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Description:
Meet the Eryon, a charming rainbow-winged companion you tame with Intergalactic Candy and help evolve through ten levels by feeding it candy or special Growth Potions brewed in your Brewing Stand. Craft a Block of Intergalactic Candy to unlock stronger brews—start with Potion of Regeneration + candy for Growth (3), then brew up Growth (5), Growth (10), and finally the Super Evolution Potion to choose from seven epic Omega forms. At every stage, your Eryon faithfully follows, defends, and fights alongside you with dazzling new powers and a fresh look.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Eryon Evolution" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
13
Aug 28, 2025, 09:19 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes. Edit v27: The Omega Potion should check if pet already has an omega ability, and if so, block usage. When used, it opens a special Omega Ability selection menu (like normal leveling, but with only 3 choices). The chosen ability replaces any existing ultimate abilities and becomes permanent. Each omega ability should also come with a unique evolution texture/skin that makes the pet look ridiculously powerful (ex: glowing aura, wings, spikes, halo, shadow flames, etc. depending on ability category). also heres more omega abilities: 🔥 Fire-Based Omega Inferno – Your pet erupts in a giant flame storm (30-block radius) when entering combat, igniting all enemies with fire that ignores fire resistance. Enemies take burning damage over time and nearby projectiles are burned away. ⚡ Lightning-Based Omega Tempest – Pet passively summons continuous lightning strikes around it during combat (like a thunderstorm following it). Strikes hit random enemies in a 15-block radius every 2 seconds, with knockback + armor piercing damage. ❄️ Ice-Based Omega Frostbite – Pet unleashes a blizzard aura around it. Enemies in a 20-block radius are slowed to a crawl, weakened, and take frostbite damage that stacks the longer they stay in the aura. Ice spikes also randomly shoot out from the ground. 🌑 Shadow/Assassin-Based Omega Voidstep – Pet can blink dash infinitely fast, chaining between enemies automatically like a reaper. Each dash deals critical damage and leaves behind a shadow clone that distracts enemies for a few seconds. 🌿 Well-being/Healing-Based Omega Divine Guardian – Pet projects a permanent healing field around you (like a beacon aura). All allies in the aura gain regeneration, resistance, and absorption. If you would die, the pet instantly resurrects you once per in-game day. 🛡 Combat/Gameplay Buff-Based Omega Titanform – Pet transforms into a giant armored titan (10x bigger). It becomes a tank: massively boosted HP, auto-taunts enemies, smashes the ground for AoE knockback, and blocks projectiles with a shield wall aura. 🌌 Space/Gravity-Based (New Category) Omega Singularity – Pet creates a mini black hole that sucks in enemies within 20 blocks, crushing them with massive true damage over time. Surviving enemies are thrown outward violently at the end of the collapse. Edit v28: “When the Omega Titan ability activates, make sure the Titan does not attack the player or the player’s allies. The Titan should inherit the pet’s owner UUID and always treat that UUID as friendly. Add targeting filters so it only attacks hostile mobs, never the owner or their team. Also make sure any area-of-effect damage the Titan does ignores the owner and the owner’s allies. The Titan should behave as a loyal summoned ally, not as a hostile mob. Edit v29: Make sure the Titan keeps all the same behavior as a tamed pet: it should follow its owner, protect its owner, and use its abilities against enemies. The only change is that it should never target or damage its owner or allies. Keep the pet AI tasks (follow, wander, defend, etc.) active. Do not replace its AI with a stationary idle state. The Titan should act like a super-powered loyal pet, not a passive statue. Edit v30: now make crafting recipes (brewed in a brewing stand) for all the potions, for the +3 grwoth potion make it so when you brew a potion of regen and an intergalactic candy you get it. then for a +5 you do the +3 with a block of intergalactic candy (new item crafted by 9 inter galactic candy in a crafting table) then a +10 growth potion with the +5s and then a nether star, and then for the super evolition potion its a +10 with dragons breath (all the potions are brewed with a brewing stand)
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Aug 28, 2025, 08:59 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes. Edit v27: The Omega Potion should check if pet already has an omega ability, and if so, block usage. When used, it opens a special Omega Ability selection menu (like normal leveling, but with only 3 choices). The chosen ability replaces any existing ultimate abilities and becomes permanent. Each omega ability should also come with a unique evolution texture/skin that makes the pet look ridiculously powerful (ex: glowing aura, wings, spikes, halo, shadow flames, etc. depending on ability category). also heres more omega abilities: 🔥 Fire-Based Omega Inferno – Your pet erupts in a giant flame storm (30-block radius) when entering combat, igniting all enemies with fire that ignores fire resistance. Enemies take burning damage over time and nearby projectiles are burned away. ⚡ Lightning-Based Omega Tempest – Pet passively summons continuous lightning strikes around it during combat (like a thunderstorm following it). Strikes hit random enemies in a 15-block radius every 2 seconds, with knockback + armor piercing damage. ❄️ Ice-Based Omega Frostbite – Pet unleashes a blizzard aura around it. Enemies in a 20-block radius are slowed to a crawl, weakened, and take frostbite damage that stacks the longer they stay in the aura. Ice spikes also randomly shoot out from the ground. 