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ICHUN'S BLOG

Home to multiple minecraft mods including PortalGun, GravityGun, and Morph!












 * IRC
 * LiveStream
 * Mods
   * Attachable Grinder
   * Back Tools
   * Bee Barker
   * Better Than Bunnies
   * Better Than Llamas
   * Blocksteps
   * Death Counter
   * Ding
   * Googly Eyes
   * Gravity Gun
   * Guilt Trip
   * Hats
     * Hat Stand
   * iChunUtil
     * End User License Agreement
   * Interdimensional Gates
   * Keygrip – Mocap
   * Limited Lives
   * Mob Amputation
   * Mob Dismemberment
   * Morph
   * Picture-in-Picture (PiP)
   * PortalGun
     * Info
     * Videos
     * Mod Content
     * FAQ
     * Download
     * Others
     * Wiki
   * Shatter
   * Streak
   * Sync
   * Tabula – Minecraft Modeler
   * Torched
   * Trail Mix
   * Doors
   * It Fell From The Sky
   * Photoreal
   * Pig Grinder
   * Slender – Reimagined
     * Slender Map
 * Support
   * About Me
   * FAQ
     * Mods
     * Modding
     * General
   * Mod Packs
 * Wiki


10Dec


MY SITE IS (STILL) OUTDATED.

Posted in General | Comments Off on My site is (still) outdated.

I posted six years ago that my site is outdated. Unfortunately, it still is.

However, I am still actively modding MC when I have time. The old CurseForge URL
is broken but you can still find my mods on CurseForge and the newer ones are
also available on Modrinth.

I have a mod support Discord server now (RIP IRC) which you can also find on
some of the mod project pages.



13Apr


A GLIMPSE INTO THE PAST OF PORTAL GUN

Posted in PortalGun | Leave a comment

Then (left) and now (right)

The Portal Gun (PG) mod has been around for Minecraft for a very very long time.
Last month, it turned seven. Yesterday, I myself aged another year. Lately, I’ve
been thinking, woah, I’ve been making mods for Minecraft for seven years now. I
started out barely knowing Java, thinking that it couldn’t be much different
from JavaScript. I wasn’t wrong, but I wasn’t right either.

Anyway, I was thinking back to how PG used to be, and how it has gone through
multiple iterations as its been rewritten at least 4 times now, I’ve lost count
to be honest, but every time I rewrote the mod, I had already learnt more and
more about Java and programming in general. And so, with that, I wanted to
highlight to you all how much seven years of being persistent, of regular
practice, and of learning new things, can do to a project.

I’ve went back and found the very first version of PG ever released for
Minecraft Beta 1.3_01 (thanks to modmuss50), used the textures and sounds from
back then, and rewrote the earlier versions of PG for Minecraft 1.12.2. When I
first started modding, PG took me about two weeks to write and test and
eventually release, in its own little buggy state. This rewrite, took 9 hours
(over two days). This took a lot less time because I was much more familiar with
Minecraft’s code base, I was much better with Java, and (you could say) I knew
what I was doing.

My point is: Keep at it. It gets easier. You get better.

Now, on to the mod, which I’m calling Portal Gun Classic.

--------------------------------------------------------------------------------

Make a Portal Core as so:


Use the core to make the portal gun as so:


Press the G key to “flick the switch” on the gun and use the portal of the other
colour.
Press the R key to reboot the gun, wiping out the pair of portals on the map.
(This was a feature from the second ever update of PG)
Press the Shift+R key to wipe just the portal that the gun is configured to
fire. (This is new altogether)

The on-screen overlay for the portal gun was also brought back for PG Classic.
The early versions never had it.

--------------------------------------------------------------------------------

This mod was made mainly for nostalgic reasons, and to allow a clear comparison
between the current day PG and the early versions. Do not expect it to be
updated beyond MC 1.12.2 nor for it to receive any support. As expected, the mod
will need ModLoader, ModLoaderMP and AudioMod Minecraft Forge.

