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Kilo

@kiloxiix.bsky.social
29 followers 15 following 102 posts

He/Him-21 Just your average person I sometimes post my coding projects progress or progress on my mods

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Kilo @kiloxiix.bsky.social · 16/05/2026
It's been a good minute since my last post. Been busy lately preparing to go back to school for this upcoming fall semester so haven't gotten much done. But there aren't many bugs left so right now I am mainly just testing in a survival playthough to see if I can come across some more bugs to fix.
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Kilo @kiloxiix.bsky.social · 16/04/2026
No pics today It was mainly just bug fixes, mob spawn rate, condition, and placement adjustments, dungeon spawn rate adjustments, redid two dimensions... again, added some more config options, and better file organization. Not much else today I'm slowly running out of things to fix lol
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Kilo @kiloxiix.bsky.social · 30/03/2026
Now that the dungeons are done, I'm coming back to all my older code and fixing bugs, making tweaks, and adding some quality of life features
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Kilo @kiloxiix.bsky.social · 29/03/2026
I know I posted images at one point but I don't think I ever posted a video of how this guy looks when you're riding him Had a lot of fun coding this one mainly because of the leg code being different than what I'm used to coding
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Kilo @kiloxiix.bsky.social · 29/03/2026
Finished the dungeons today, each complete with their correct dimension, biome, and spawn rates. Next I need to add their spawn conditions to determine how and if they spawn. Here are a few of the dungeons from today They are barely visible in the crystal dimension though lol
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Kilo @kiloxiix.bsky.social · 27/03/2026
And this is what they look like in the dimension if you ever come across them. They should be pretty easy to spot unless you're colorblind I guess bsky.app/profile/kilo...
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Kilo @kiloxiix.bsky.social · 27/03/2026
And just like in the original, they can still grow from just a log and are very rare. As in, a 1/10000 chance of them spawning in a certain dimension
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Kilo @kiloxiix.bsky.social · 27/03/2026
So apparently I never posted about the Duplication Tree. It was one of the first trees I added when I started porting the mod lol This is them in action As in the original, they only duplicate blocks but no block data such as chest contents
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Kilo @kiloxiix.bsky.social · 27/03/2026
Rewrote some of the Giant Tree code again because I realized that it may get a bit boring with just the normal vanilla tree variations so, Now, they generate by selecting a completely random log and leaf from the game which includes ones from other mods This is with Tinker's Construct installed
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Kilo @kiloxiix.bsky.social · 27/03/2026
So I've been tweaking the dimensions today and I think these are much better than the original way I had them lol
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Kilo @kiloxiix.bsky.social · 26/03/2026
Turns out the Crystal Dimension does lag and gets about 30 - 40 fps and that runs pretty smoothly for me but I know for some that's unacceptable So I just found a way to decrease the lag in the dimension bringing it to about 90-100 fps. Made it a config option set to false by default though
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Kilo @kiloxiix.bsky.social · 26/03/2026
So The Giant Trees from the brown ant dimension work with Distant Horizons now... Just be prepared to spend ALOT of time loading and rendering the chunks It took about 2 mins to finish at its lowest number of chunks being 32 with medium quality and balanced cpu usage. Also, I made trees more common
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Kilo @kiloxiix.bsky.social · 26/03/2026
Okay Just rewired the Giant Tree generation code to hook into the new dungeon natural generation code and in theory... It should now work with Distant Horizons Currently testing So far the trees generate when Distant Horizons runs now But current est until all chunks are loaded and rendered - 4hrs
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Kilo @kiloxiix.bsky.social · 25/03/2026
Okay, I managed to finish finding out the spawn weights and locations for each dungeon and made a small dict of their 1.20.1 counterparts Meaning that all current dungeons now spawn in their correct dimensions and biomes I just need to finish adding them and tweak their spawn conditions
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Kilo @kiloxiix.bsky.social · 25/03/2026
Been making a little mod to work alongside Orespawn as an optional dependency. As in the vid, it works on any mobs I specify. Even Mobzilla so when it's enabled, the player can actually hit Mobzilla from any part of its body I know others like it exist but I just didn't really like them
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Kilo @kiloxiix.bsky.social · 24/03/2026
Added some more dungeons today Literally spent ~12 hours just researching and trial and error trying to get the dungeons, that can only be generated via code, to generate naturally in the world without needing structure files I set their spawn rates to random for testing Currently at 24/50 Dungeons
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Kilo @kiloxiix.bsky.social · 23/03/2026
So I just checked if it works with Distant Horizons Sadly, what I thought would happen was true Only the trees that have been generated by the player loading them in will show up in your view with Distant Horizons. So without exploring, it will just look empty
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Kilo @kiloxiix.bsky.social · 22/03/2026
Here's some of today's dungeons that were added Currently at 21/50 Done Still gonna need to hook them up for natural generation once they are all added in as they currently have to be spawned in to generate. I seem to be porting about 6-8 a day due to the number of hours needed per dungeon lol
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Kilo @kiloxiix.bsky.social · 22/03/2026
Having to decode every single one of the 50 dungeons from this 1.7.10 format which basically placed the blocks individually using the code and relative coordinates, and rewrite them to forge 1.20.1 is something I would never wish upon anyone lol This is a snippet of the original code for a dungeon
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Kilo @kiloxiix.bsky.social · 21/03/2026
Okay, so far I've made 15/50 of the dungeons. I'm slowly making progress. I think I actually got a lot done today. Hmm I think, if I put my mind to it, I may be able to complete all the dungeons by next friday so in about a week if I go at the same rate I went at today. Here's a few of the recents
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Kilo @kiloxiix.bsky.social · 20/03/2026
Alrightyy Orespawn Work Day Today Focusing on adding the structures/dungeons right now These are the latest structures I just added So far we have 8 structures in the mod now. They are just disabled for now in the current version of the mod until I finish adding them
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Kilo @kiloxiix.bsky.social · 10/03/2026
No Orespawn Post today As some of you may or may not know, I do post other projects besides Orespawn here. Its just been a bit since I have. Orespawn has just been the one I have been working on most recently for me to make posts about. This is about a project involving my AI model instead today.
