gavitron0610 Structure idea : iterator fragments (Like the ones in Garbage Wastes) With weakend or degenerating rot and iterator Blocks that can be scrapped for iterator debris This works Like netherite but on every armor and Gives you additional armor and rot resistance
Idea for rot resistance you get killed way slower when in the rot
(In case of errors in wrighting i am not in an english nation.)
@@heinzmannie6917 I love the idea. I’m probably going to make a google sheets with all the ideas people give me. Also don’t worry about your English, I live in Vancouver Canada which is a majority immigrants and one of my friends are new to Canada so I am use to it.
One thing that I think would be cool but also hard to implement is, what if the rot blocks had like varied textures where some were like a bunch of small Xs and others had some bigger Xs and stuff.
And what would be even cooler is if the blocks actually had a few 3D globs of rot coming out of it as randomly rotated black cubes with Xs.
This would probably be an absolute pain to make but it would turn out cool.
@@EmberOldAccount the texture idea is one I had in mind for a while but I never had any idea how to write it. And the 3D one would be torture. Sorry for any typos, I’m writing this at 6 AM right after I woke up.
the rot consumes the rot consumes the rot consumes
also, you can definitely pull off the ideas you want! Try to break down what you wanna add into smaller tasks, then figure out the implementation for those. You got it!
@@Mushroom38294 thx. I kinda broke myself down with all the things I wanted to add. I’ll get started as soon as I can.
idk if anyone already suggested something like this, but, some cumulative "Hunger Meter" based on how many Rot Cysts are attached to increase/reduce decay rate locally
something to know as well - Iterators are almost certainly giant biomechanical constructs, key word: Bio, so within an Iterator, Rot probably has a LOT of food, and potentially water too!
but for simplicity - could just check surrounding blocks for Dead/Decaying Rot to increase the decay rate based off how much it has already decayed w/o making it unable to infect when first placed!
I've always wanted a mod like this and I'm delighted to see that you're working on this, so I'll drop some ideas here if you'd like; I do not expect you to add all of this, I'm just throwing out ideas if you do wanna use 'em! You've probably thought about most of these ideas before anyway.
It might be a good idea to make the dead rot cysts entirely black or significantly darkened and desaturated, as most stagnant/non-lethal rot in-game lacks the distinctive X marks. It'd also blend better with the rest of the Rot this way, as the gray stands out quite a lot...
With the idea of rot decaying over time, perhaps it'd decay into orange rot like BLLs before dying completely? On the other hand, the rot could turn violet if it has a high enough amount of food... Maybe each rot block could have a counter of 'food' for itself, gaining or using the food meter depending on what blocks it consumes; the visuals of the rot could convey the amount of food with the markings being orange/blue/violet depending on the counter. Stone-like blocks would take a lot longer/more food to grow over (maybe 2 hunger points to convert a stone block), dirt and other soft blocks would be consumed a bit easier (only 1 point taken), but organic blocks such as moss and trees would be consumed really quickly and raise the food amount rather than depleting it. Consuming a creature would also increase the food counter, the amount depending on the creature.
Perhaps to counter the possible issue of a specific area of rot having all the food points, it'd evenly spread the food it has with other nearby rot blocks so that it remains consistent? For example, a block of rot with 3 food points would give a point away to a block with 1 food point, evening it out to both having 2 food points. Blocks with lower points would be less likely to spread food out, but blocks with, say, 10+ food points would be a lot more willing to share with blocks with less food.
A block of rot that is on fire could start quickly losing food, too... An effective, yet dangerous way of purging smaller areas of rot. Though, to prevent all rot from being destroyed by a singular fire block, the more food a block of rot has, the less flammable it is? Rot does seem to get hardier the more mass it has, as TLLs are incredibly difficult to kill... The inverse could be done as well, though; more food = More flammable...
Since grass and other flora for example will break when the block it's placed on is broken/replaced, perhaps there could be a rot variant for plants that are consumed? Like the tendrils coming off of patches of rot, perhaps... variants for climbable/dangerous tendrils could exist as well, maybe.
Like sculk, instead of immediately replacing a block when infected, it could just be covered in rot cysts similar to sculk veins? It would make the spread of the rot a little more predictable and linear, too.
I highly recommend you make the rot block texture have bigger rot cysts due to UA-cam bitrate making this video hard to watch.
My OBS settings were just not right, I fixed them so my next update video should be better.
this is awesome!! i've been working on a mod that adds rw creatures to the game, but i never thought about how to do this
@@reneablackheart9563 thanks. I’m right now just having issues with the DLL model not working in MCreate but I’m sure I’ll figure it out
@@gavitron0610 are you using geckolib? you have to have the correct version of geckolib for the version of mcreator you're using, it's kinda annoying
Hello! I'm for the first time here, so sorry if i suggest something that's not possible or you thought of before.