One last thing I’d like to add. I’m making the source of this mod open source
for people just starting out, to reference and possibly learn a thing or two
from my code (and possibly even contribute to themselves!).

 

Download (GitHub)

Alternative Download (DropBox)

Source (GitHub)

 

 

Cheers,
iChun

 

EDIT: I feel like I need to clarify that this is talking about a Portal Gun
Classic version. Portal Gun has been available for Minecraft 1.12.2 for quite a
while now but can only be downloaded off CurseForge at this moment.



25Nov


MY SITE IS OUTDATED, I KNOW.

Posted in General, Mod Updates | Leave a comment

I’ve been lazy busy! I tend to just update CurseForge when I do have the time.
You can find the list of my mods on CurseForge here.



24Apr


ICHUNUTIL UPDATED TO 6.3.2, PORTAL GUN, GRAVITY GUN, BEE BARKER, TORCHED, TRAIL
MIX UPDATED TO 6.0.1

Posted in Gravity Gun, iChunUtil, Mod Updates, PortalGun, Trail Mix | 4 Comments

iChunUtil:
6.3.2
– Properly implement some shader stuff to improve performance.
– Fix accidental double-spawning of particles which was causing some crashing
issues with other mods (and vanilla) when breaking blocks.
– Fix being unable to use items when a world portal was rendering in first
person.
– Fix weird rendering when holding two dual handed items whilst rendering a
world portal in first person.
– Fix EULA alert never showing up in obfuscated environment.
– Fix World Portals kicking clients off the server when a non-player entity went
into it.

6.3.1
– Fixed server crashing with World Portals
– Updated render code to match 1.10.2’s. Might reduce some rendering artifacts
of World Portals

Portal Gun:
– Fix being unable to turn off Fancy Portals config.
– Fix crash when a block next to a portal changes whilst the portal is being
placed.
– Fix fancy portal “aura” overlapping with another portal causing the overlapped
area to show the block behind the portal.
– Fix changing to an empty hand whilst grabbing a block/entity allowing the
entity to remain grabbed.
– Fix “moving portal” render when camera is in third person facing the player.
– Fix portals not pairing properly when on dedicated servers.
– Fancy portal “aura” only renders if MC’s graphics are set to fancy, with PG’s
configs set to fancy portals as well.
– Properly set the uniform fields in the shader which may have been causing the
green/black/invalidly-open portals. #BlameAma
– Portal Guns given via command (or similar) will now have NBT tags assigned
when the player first tries to use it.
– Ender Pearl dust is now properly localized.
– Miniature black hole item now renders with glint.

Gravity Gun:
– Fix changing to an empty hand whilst grabbing a block/entity allowing the
entity to remain grabbed.
– Fix fixing a bug in iChunUtil causing another bug.

Bee Barker, Trail Mix, Torched:
– Fix fixing a bug in iChunUtil causing another bug.



13Apr


PORTAL GUN IS BACK. HERE’S WHAT’S NEW, AND WHAT’S TO COME.

Posted in General, PortalGun | 28 Comments

Hey all!

So I don’t know if you caught it but I released Portal Gun for Minecraft 1.10.2
yesterday, but I didn’t get round to writing about what’s new. This is going to
be a bit of a long post as I write about what’s new with Portal Guns and what’s
planned for the future, and it will get a little technical. A bunch of
screenshots I’ll be showing here will be from the development version so you get
a little bit of insight on the process as well.

AESTHETICS


The image used to announce the release of Portal Gun.

So I’m sure a lot of you have noticed, but you can see through the portals
again. This work is a combination of what you guys saw in Doors and what you
guys saw in Blocksteps. Code changes in Minecraft 1.8 however, essentially meant
I had to rewrite most of the code that was from Doors again anyways.