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Kilo @kiloxiix.bsky.social · 28/01/2026
So I saw a comment on one of my posts regarding the Distant Horizons mod working with Orespawn from @mystrik and thought I should address what I think would happen. Now, keep in mind, I have never used the Distant Horizons mod so I have no clue how it actually works making this purely an assumption
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Kilo @kiloxiix.bsky.social · 03/12/2025
Alrighttyyy So I know I haven't been as active lately I got sidetracked with a few new projects effectively taking about a month break from the port But It is finally december! So it's time to start working on it again I wanna hopefully finish the port before either christmas or my birthday lol
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Kilo @kiloxiix.bsky.social · 09/11/2025
Lol Just realized how big my Orespawn port really is 4,753 files so far And it's not even done yet I did not realize there were that many until today since I haven't checked in a good minute
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Kilo @kiloxiix.bsky.social · 01/11/2025
Lol Increased the spawn cap of the mob to 9999 for testing and forgot about it until I opened the world again
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Kilo @kiloxiix.bsky.social · 01/11/2025
Alrightty Added all the mobs except The Prince Re-Enabled Mob Spawning Spent all day messing around with spawn rules and weights Got a somewhat funny result also here is a small peek at the danger/unstable ant dimension at the moment Empty so I still need to fix it up but thought it looked cool
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Kilo @kiloxiix.bsky.social · 30/10/2025
Added The Spider Group Today Just need to add the Royal Family now So, 5 more mobs to go Also, today I found a somewhat annoying bug in the lucky block mod so I downloaded the source code from the mod github and fixed the bug so I can use the fixed mod in the modpack Now it works perfectly fine
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Kilo @kiloxiix.bsky.social · 29/10/2025
Also, Finally managed to get some decent pics of The King Been trying to get some for a little while now but he's too eratic to get a decent pic... especially when he's trying to kill you You can see the destruction on the ground and air from past battles against him in testing lol
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Kilo @kiloxiix.bsky.social · 29/10/2025
Alright So, I just need the Royal Family and the Spiders now But their code looks kinda long and complicated so today I just decided to begin Phase 2: The Dungeons I'm still gonna add those remaining mobs I just needed a change of pace from looking at mob code these past few weeks
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Kilo @kiloxiix.bsky.social · 26/10/2025
Still adding the last few mobs Thought this one was funny Just 11 more to go Gonna be busy most of the day tomorrow so I'll most likely finish the mobs on monday or tuesday I think since I spent most of today working on the lucky block addon it pushed back my schedule by about a day this is fun!
