Numerous changes since the last release but most notable among them: The Onryoji!
The Onryoji is the vengeful spirit of a master tricksy fox, killed when struck by lightning whilst suffering from Wither.
It has in its arsenal a variety of mystic spells that can swap the health totals of nearby creatures, root them in place with arcane seals, weaponise foxfire, and even scatter humans to the winds!
Should you emerge victorious from such an encounter, you can expect to receive some salvaged arcane seals as well as one or more tokens that can speed along the enlightenment of another mob!
Added RoughlyEnoughItems support
Added Tricksy Wolves! By default, these achieve enlightenment by the Scholar and Archaeologist accomplishments. Their unique actions are Un/Leash (which allows them to leash and unleash creatures without needing to have a lead), Bless (which heals a visible target), and Howl (which emits a long-range signal to their position, retrievable by other wolves in the same dimension)
Early implementation of the Onryoji boss mob! It currently doesn't do too much but its completion will be the last detail before the 4.0 release version.
Added a ton more information to the Prescient Candle screen, including new icons to indicate specific causes of failure and the capacity for nodes to issue specific messages describing their condition.
Added the Sage Fan, this doesn't do much right now but it interacts with the order system
Added orders! These are, as one would expect, instructions you can give to mobs to do stuff. This system is still in early development so whilst the Sage Fan can give go-to orders it can't actually do much else. Yet.
Added order behaviours! With the addition of orders is the need for mobs to know what to do with them, so all tricksy mobs now have a separate behaviour tree for each type of order. Each can be as large as their original tree, and orders are persistent, allowing you to set long-term tasks.
All of the above necessitated a considerable overhaul of how behaviour trees are stored in entity NBT, so uh... it isn't anymore. Any existing behaviour tree SHOULD be loaded and stored in the updated manner just fine, but I'm releasing this Beta version to be sure. Consider yourselves forewarned, and report any bugs with it you encounter.
Order behaviour trees can only be modified once the tricksy mob reaches Master ranking, a new step on their journey of enlightenment beyond the original Apprentice ranking. This is definable with datapacks along with the rest of their journey but for right now you can reach it using the /tricksy enlighten command
Added Tricksy Goats, a more sluggish and tanky option that can hold its own in combat a lot better than the more automation-oriented foxes
Added cooldowns and action flags to the node system, preventing some nodes from being used simultaneously or repeatedly without some downtime
Added a Ton of new node variants. Seriously it's easier to just check the wiki to see them all.
Added region values to the whiteboard to make it easier to define where things should be and where mobs should be searching for things to do.
Added special mob-exclusive actions with appropriate cooldowns and visual elements. Foxes light things up with foxfire, go gremlin mode, and perform full-on prayer rituals to use candles for interdimensional redstone. Goats can leap, charge, and become temporarily indestructible.
- Fixed Prescient Scrolls causing a crash when cycled too far
- Added the Prescient Candle! This candle can be shift+right-clicked on a fox to link it and, when placed, can then be right-clicked to view the current activity going through that fox's behaviour tree.
- Additionally, foxes can use the Pray leaf node on any Prescient Candle to set the redstone signal strength of any comparator attached to a candle linked to them. This signal can be retrieved regardless of the fox's distance or dimension.
Known bugs:
- Sorting nodes (such as Sort Nearest and especially Sort Contiguous) are currently undergoing an overhaul and do not function reliably
- Broken Prescient Candles don't stack properly in inventory
Massive update to how behaviour trees are manipulated! When viewing a tree in a fox, you can now click on a node to specifically focus on it. This allows you to change its display mode, its name, as well as every other feature of it using helpful lists of options!
Additionally, whiteboard references can be created directly in the whiteboard screen, without having to create a suitable prescient scroll first. The created references are all blank, but can be overwritten with useful values after saving.
Finally, in cases where a whiteboard reference isn't actually necessary (such as most simple position or numeric values that were previously managed by the constants whiteboard), in many cases you can now instead choose to create a static value instead! These values only exist within the node receiving them, and cannot ever be changed by the action of the behaviour tree. Essentially, unlimited possible constant values!
