Member
Level 1
New Crafter
7

Wall Posts

  • Velatus
    Public • June 20, 2026, 6:41 pm
    This is the current visualisation of how the Settlement Generation looks. I'm going to be implementing a method for when 2 cells of the same district type form a line to create a buffer zone to allow for roads and ginnels to appear, so its not just one continuous district blob.
    arandomcat042026-06-21 09:54:36
    interesting
    i saw blue and yellow and it looked sort of like a floor plan for a large building, so naturally my mind just goes there immediately
    Velatus2026-06-20 21:32:18
    Not in the slightest lol, it's a visual representation of the district borders which will eventually have buildings placed upon them. Blue is CRAFTS tagged districts, White is RESIDENTIAL tagged districts, Green is MARKET tagged districts, and Yellow is TEMPLE tagged districts.
    arandomcat042026-06-20 19:00:55
    is that an ikea
  • Velatus
    Public • June 20, 2026, 10:36 am
    Started working on the Settlement Generation for FBTUS which currently:
    1. Locates a valid location with the lowest height variance
    2. Raises and Lowers terrain at the valid location
    3. Generates the walls surrounding the settlement
    4. Generates gatehouses to enter the settlement
    5. Places (temporary) gravel roads towards each of the gatehouses
    6. Creates a "Plaza" area in the centre of the settlement
    7. Assigns and Generates Districts within the settlement
    8. Merges Districts which are the same type to "upgrade" them into greater variant
    Soon I will be able to scale up the system to allow for Kingdoms to generate in the world using these features, as this system is going to be used for all settlement types.
  • Velatus
    Public • November 19, 2025, 1:31 pm
    From Beneath The Ulthran Skies - Dev Log

    Creating a Life Skill System, Mining, Foraging, Woodcutting, Fishing, Cooking, which will provide bonuses when partaking in those activities. Mining, for example, will provide 1% Increased Mining Speed per level. When you meet Level Milestones, you will gain special bonuses which can range from an additional drop, reroll the drop as a tier higher, or even causing the resource to have a Guaranteed Affix when used in Crafting.

    After this Life Skill System I might also create a Crafting Skill System in the form of a skill tree
  • Velatus
    Public • November 14, 2025, 4:51 pm
    From Beneath The Ulthran Skies - Dev Log

    Got the Soul Tree GUI working with the ability to move it around, scroll in and out on it, and the ability to view nodes and allocate them. Later on I'll be updating it with a full tree rather than a simple mock-up version.
  • Velatus
    Public • November 11, 2025, 3:15 pm
    Gonna start making the Soul Tree GUI later today or tomorrow, and when thats done its building the Soul Trials and the Soul Trial Challenges.
  • Velatus
    Public • November 11, 2025, 12:14 pm
    From Beneath The Ulthran Skies - Dev Log

    Started implementation of the Soul Tree and the linked Soul Trials. The Soul Tree will allow you to allocate its nodes, Basic, Advanced, Keystone, and Socketable Nodes.

    Basic Nodes provide very small stat improvements.

    Advanced Nodes provide moderate stat improvements.

    Keystone Nodes unlock special stats or modifies how stats work.

    Socketable Nodes allow for Itemised Nodes to be placed within them. Unique versions of Socketable Nodes may provide special nodes in the form of Divine Nodes.

    You will be able to gain Soul Points, the passive points to allocate nodes on the Soul Tree, through levelling up.

    Soul Energy is a currency that can be used to respec nodes in the Soul Tree, and can be gained passively through normal gameplay, or through the completion of Soul Trials.

    Soul Trials are repeatable mini-dungeons that provide an objective to complete. After completion you will gain Soul Energy and rarely Bonus Completion Rewards (Planning to have Socketable Nodes drop from Soul Trials). The trial will become inactive for 30-60 minutes after completion.
  • Velatus
    Public • November 11, 2025, 9:58 am
    From Beneath The Ulthran Skies - Dev Log

    Added Factions and Faction Reputation. If your Reputation is too low with a faction, they will become hostile towards you and may refuse to interact with you, or even try to attack you. If your Reputation is high, you may get discounts on purchasing items or even quests that can only be accessed at high Reputation.
  • Velatus
    Public • November 8, 2025, 7:55 am
    Going to be posting a very large update for From Beneath The Ulthran Skies. A bunch of things have been changed from its original concept but it is still going to be a massive fantasy RPG mod. I will most likely put this in the form of a blog (I'm currently at 67 pages of information on a google doc). There's still so many more things I need to document but I feel like its nearly time to give more information on the mod to you all.
  • Velatus
    Public • October 25, 2025, 7:44 am
    From Beneath The Ulthran Skies - Dev Log