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Kilo @kiloxiix.bsky.social · 26/10/2025
Remember how I mentioned I was working on adding integration compat for other mods? Well, today I felt like procrastinating but didnt want to be unproductive so I worked on the Orespawn Lucky Block Addon I made. It's now updated to work with the latest version of Orespawn in terms of drops/summons
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Kilo @kiloxiix.bsky.social · 24/10/2025
Onto the final stretch for the mobs Just 3 groups and 1 mob left to add being the Robot Army, the Royal Family, the Spiders, and Stinky Got a small headache today though so I'll continue with the remaining mobs tomorrow and go to sleep early tonight Hopefully, the next phase will begin by monday
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Kilo @kiloxiix.bsky.social · 20/10/2025
Alrightty Just finished this semester's first uni course so I have a week from tomorrow before my second course for the semester begins That means: Free time for CODING during this upcoming week
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Kilo @kiloxiix.bsky.social · 19/10/2025
Just one last batch of mobs I need to add before I move on to the next phase Next phase is to finalize the mob spawning rules and re-enable the natural spawning I temporarily disabled Then I can move onto adding the dungeons Then I'll fix up the dimensions After all that it's just final tweaks
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Kilo @kiloxiix.bsky.social · 18/10/2025
LOL Just spent the last 6 hours trying to get the model part calculations correct for this one mob... It normally takes about an hour and a half but this mob's model part calculations were a bit more complex than the other mobs But that's one more mob fully ported now so onwards I go to the next
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Kilo @kiloxiix.bsky.social · 17/10/2025
Managed to add a Legacy Combat feature which enables pre 1.9 damage and defense calculations to make the armor feel more like the original. Made it a config for those that prefer post 1.9 damage and defense calculations since this changes damage and defense calculations for the whole game
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Kilo @kiloxiix.bsky.social · 15/10/2025
I forgot how annoying these guys are It's like playing wack-a-mole fighting them since they attack, take off some of your armor, then hide back underground before coming back up for another attack And you have to kill ALL of the smaller ones before a bigger version comes out of the ground
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Kilo @kiloxiix.bsky.social · 15/10/2025
I now have 43 mobs left to port Here are a few of the latest ones I ported today Also, It's been almost 1 year since I started this project on nov. 05, 2024. Thats one of the first pics I took of my progress I wonder if I'll be finished before its been a year I think I'll be cutting it close
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Kilo @kiloxiix.bsky.social · 14/10/2025
Been making good progress these last few days Currently Ported Mobs: 69/115 Mobs Left: 46 Figured I'd post the latest changelog as it's probably the biggest one I've done at once before backing up the file Scaled the Emperor Scorpion to actual size Made Swarms of Mosquitos and Fireflies for fun
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Kilo @kiloxiix.bsky.social · 14/10/2025
Playing around with some lava foam blocks in my development world while adding the other half of the mobs. Very tedious work porting all 115 mobs so it's essential to take small breaks and have some extra fun every now and again Granted, I also find coding fun Juuust not as fun as actually playing
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Kilo @kiloxiix.bsky.social · 11/10/2025
Finally crossed the halfway point in terms of mobs added! Emperor Scorpion probably needs to be a bit bigger but currently works the same as the original All dimensions will be redone at the end of the port. They are currently just added with basic params so I have places to put dungeons and mobs
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Kilo @kiloxiix.bsky.social · 08/10/2025
Just finished adding in the last dimension a few days ago Now I can focus fully on adding the rest if the mobs before I add the dungeons Currently I've added in 44/115 mobs so I'm almost halfway done with them Here are a couple pics of the latest three I added
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Kilo @kiloxiix.bsky.social · 07/10/2025
Finally added the Hoverboard It took waay longer than it needed to for me to figure out how it worked (7hrs) But it's working now and fully operational
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Kilo @kiloxiix.bsky.social · 06/10/2025
Just a small peek into the latest update The Experience Tree Sparkling at night The Bedrock Maze at the bottom of the Crystal Dimension The Aftermath of a battle between myself and The King - It took 10+ deaths, full royal guardian armor, half a stack of notch apples, and Big Bertha to kill him
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Kilo @kiloxiix.bsky.social · 01/10/2025
Managed to get all the trees in the brown ant dimension to generate fully without being cutoff by bypassing the 3x3 chunk area limit. Kraken in place of the queen until she is added. The king spawns at the top too. Temp increased rates for testing but there is usually much more space between trees
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Kilo @kiloxiix.bsky.social · 30/09/2025
It's been a good minute since my last orespawn post. I've still been working on it, just been forgetting to post updates. Currently the only pic I have at the moment from the mod is this one I took of the most recent update. I just added the mining dimension A little OP though from what I can tell
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Kilo @kiloxiix.bsky.social · 27/08/2025
Just a sample interaction between myself and my AI. I'm really liking how well she came out and met my expectations. There are a few bugs but as of now are barely worth mentioning as they are hardly even noticable and closer to just missing features I want to add than actual bugs. #AIDev #Coding
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Kilo @kiloxiix.bsky.social · 22/08/2025
Managed to actually bundle my AI into the EvereAI Chat windows app I made by default. There is also an installer that installs it like a normal app and adds a shortcut to the desktop. And the user can also use the gui to talk to ollama models they are able to pull from within the app as well! #AIDev
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Kilo @kiloxiix.bsky.social · 19/08/2025
Finally gave my AI the full personality I've been trying it give it this whole time. It's uncensored and doesnt have guardrails at all but it is biased as I based it off a specific human's personality and thoughts. Hence why it's able to swear but doesnt want to tell you how to do anything illegal.
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