And for a bit of extra kick: We now have not one, but TWO autocrafting blocks! The Work Table is a crafting table with storage and can be given a redstone pulse to attempt to craft anything in its inventory (sort of like a prototype crafter), whereas the Clockwork Friar can be given a specific recipe and will then siphon ingredients from neighbouring inventories when prompted by redstone or interaction!
Known Bugs:
- When cycling through variable types in the Prescient Scroll, cycling beyond Yes/No will cause a crash. This bug has been identified and resolved for the next version
Fixed a bug preventing fox inventory from opening
Added the Clockwork Friar! Less of an upgrade of the work table, more a solution for a different use-case. The friar can hold up to 9 items determining its recipe, but will then draw suitable items from neighbouring inventories instead of from its own. It can be activated either with redstone or by simply right-clicking (sneak+rclick to open inventory), making it much more suited to end-user crafting automation than the worktable. This also makes it much simpler for foxes to operate, just use the Activate Block leaf subtype.
Known bugs:
- Clockwork Friar does not properly update inventories it consume ingredients from, causing comparators and such to fail to update their signal strength
- Clockwork Friar occasionally fails to properly search inventories for necessary ingredients, due to empty slots in the recipe
Fixed a potential crash bug when opening a scripture
Added an optional slot index variable to the Insert Item leaf subtype, allowing foxes to put items into specific slots of a target inventory. This is useful when trying to restock shulker boxes but is also intended to be used with...
Added the Work Table, a sort of prototype crafter that can be used as a crafting table with 9 slots of storage space, but can also be used with a redstone pulse to craft whatever its inventory matches. Hoppers into the top and sides will insert and attempt to evenly distribute items, hoppers below will pull out the latest crafting result, redstone pulse to try to craft something. I promise this was planned before the crafter was announced but no-one will believe me I'm sure :D
Overhauled node input values! Now in addition to a whiteboard reference, you can also create a static value that functions much like a constant. These values only exist in the node using them and cannot be changed.
In effect, this means if a value doesn't ever need to change, you probably don't need to go through the trouble of making a Prescient Scroll for it.
HOWEVER, this will cause some problems for existing behaviour trees. Most of the constants whiteboard has been removed since static values serve an identical function, and whilst the improved system can correct whiteboard references it can't create values for ones that don't exist anymore.
The foxes should load just fine, they just won't behave as intended. You can fix them just by updating their inputs in the editor with appropriate static values. This beta is markedly less polished than the last one but is being released ASAP to minimise the amount of headaches from this change.
Dramatic overhaul of behaviour tree editing. Addition and deletion of nodes remains as normal, but editing of individual nodes now has its own dedicated screen accessed by clicking on the node
Nodes can now have custom names and can be set to hide their descendants, for ease of tree comprehension
Added a block loot table to the Bottle O' Prescience, allowing it to actually be picked up
Significant graphical upgrades in the UI, still not completely finished however. When adding a node, you can also now hold sneak to add it to the top of the children list instead of the bottom, which is quite useful when retooling an existing behaviour tree.
Multiple new node variants: Insert Item, Extract Item, Sort Nearest, Block Powered, For Each, plus minor behavioural tweaks for some existing nodes.
Node variants now have optional input values, these are indicated by their italic names and greyed-out values in the tree screen. These values don't have to be filled in for the node to function, but can provide a little extra control if need be.
This update WILL break your existing behaviour trees, but the worst that should happen is simply that they don't do anything.
This version fixes most identified bugs in the preceding version with several significant additions as well.
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Whiteboard management implemented, both adding to a fox's personal whiteboard and reviewing and excising values using a rudimentary UI screen accessed via the fox's behaviour tree screen.
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Wait, Insert Item, and Extract Item leaf variants added. The latter two use the side value stored in position values so if you want a fox to input fuel to a furnace, be sure to specify the furnace position by targeting its side and not its under or top side
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Fox inventory access continues to not yet be implemented