    Just to add onto the last log, there are Greater variants of materials that cut off the bottom tiers for affixes, 1-4, meaning tier 5 is the lowest tier and tier 10 being the highest.
  • Velatus
    Public • October 24, 2025, 10:04 pm
    From Beneath The Ulthran Skies - Dev Log

    I've decided to change up how Materials and their Affixes work into a more simple and intuitive format. They will now no longer generate Rarities or Affix Tiers. Instead they will now provide a Singular Affix Group, and a Legendary Affix Group for materials dropped from Bosses or Evolved Creatures. These changes were mainly done to stop item bloat as it would become very annoying as a player to manage 2k+ possible unique affix combinations for each material type.
  • Velatus
    Public • October 20, 2025, 9:31 pm
    (This is one of the smaller versions of an unsealing structure which will get updated closer to mod completion. Pillars with netherrack on them won't exist when its updated since they will be converted into mana batteries with a mana beacon on top)

    (This is one of the smaller versions of an unsealing structure which will get updated closer to mod completion. Pillars with netherrack on them won't exist when its updated since they will be converted into mana batteries with a mana beacon on top).
  • Velatus
    Public • October 20, 2025, 8:59 pm
    From Beneath The Ulthran Skies - Dev Log

    Created a bunch of environmental structures that can spawn around the world, and an interactable structure that can force a world event to spawn. The type of event depends on the structures floor pattern, for example, an Eye pattern symbolises an Unsealing Event. This would create a Ruin or Dungeon beneath it, while also forcing you into it.

    There are only Four World Event types that can be forced which are Environment, Evolution, Unsealing, and Incursions. Cataclysm and Awakening World Events are tied to the World Tier and can never be forced through these structures (unless I decide to create a specific one for these).
  • Velatus
    Public • October 10, 2025, 1:43 pm
    From Beneath The Ulthran Skies - Dev Log

    Created a bunch of Ore veins that can generate underground on stone. The resources from these Ore veins will range in quality and will be used in crafting weapons and metallic armour. Also created the Quality System for all materials to use. Next will be the addition of the Affix System using the materials Quality to limit how many and what Affixes can appear on it.
  • Velatus
    Public • October 9, 2025, 10:20 pm
    Introduced a few blocks that can interact with the players Health and Mana Values, such as the Mana Siphoner which absorbs and stores your mana within it or disperses it through linked Mana Channels (I'm planning to use this mechanic in dungeons/ruins).
  • Velatus
    Public • October 8, 2025, 7:09 pm
    All frameworks built with Health/Mana Regeneration, World Event Triggers and Logic (Also has a working environment event), and a basic Alignment boon that grants 25% increased attribute to the respective deity, and maybe a hidden one, if you ever find its name.
  • Velatus
    Public • October 8, 2025, 8:38 am
    Looks like I will be remaking From Beneath The Ulthran Skies. First things I'm going to work on will be the Magic System, World Event System, and Alignment System which should only take a few hours to get the framework built.
  • Velatus
    Public • October 3, 2025, 10:10 am
    Both external drives died... fun. Both From Beneath The Ulthran Skies and Dungeon Delver was on those drives so unfortunately I'm just going to focus on remaking one of those mods until its completion. With that being said I want you to decide on which of the mods I will remake first, which you can do in this poll: Which Mod should I work on, From Beneath The Ulthran Skies or Dungeon Delver?
  • Velatus
    Public • August 18, 2025, 11:20 am
    FBTUS is currently on hold, the previous mod I was working on while I refactor it. Its scale essentially put it to the size of a total conversion mod. In the meantime I am working on a mod called Dungeon Delver which uses some of the concepts from FBTUS such as the Affix System but at a lesser degree. I'll put out a blog in a short while that gives you more information on what the mod is, how to progress through the mod, and the mechanics it introduces.
  • Velatus
    Public • May 11, 2025, 12:38 pm
    Power went out for a while but is now back so you get another structure related to the Large Classed Structure (Not the Special Variation)
  • Velatus
    Public • May 9, 2025, 9:20 am
    Will be posting a screenshot of one Large Classed Structure (also has a Special Variation) you can find in the world later today.
  • View more posts

Welcome