I think that you should add a chance for small rot cysts, that aren't full blocks to grow on the sides of newly grown rot blocks! So far it looks kinda weird, and i think that would add some texture to the rot hahah. Maybe they could work like sea pickles! And every new rot block could generate a couple. Also, if it is not yet implimented, any creature that goes under the effect area pf a rpt block, should get slowed down, maybe somethig like slowness 3 with particles disabled would be interesting.
I think your idea is very interesting! Will the rot spawn DLLs or other creatures?
It probably will and I had that thought before so I’ll probably add it eventually.
The rot consumed.
you have really good modding potential it would be cool if this mod had it so rot cysts would eventually break off as daddy long legs and over time decay into brother long legs or if they eat enough evolve into mother long legs
You should make the dll naturally Spawn from Rot cysts, but only when theres enough in a radius where it could spawn it, and it could go through like size phases (grow upon consuming a set number of mobs) and at the higher size phases it has a chance to spawn Rot cyst gravity blocks. Spreading the rot in more areas than just the first area. The seems smart while I'm saying it but I don't know whether or not it is. I'm not a Minecraft modder
It could work. I’d just need to learn how to 3D model. That’s actually the idea I’m going to use for the DLL’s when I begin working again. (Took the week off for school and Halloween and cause I’m burnt out from the weekend.)
@@gavitron0610Tried reaching out yourself?
16:02 cutting corners is the way to make a well rounded mod!
Keep us the good work!
Also, I had an idea. What if when you walk on it it’s like soul soil so you sink in a bit like quicksand and you move slowly as it delivers damage like magma
@@GoofyLilGuy-123 that’s a good idea but I was going with the way it worked in the game where it pulls you in and doesn’t give you any chance to escape.
@ ooooooo
Is this going to be apart of the huge rainworld in minecraft project?
I recommend checking it out, its really impressive!
@@theloafs2622 no it’s not, I’m part of the discord but I’m not affiliated with them. If they reached out, I would work with them.
This is very cool but are you planning on making this available in survival?
@@Pug_dragonfire it is, there is a crafting recipe. You can see it by unlocking the recipes or crafting it.
@@gavitron0610 I see it now thank you!
Perhaps you should've given yourself some night vision
I thought about doing that I just didn’t cause idk why.
it seems like the rot in your mod doesn't spread untill reaching full size while in pebbles, the young rot blobs were pretty much everywhere at the forefront of the spread, and the pattern looks more like sculk if anything
If you get skilled enough to code properly. I suggest that if a clump of rot gets big enough and occupied a specific area of blocks (like a small cube) it becomes a BLL. these rot creatures will wander around and eat other mobs. Gaining mass. If they kill enough. They'll become a DLL. And they will gain a timer to gain more mass and become a TLL. If this timer runs out. They'll explode into smaller rot chunks or simply settle down and become a huge pile of rot
@@ijusthadaheartattack that was my idea actually just a bit different.
@@gavitron0610 oh
You should add the slug cats :3
I’ll think about it, I just need to finish the rot first
The rot consumes
THE ROT CONSUMES
Ngl. The mod is pretty cool but. I think it should have a cap of 50 blocks (or 70)
I thought about doing that but I didn’t want to make it suddenly stop so I have some other plans on how to slow it down.
@@gavitron0610 ok
Dont forget to put this on the rain world minecraft map.
@@theoshaviolation I don’t know if they want my mod but if they do, I’ll be happy to put it on with some edits so it doesn’t destroy the whole world.
the rot consumes
Cool
I was confused
Then I realized
Rain world
not Risk of Rain lmao
Btw, that 'updates once a tick' thing sounds like it could cause a lot of lag really quickly.
is it per-block or deciding to spread around any rot block randomly?
@@niaford690 it’s per block, when it has high amounts, it doesn’t really lag unless you set the rot to spread at high speeds. At least from my testing.
@@gavitron0610 fair enough
60%20 is 3 btw
60%20=0. 60/20=3
Sry, I’m pretty sure I meant 600 cause I did use a calculator off screen to make sure so I didn’t look stupid as I made myself look stupid. Thanks for calling that out.
good
The ROD consumes
rainrot rainrot i love rainrot
I can't belive they added cancer to minecarft
Hmm.
It seems I could make some better textures of blocks and Item.
I can't sure when It would be done.. But If I finish.. I give it to you.
Thanks. I’m not much of a artist
Oh my peak
Will it be bedrock supported?
@@Kison-lp5wg no probably not unless MCreate has an easy port. If so then there will be other wise there probably won’t.
@ ok
The rot consumes