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Required Resource Pack
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Trying to recreate the old Invasion Mod. No code was copied, but it is 100% the inspiration and guide (but with a few changes that I prefer). Reference video from almost ELEVEN YEARS ago can be seen here: https://youtu.be/XH4a1E3f1sc
It involves you placing down a Shrine which is dropped by any Villager that burns to death (SACRIFICE THEM). Placing this block will immediately spawn a small attacking wave of hostiles which are trying to destroy the Shrine. New waves spawn every few days with increasing difficulty from a "day" pool and a "night" pool. Spider waves and boss waves will occasionally spawn.
Includes:
- A Shrine block to defend.
- Configure the min/max time between waves and distance the mobs will spawn away from the Shrine Block ("/trigger config" )
- Vanilla monsters which come to attack your base and destroy your Shrine, testing your fortifications.
- The mobs can dig through your walls.
- Wave based attacks that slowly increase in intensity
My intended use is for players to start a new world, do some preliminary exploration for a base/get some basic materials, and then place the Shrine block within the first day or two. My recommendation is to have waves spawn every 1 - 2.5 days. This is what my college friend group did back in the day and it was tons of fun. The difficulty scaling is balanced around the players starting with stone weapons. The difficulty scaling is balanced around Multiplayerr, so doing this Singleplayer will likely be pretty hard.
ToDo:
- add shrine rewards (an "archivist" librarian villager which progressively learns more and more enchanted book trades)
- add wave postponing mechanics (burn an iron block like a fuel source to postpone the wave 1/4th day)
- add better night/day wave picking. If a wave will execute near night-time, dynamically delay/fast-forward the "time until next wave" to be sufficiently boxed after dark/before sunrise.
- Guarantee spider waves happen at night
- Guarantee each boss wave executes at the correct time of day/night. Also probably should add more bosses lul
- tbh could always use better pathing, current implementation is kinda scuffed
- tbh could always use better block breaking, current implementation is kinda scuffed
It involves you placing down a Shrine which is dropped by any Villager that burns to death (SACRIFICE THEM). Placing this block will immediately spawn a small attacking wave of hostiles which are trying to destroy the Shrine. New waves spawn every few days with increasing difficulty from a "day" pool and a "night" pool. Spider waves and boss waves will occasionally spawn.
Includes:
- A Shrine block to defend.
- Configure the min/max time between waves and distance the mobs will spawn away from the Shrine Block ("/trigger config" )
- Vanilla monsters which come to attack your base and destroy your Shrine, testing your fortifications.
- The mobs can dig through your walls.
- Wave based attacks that slowly increase in intensity
My intended use is for players to start a new world, do some preliminary exploration for a base/get some basic materials, and then place the Shrine block within the first day or two. My recommendation is to have waves spawn every 1 - 2.5 days. This is what my college friend group did back in the day and it was tons of fun. The difficulty scaling is balanced around the players starting with stone weapons. The difficulty scaling is balanced around Multiplayerr, so doing this Singleplayer will likely be pretty hard.
ToDo:
- add shrine rewards (an "archivist" librarian villager which progressively learns more and more enchanted book trades)
- add wave postponing mechanics (burn an iron block like a fuel source to postpone the wave 1/4th day)
- add better night/day wave picking. If a wave will execute near night-time, dynamically delay/fast-forward the "time until next wave" to be sufficiently boxed after dark/before sunrise.
- Guarantee spider waves happen at night
- Guarantee each boss wave executes at the correct time of day/night. Also probably should add more bosses lul
- tbh could always use better pathing, current implementation is kinda scuffed
- tbh could always use better block breaking, current implementation is kinda scuffed
Credit | just me baybeeeeeeee |
Compatibility | Minecraft 1.19 |
Tags |
2 Update Logs
Update #2 : by Lanzifer 10/16/2022 9:09:20 pmOct 16th, 2022
- enabled the engineer invader type (zombified piglins) to build bridges down cliffs, across gaps, and up towards the Shrine block
- removed a bunch of temp test logic I had for my own debugging which accidentally made it into my previous .zips
- removed a bunch of temp test logic I had for my own debugging which accidentally made it into my previous .zips
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tldr; no. It might be possible but it isn't a priority and I would have to get much better at making datapacks first.