However, as these see through portals are what you would call a “live render”,
your FPS will, effectively, be reduced by ~40-60% as what I am doing is
essentially moving the camera and re-rendering the entire scene, with extra bits
and pieces to make sure the render looks right. But on the bright side, you can
see portals in portals!


Recursive rendering works. But of course, FPS will tank. In-dev GraviPortalGun
also seen here.

Portals also now have a new fancy portal border render made by amadornes, who
helped make the shader that we’re using and some of the background code in how
portals actually work.

To try and accommodate for everyone’s various setups, there are a bunch of
configs available for you to tweak. In the future there may be more added as I
try and improve the performance or reduce the load on players. You can read the
tooltips on the settings themselves to figure out what they do.

Go to: Mods -> iChunUtil or PortalGun -> Config, and an in-game config editor
like this should show up.

Next up on the list, say hi to the new portal gun model by RazzleberryFox. You
can already see it in the first image, but it also animates (to a degree) when
you’re firing portals and grabbing blocks. However, the animation was rushed
(the model was literally added and animated a day or two before release), and
may be subject to change, but here, have some fancy in-dev shots of me getting
the model in-game.


That’s a really weird looking lightsaber… Oh wait a new mod idea! (I’m joking)


I have made a monster. Say hi to the many-clawed portal-gun.


(Also known as the monstrosogun, portal shader in this image was still WIP)


Also to note, the portal gun core and indicator glows in the dark.


Mmm… electrical arches.

Another thing to note is that portals will also render their outlines if they’re
obstructed and you’re holding the portal gun of that type.


I totally did not just place that block of grass and chicken just to show off
the outlines.

That’s pretty much all I have to say for aesthetics. I do have to add that for
all of them to work properly, (getting technical here!) Minecraft has to think
that you can use framebuffers, and your graphics card should be able to support
stencil buffers and shaders. Unless your computer is incredibly old (or, if
you’re using integrated graphics potentially), most of you should be perfectly
fine. If not, drop me a message somewhere and I’ll try and troubleshoot it with
you.

GAMEPLAY

Okay so for gameplay, the basic essentials hasn’t really changed. Shoot portal
here, shoot portal there, speedy thing goes in, speedy thing goes out.


Ignore the round portal. I’ll explain that later

However, there is a new mechanic to portals. Portals now have collision around
the portal. Gone are the days where you could touch a ghast (which is 4x4x4)
against a 1×2 (width x height) portal and suddenly have it pop out on the other
side. Entities have to physically enter the portal to be able to teleport
through the portal. The same applies for players but due to an oversight (that I
hope to fix in 1.11.2), I have to teleport the player sooner than other
entities. It is very, very satisfying to fire portals on the ground now and
watch entities drop into it

Yes, your camera WILL roll when you go in through a portal in the
ground/ceiling. Just imagine that you’re reorienting yourself after you came out
of a portal sideways.


Half in, half out


I quite liked this picture actually. This was pretty much immediately after I
finally got the entity renders within a portal working right. See next image.


Entities in the portal had to be special cased to be sure they rendered on the
“other side”. If they weren’t, you’d see something like this.

Crafting, at the moment, still uses the same recipes. This is subject to change.
There is something new I want to add later that I wasn’t able to put in due to
time constraints. I will write about it in a bit. If you look at the tooltip for
the portal gun you can kind of gather what I might be planning. Crafting a new
portal gun will randomly create a channel for you with random colour
allocations. Don’t like the colours? Keep crafting new portal guns. The “Global”
portal guns, Chell, Atlas, P-body, can all be found in the creative inventory.


Yay for new textures/models?

That’s actually it for gameplay. It hasn’t really changed as much from the old
mod, really. MC’s attack key for shooting left portal, MC’s use item key for
shooting right portal, middle mouse to zoom, G for grab, R for reset, hold R and
hit LMB/RMB for individual resets. (QWERTY layout).

WHAT’S TO COME?