🌑 Shadow/Assassin-Based Omega Voidstep – Pet can blink dash infinitely fast, chaining between enemies automatically like a reaper. Each dash deals critical damage and leaves behind a shadow clone that distracts enemies for a few seconds. 🌿 Well-being/Healing-Based Omega Divine Guardian – Pet projects a permanent healing field around you (like a beacon aura). All allies in the aura gain regeneration, resistance, and absorption. If you would die, the pet instantly resurrects you once per in-game day. 🛡 Combat/Gameplay Buff-Based Omega Titanform – Pet transforms into a giant armored titan (10x bigger). It becomes a tank: massively boosted HP, auto-taunts enemies, smashes the ground for AoE knockback, and blocks projectiles with a shield wall aura. 🌌 Space/Gravity-Based (New Category) Omega Singularity – Pet creates a mini black hole that sucks in enemies within 20 blocks, crushing them with massive true damage over time. Surviving enemies are thrown outward violently at the end of the collapse. Edit v28: “When the Omega Titan ability activates, make sure the Titan does not attack the player or the player’s allies. The Titan should inherit the pet’s owner UUID and always treat that UUID as friendly. Add targeting filters so it only attacks hostile mobs, never the owner or their team. Also make sure any area-of-effect damage the Titan does ignores the owner and the owner’s allies. The Titan should behave as a loyal summoned ally, not as a hostile mob. Edit v29: Make sure the Titan keeps all the same behavior as a tamed pet: it should follow its owner, protect its owner, and use its abilities against enemies. The only change is that it should never target or damage its owner or allies. Keep the pet AI tasks (follow, wander, defend, etc.) active. Do not replace its AI with a stationary idle state. The Titan should act like a super-powered loyal pet, not a passive statue.
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Aug 28, 2025, 08:41 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes. Edit v27: The Omega Potion should check if pet already has an omega ability, and if so, block usage. When used, it opens a special Omega Ability selection menu (like normal leveling, but with only 3 choices). The chosen ability replaces any existing ultimate abilities and becomes permanent. Each omega ability should also come with a unique evolution texture/skin that makes the pet look ridiculously powerful (ex: glowing aura, wings, spikes, halo, shadow flames, etc. depending on ability category). also heres more omega abilities: 🔥 Fire-Based Omega Inferno – Your pet erupts in a giant flame storm (30-block radius) when entering combat, igniting all enemies with fire that ignores fire resistance. Enemies take burning damage over time and nearby projectiles are burned away. ⚡ Lightning-Based Omega Tempest – Pet passively summons continuous lightning strikes around it during combat (like a thunderstorm following it). Strikes hit random enemies in a 15-block radius every 2 seconds, with knockback + armor piercing damage. ❄️ Ice-Based Omega Frostbite – Pet unleashes a blizzard aura around it. Enemies in a 20-block radius are slowed to a crawl, weakened, and take frostbite damage that stacks the longer they stay in the aura. Ice spikes also randomly shoot out from the ground. 🌑 Shadow/Assassin-Based Omega Voidstep – Pet can blink dash infinitely fast, chaining between enemies automatically like a reaper. Each dash deals critical damage and leaves behind a shadow clone that distracts enemies for a few seconds. 🌿 Well-being/Healing-Based Omega Divine Guardian – Pet projects a permanent healing field around you (like a beacon aura). All allies in the aura gain regeneration, resistance, and absorption. If you would die, the pet instantly resurrects you once per in-game day. 🛡 Combat/Gameplay Buff-Based Omega Titanform – Pet transforms into a giant armored titan (10x bigger). It becomes a tank: massively boosted HP, auto-taunts enemies, smashes the ground for AoE knockback, and blocks projectiles with a shield wall aura. 🌌 Space/Gravity-Based (New Category) Omega Singularity – Pet creates a mini black hole that sucks in enemies within 20 blocks, crushing them with massive true damage over time. Surviving enemies are thrown outward violently at the end of the collapse. Edit v28: “When the Omega Titan ability activates, make sure the Titan does not attack the player or the player’s allies. The Titan should inherit the pet’s owner UUID and always treat that UUID as friendly. Add targeting filters so it only attacks hostile mobs, never the owner or their team. Also make sure any area-of-effect damage the Titan does ignores the owner and the owner’s allies. The Titan should behave as a loyal summoned ally, not as a hostile mob.
