#Minecraft modding
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tellioari 16 hours ago
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awnings and buntings from the new Supplementaries update :>
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thaumium-block 2 months ago
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I love modding, we can implement whatever we want
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voidarkana 17 days ago
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Duckweed and Hornwort for Yet Another Fish Mod
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Duckweed generate in swamps like lilypads but more commonly, and hornwort generate in rivers. Duckweed have 3 different growth stages that happen when you bonemeal it or place more on top of each other, and the 3rd stage has connected textures
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Hornwort can be pointed at 4 different directions and also can be stacked with itself so its more dense.
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missingno-polaris 2 months ago
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i love modding (with @jame7t on da screen)
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tellioari-misc 6 months ago
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Dyed Ladders!
and naturally there's dye mod support :3
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octal-codes 1 year ago
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The modder argument is a fallacy.
We've all heard the argument, "a modder did it in a day, why does Mojang take a year?"
Hi, in case you don't know me, I'm a Minecraft modder. I'm the lead developer for the Sweet Berry Collective, a small modding team focused on quality mods.
I've been working on a mod, Wandering Wizardry, for about a year now, and I only have the amount of new content equivalent to 1/3 of an update.
Quality content takes time.
Anyone who does anything creative will agree with me. You need to make the code, the art, the models, all of which takes time.
One of the biggest bottlenecks in anything creative is the flow of ideas. If you have a lot of conflicting ideas you throw together super quickly, they'll all clash with each other, and nothing will feel coherent.
If you instead try to come up with ideas that fit with other parts of the content, you'll quickly run out and get stuck on what to add.
Modders don't need to follow Mojang's standards.
Mojang has a lot of standards on the type of content that's allowed to be in the game. Modders don't need to follow these.
A modder can implement a small feature in 5 minutes disregarding the rest of the game and how it fits in with that.
Mojang has to make sure it works on both Java and Bedrock, make sure it fits with other similar features, make sure it doesn't break progression, and listen to the whole community on that feature.
Mojang can't just buy out mods.
Almost every mod depends on external code that Mojang doesn't have the right to use. Forge, Fabric API, and Quilt Standard Libraries, all are unusable in base Minecraft, as well as the dozens of community maintained libraries for mods.
If Mojang were to buy a mod to implement it in the game, they'd need to partially or fully reimplement it to be compatible with the rest of the codebase.
Mojang does have tendencies of *hiring* modders, but that's different than outright buying mods.
Conclusion
Stop weaponizing us against Mojang. I can speak for almost the whole modding community when I say we don't like it.
Please reblog so more people can see this, and to put an end to the modder argument.
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doctor4t 9 months ago
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I'm mad I forgot to include it in the video so here's a thread of the concept art for the $50,000 Minecraft mod we made for MrBeast
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sleepingdragoninn-moved 23 days ago
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hello this is Shattered Stopwatch the worst fucking traversal equipment mod for minecraft you'll ever see in your goddamn life
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qzimyion 11 months ago
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More Versatile Chiseled Bookshelves, bascially Chiseled bookshleves but you can put more stuff into them instead of just books.
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ravenkhor 6 months ago
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working on the Khor's Wanderlust mod. WIP for the cherry variant of the doe.
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leafenzo 1 year ago
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gotta love how big debug worlds get when you're modding :3
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tellioari 24 days ago
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Our mod adding 20 dyes to minecraft is almost finished!!
This showcase thing took so long to put together, haha
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thaumium-block 1 month ago
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24 wheeled grinding champion
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untrustedlifegamedev 9 days ago
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How did I do?
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flightyquinn 1 year ago
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hey, minecraft tumblr, can we talk about something for a second?
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this is what "horror mods" in minecraft look like right now. some long-limged oogabooga creature, usually black and with a big mouth, that chases you down while flailing and does a bunch of damage.
and yeah, i know that there are differences in mechanics between them, but in the end it still comes down to "you see an oogabooga in the distance, and then it chases you"
i'm not saying that this can't be scary. i'm just saying that it's getting a little oversaturated at this point, and there's other kinds of horror than just being chased by a model from spirit halloween's big & tall
if you want to stand out, you need to bring some new spooks
let me give you an example from a mod i've thought up, but probably won't end up making
i call it "The Innocent"
The Innocent looks like a baby villager with black eyes and a tattered robe in the nitwit colors. that's it. it doesn't even chase the player normally. in fact, it doesn't even move except to turn and face the player if they look at it. and that's where the fun begins...
The Innocent naturally spawns in uninhabited biomes, far away from both villagers and illagers. if the player looks at it for more than a second (so, long enough to be actually looking at it, and not just mousing past without noticing) it "bonds" to that player. once bonded to a player, it will keep appearing near them at random intervals, never under solid blocks (so not in caves or your house), spawning out of line of sight, watching them. it can and will watch through windows.
whenever it watches the player, The Innocent is also judging them. if the player kills living mobs, hits villagers, tramples crops, or other "bad" actions, this lowers an invisible karma score, while trading, building golems, breeding animals, and other "good" actions raise it.
if the player attacks The Innocent, it disappears in a puff of smoke, and this naturally lowers their karma a lot.
as The Innocent becomes more displeased, and it will over time become more displeased, bad things start to happen.
the sounds of crying, and eventually screaming children can sometimes be heard in the distance
baby zombie spawns become more common
nearby plants may turn to dead bushes when the player sleeps
paintings may change to others of the same size
rain and lightning become more frequent
zombies detect the player from farther away
etc...
if the player's karma is too low, then The Innocent may even turn into a (still black eyed) Drowned version of itself and attack. it's actually weaker than a regular baby zombie, though just as fast, so killing it isn't too hard. however, killing it doesn't make it stop, it just lowers your karma more, whereas dying to it is a Very Good Act. after all, you deserve it
but if killing it doesn't work, how does one get rid of The Innocent, i hear you ask. well, that's simple, after a certain number of encounters, every time you have a positive gain in karma by the time it disappears - that it to say, your karma at the end of the encounter is higher than it was at the start - there is a chance that The Innocent will be satisfied, meaning it will stop being bonded to you, and won't come back. there's just a couple of catches.
the number of encounters before it can be satisfied is random.
the player won't always be aware of when an encounter is happening.
"neutral" encounters - ones with no net change in karma - don't count towards the number.
the player doesn't get any direct indication of when The Innocent has stopped haunting them
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tellioari-misc 6 months ago
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Dyed Doors
this is part of the wider Kaleidoscopic set of projects, which will add various dyed items, all with their own designs, to the game! I made dyed ladders yesterday, and a bit ago I made dyed stones!
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