This is where it gets interesting. There will be a lot more text here rather
than pictures. Trying to adapt a concept as gold as portals and the
portalgun for MC survival is going to be hard. I have some ideas that I would
like to share with you here first.


1×2 left, 5×5 right

For starters, portal guns are meant to be upgraded and their portals meant to be
highly customizable. The rewrite was done with this in mind so most of the
underlying structure is already there… There’s just no way to modify it yet.
Firstly, portals will come in various shapes and sizes. I’m planning for the
basic portal gun to start off as a simple 1×2 portal, upgradable in width and
height individually up to 5×5.

Next up, if you didn’t catch it when I mentioned “Global” portal guns, portal
guns are meant to be a personal object now. When you make a portal gun it will
be assigned to you and you can apply/create a channel and choose your own
colours. A portal gun made and configured by a specific person will only provide
access to that specific channel. Global portal guns are essentially a set of
channels that aren’t locked to any particular player and is meant to be shared
between one another on servers. For now, when you craft a portal gun, you are
allocated a random channel with a random colour and a paired colour on the
opposite end of the colour hue spectrum. You should be able to change these in
the future.

Speaking of crafting, I’m also targeting to make portal guns a mid-game item
(because it can be upgraded over time), meaning the recipe will be changed to
adjust for mid-game. Midgame here meaning vanilla of course, mod pack makers are
welcome to change this recipe as they wish in the future and adjust the balance
of it all. Feel free to drop me a message when the time comes on how you would
like to discuss balance.

Grab strength is also going to be an upgradable feature. For now I’ve gone and
given you the strongest grab capabilities of the portal gun, close to combating
the gravity gun in functionality, actually.

In terms of the upgradable system. Portal guns and portals are likely to require
fuel, and eventually upgradable to not require it. Though I understand some of
you (myself included) might not like this change (you could say it’s not true to
Portal lore), like I said, it is hard to try and adapt something like this for
MC survival and to keep it somewhat balanced. A lot of the factors will be part
of an upgradable system, fuel requirement, portal firing distance,
portal upkeep/use, grab use, size, etc. I am, of course looking for feedback on
this in the reddit post I’ll link below.

I’m also thinking of changing the animation of the portal gun and the portal
projectile renders. Those were rushed to meet yesterday’s release.

That’s pretty much it for portal guns. Over time more elements of Portal and
Portal 2 will be making a return as well, when I can get round to it. In fact,
right now the mod uses Portal 2’s sounds rather than Portal 1’s (yes, there
actually is a difference).

Soo… besides that, you might have seen mention of something called “World
Portals” in the config screenshot earlier. What is that? It is a part of
iChunUtil, and essentially, is what powers the portals in the mod. It does the
rendering of another perspective, the teleportation, those sort of things. It
basically permits illusions like this, this, and if tweaked properly, could be
as powerful as this (note that this mod is discontinued). Devs, you can find the
source code here. Temp branch, soon to be pushed to master.

Eventually, I will write a mod that will allow people to take full control of
World Portals. I could see this really being a very interesting and powerful
concept to play around with in the future but that’s for a different time.

KNOWN ISSUES

 * Anything reported here.
 * Crashing on dedicated servers.
 * Incompatibility with foamfix, codechickenlib.
 * You can’t use portals or see through them over long distances. (I think)
 * Lag when you pair a set of portals.
 * The shader renders have bad z-fighting (#BlameAma)
 * Parts of the world will not render if there is camera roll involvement.
 * You can’t grab entities through portals and there’s no interaction with
   Gravity Gun yet.
 * You can’t shoot portals through iron grills.
 * We’re lacking a lot of aesthetics and config options as well.
 * Dispensers do not fire portals when triggered.
 * Fancy Portals config does not work.

FINAL NOTE

This mod took an excruciating amount of time to rewrite. Part of it was already
done last year, as some of you may remember. Unfortunately, I got burnt out
working on it and shelved it. About a month ago I took it out and blew the dust
off it and the result of continuing that work is what you see out now.
Personally, I feel like I spent more time on it over the last month than I did
last year.