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Aug 28, 2025, 08:22 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes. Edit v27: The Omega Potion should check if pet already has an omega ability, and if so, block usage. When used, it opens a special Omega Ability selection menu (like normal leveling, but with only 3 choices). The chosen ability replaces any existing ultimate abilities and becomes permanent. Each omega ability should also come with a unique evolution texture/skin that makes the pet look ridiculously powerful (ex: glowing aura, wings, spikes, halo, shadow flames, etc. depending on ability category). also heres more omega abilities: 🔥 Fire-Based Omega Inferno – Your pet erupts in a giant flame storm (30-block radius) when entering combat, igniting all enemies with fire that ignores fire resistance. Enemies take burning damage over time and nearby projectiles are burned away. ⚡ Lightning-Based Omega Tempest – Pet passively summons continuous lightning strikes around it during combat (like a thunderstorm following it). Strikes hit random enemies in a 15-block radius every 2 seconds, with knockback + armor piercing damage. ❄️ Ice-Based Omega Frostbite – Pet unleashes a blizzard aura around it. Enemies in a 20-block radius are slowed to a crawl, weakened, and take frostbite damage that stacks the longer they stay in the aura. Ice spikes also randomly shoot out from the ground. 🌑 Shadow/Assassin-Based Omega Voidstep – Pet can blink dash infinitely fast, chaining between enemies automatically like a reaper. Each dash deals critical damage and leaves behind a shadow clone that distracts enemies for a few seconds. 🌿 Well-being/Healing-Based Omega Divine Guardian – Pet projects a permanent healing field around you (like a beacon aura). All allies in the aura gain regeneration, resistance, and absorption. If you would die, the pet instantly resurrects you once per in-game day. 🛡 Combat/Gameplay Buff-Based Omega Titanform – Pet transforms into a giant armored titan (10x bigger). It becomes a tank: massively boosted HP, auto-taunts enemies, smashes the ground for AoE knockback, and blocks projectiles with a shield wall aura. 🌌 Space/Gravity-Based (New Category) Omega Singularity – Pet creates a mini black hole that sucks in enemies within 20 blocks, crushing them with massive true damage over time. Surviving enemies are thrown outward violently at the end of the collapse.
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Aug 28, 2025, 12:50 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes.
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Aug 28, 2025, 12:14 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: make some more textures so far eveyr level 10 is the same texture make a bunch of new textures so most level 10s have a different texture Edit v23: 🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes.
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Aug 27, 2025, 11:20 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look).
1
Aug 27, 2025, 10:35 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes.
1
Aug 27, 2025, 09:52 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: make some more textures so far eveyr level 10 is the same texture make a bunch of new textures so most level 10s have a different texture
1
Aug 24, 2025, 04:37 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities.
1
Aug 24, 2025, 03:30 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look
1
Aug 24, 2025, 03:07 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features.
0
Aug 24, 2025, 02:59 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again.
2
Aug 24, 2025, 02:39 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry.
4
Aug 24, 2025, 02:04 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended.
1
Aug 24, 2025, 12:53 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze.
1
Aug 24, 2025, 12:39 AM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.”
1
Aug 23, 2025, 08:56 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.”
1
Aug 23, 2025, 08:44 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner
1
Aug 23, 2025, 08:33 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob.
0
Aug 23, 2025, 07:25 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments.
1
Aug 23, 2025, 06:53 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments.
2
Aug 23, 2025, 06:41 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot).
1
Aug 23, 2025, 06:33 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”).
2
Aug 23, 2025, 05:50 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects).
1
Aug 23, 2025, 05:31 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed.
1
Aug 23, 2025, 05:07 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob
0
Aug 23, 2025, 04:13 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variations like a tropical fish or a cat. make it so the mob has variations, and can be every color of the rainbow (red, orange yellow, green, blue, and purple) as well as black, white, and pink when spawned (naturally or manually)
3
Aug 23, 2025, 03:41 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink
4
Aug 23, 2025, 03:13 PM
User request: allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.'
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This mod is licensed under the CreativeMode Mods License.