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Ultra Hardcore (UHC) with MiNET
Notes on the Minecraft vanilla features required for UHC. Using MiNET for UHC will require a new game mode specifically implemented by the server since hardcore mode is not provided by the client. This page is about the work necessary to implement this new "hardcore" game mode.
Natural regeneration is disabled and only way of regen is from eating golden apples. Damage should be a bit more when on hardcore too.
BUG - Client regen: https://bugs.mojang.com/browse/MCPE-20507?filter=-2
Nothing special about hunger, other than it doesn't provide regeneration of health. This is handled by the new game mode switch to "hardcore".
Could be nice using block ticking for grass spread (shelter UHC players). Not implemented.
Implemented farming of wheat, carrot, potato and beetroot. Includes farmland dynamics. Only cheat is for growing crops in a row that is used for fastest possible growth, but rarely used (never seen it). Missing implementation for pumpkins and melons since they are a bit different to the other crops.
Growing trees might be a thing(?). Leaves decay, so apples are attainable.
Missing: Nothing known.
Even tho this works well in MiNET already, it is very common for UHC servers to implement auto-smelt on both ores as well as food. Auto-smelt is implemented in the core of MiNET.
Missing: Nothing known.
Missing: Nothing known.
Fall damage for mobs would be good to have, but is not really a thing.
UHC on MCPC vanilla servers usually disable movements for passive mobs in order to improve performance. Hence, players are used to non-vanilla behavior and dump mobs. These mobs are essentially a source for food.
However...
MiNET can spawn mobs based on vanilla ruleset (biomes, etc). AI is implemented to great extent. Mobs will stroll, panic, look at players and just generally look around, but they will not breed. Wolf does have the attack behavior since this is an essental weapon in UHC. Horses have behavior, but riding of animals in general is not yet implemented in MiNET. TBD if riding is all that important to UHC or not.
Passive mobs currently implemented or planned
- Sheep
- Chicken
- Pig
- Cow
- Wolf
- Rabbit
- Horse
Hostile mobs can be seen as essential to some playing UHC, to some not so essential. Hostile mobs with AI adds a dynamic to UHC, keeping players on their toes, and also provide a good source of both XP and loot (bow and string).
AI required for fight will be implemented. Path-finding is already implemented and will be used to implement tracking. Attack behaviors is added for zombies and creepers. Endermen and skeletons will be added aswell since they are essential mobs in UHC.
Maps have mob-spawners. Implement them (block entities) so players can harvest them. This includes making sure loot chests generate loot too. No loot-table handling is implemented yet in MiNET.
Hostile mobs currently implemented or planned
- Spider
- Zombie
- Skeleton
- Creeper
- Enderman
- Slime
- Cave spider
Nether is a thing in UHC, but so few venture there it's not going to be fully implemented in a first version. Nether is implemented as far as dimension changing (portals), but none of the mobs have been implemented. Since several essential nether mobs fly, this is beyond scope for first release.
World generation in vanilla is probably one of the hardest things to implement in Minecraft. And whatever MiNET would generate would still be a budget (lame) version of vanilla world generation. So this is not going to be implemented (ever). Use MC Java Edition pre-generated maps (anvil format).
MCPE doesn't have world borders. However, large scale tests with glass have proven to work effeciently enough to be used as a replacement for the vanilla world border.