Both World Portals and Portal Gun are not easy mods to write. As I stated
yesterday, I felt that this release was not up to my usual standard of mod
releases. I sought the help of several developers on stuff I had trouble on and
not many could help me solve those issues proper. I will have to admit, that I
am pooped out once again and will have to take a bit of a break to focus on life
and recuperate.

I will be spending the next few days trying to fix issues with the mod reported,
with the main issue tracker being here. I won’t be able to get the server crash
fix out today, it’s a little more complicated than I expected but I’ll try and
tackle it tomorrow instead. After that, development will slow, but hopefully be
steady.

I have a few people to thank as well. Firstly, Direwolf20 for testing and for
collaborating on getting this video released around the time the mod was
released:



amadornes for working on the code and the shaders. RazzleberryFox for the portal
gun model. Gigabit101 for testing. heldplayer for trying, and for listening to
all my rants. euclideanspace.com for massively helping me figure out
quaternions. The various others who knew I was working on this but kept it a
secret. Apologies for those who I’ve left out though, and to Darkosto for
dealing with my teasing.

That’s all for now. Gonna take a breather. I generally don’t respond to comments
on this site, so discussion will be over here on Reddit.

 

Cheers!
– iChun



11Apr


IT’S MY BIRTHDAY! I HAVE A SPECIAL SURPRISE FOR YOU ALL. PORTAL GUN NOW
AVAILABLE FOR MINECRAFT 1.10.2

Posted in iChunUtil, Mod Updates, PortalGun | 20 Comments

Heyo!

I’ve been rushing like crazy to try and get this release out, and it’s 20
minutes to midnight and I was supposed to pop out like 10 minutes ago.

Anyways, Portal Gun’s now available for Minecraft 1.10.2. Requires iChunUtil
6.3.0. Get it here. I’ll write more later.

HOWEVER: Do note that although released, there are still many changes and
alterations and known issues that I’ll have to address as time comes. Notable:
Portal rendering can be finicky at times and flicker. You can’t grab entities
through portals. You can’t shoot portals through iron grills. You can’t (I don’t
know, I didn’t try) use portals over long distances (yet!). Having a new pair of
portals can occasionally lag the client (badly!). Lacking a lot of particles and
effects.

Recipe for the moment is as in the old mod, still subject to change. Portal
projectile render may or may not be final.

Again though, like I said, gotta run, I’ll write later! Discussion (issue
reports, suggestions, anything in general) over here on Reddit!

 

Cheers!
– iChun

 

EDIT: I feel the need to add that the mod is very much so still a WIP. A lot of
issues need to be ironed out and I feel that this release actually isn’t up to
my typical standard, but I’ve been targeting a release for PG today for over a
month now and here it is. So for now, enjoy.

EDIT2: The mod is crashing on dedicated servers! My bad! I’ll fix it tomorrow.



01Apr


BETTER THAN LLAMAS RELEASED.

Posted in Mods | 5 Comments

#BlameWyld. Get it here.

 

Happy April Fools’ guys.



22Mar


TWO-HANDED ITEMS

Posted in Mods | 3 Comments

Hey guys,

You might have noticed that I’ve only just updated a bunch of my mods. You may
have asked yourself, “What are two handed items?”. They are, essentially, this:

 



 

With the introduction of an off-hand slot in Minecraft, you could hold things
in both left and right hand. With some of my items that have a left and right
click function, this clearly got in the way. My solution to that is to basically
introduce two-handed items. These two-handed items need the off-hand (or main
hand, if you’re holding in the off hand) slot to be empty. If you were to hold
another item whilst holding a two-handed item, you will bring the two-handed
item down and will not be able to use it.

Right now, these cover Gravity Gun, Bee Barker, Torch Gun, Torch Launcher, Pig
Launchers. Yes, as much as you might have wanted to possibly use two Bee Barkers
at once, that’s not happening. In the future, I can see Portal Gun also being
such an item.

Anyways, that’s all for now, have fun.

 

Cheers!
– iChun



22Mar


ICHUNUTIL, BACK TOOLS, BEE BARKER, GRAVITY GUN, TORCHED, TRAIL MIX UPDATED FOR
MINECRAFT 1.10.2

Posted in Back Tools, Gravity Gun, iChunUtil, Mod Updates, Trail Mix | 4
Comments

iChunUtil:
– Item models makes a return, with much difficulty.
– Reimplement several helper methods.
– Add two-handed item handling, for use of several mods.
– Fix improper month check causing events to occur a month late.
– Fix patron effects locking if changed too rapidly.
– Fix improper rendering of the EntityBlock entity.

All Others:
– Updated for Minecraft 1.10.2.
– Now require Java 8+.
– Primary Items in each mod are now two-handed items.

Back Tools:
– Fixed lighting issues in the world and in the GUI caused by rendering a back
tool.



09Mar


PORTAL GUN TURNS SIX TODAY!

Posted in Mod Updates, PortalGun | 6 Comments

Happy birthday Portal Gun! It was six years ago today that I released the first
ever version of the Portal Gun mod for Minecraft 1.3_03 beta, and man, time has
has passed. Sadly, Portal Gun has not had an update for over year now, and is
not on the latest version of (modable) Minecraft. That is actually partially the
reason I’m writing this post.

I first wrote Portal Gun in my last year of high school. Back then I had a lot
of free time. Over time I released more and more mods to the point that I’ve
lost count on how many I’ve even made. I’ve gone through college, and I’ve
midway through university now. Many thought, with my history and experience with
photo editing, various scripting languages and Minecraft modding, I would have
gone into Computer Science or a computing field.

I did not.

I went into medicine. And if you didn’t know, medicine is a really long course,
and a tough one at that. It ranges from four to six years and I’m only just a
bit more than halfway to a medical degree now. Understandably so, my free time
began to lessen as time went by. More time had to be allocated to working
towards my degree and less time for other things such as Minecraft modding. Even
now as I write this I think about several case write ups I have to prepare after
this post. I won’t bore you with the details but I can assure you I am happy
where I am now.

Anyways, my point is, I can’t mod as much as I used to. I still want to, but my
lack of free time limits me from doing so. I do have every intention of updating
my mods to the latest modable Minecraft version when I can, but that’ll be a
slow process. If, on the mod page, it does not state that the mod has been
discontinued, I will at my best ability, try to update it whenever possible.

Why don’t I give them to someone else to update? People have offered. People
have also tried to do so themselves. But I have declined them. My mods, my work,
they all have a very special meaning to me. They have brought me much joy (and
frustration), connected me with some of my bestest of friends from all around
the world, gained me people that I know I can trust in a heartbeat. To hand them
over to someone else would be, to me, admitting defeat. I have, however, stated
that if I finally decide to hang up my hat, I will release the sources for all
my mods. But until then, I will handle updating them when I can.

That’s really all I have to say at this time. Now, back to those case write ups.

 

Cheers!
– iChun

 



« Older posts



RECENT POSTS

 * My site is (still) outdated.
 * A glimpse into the past of Portal Gun
 * My site is outdated, I know.
 * iChunUtil updated to 6.3.2, Portal Gun, Gravity Gun, Bee Barker, Torched,
   Trail Mix updated to 6.0.1
 * Portal Gun is back. Here’s what’s new, and what’s to come.


MY OTHER STUFF

 * CurseForge
 * GitHub
 * Minecraft Forums
 * Modrinth
 * Patreon
 * Planet Minecraft
 * Player.me
 * Twitch.tv Streaming
 * Twitter
 * Youtube


OTHER LINKS

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CATEGORIES

 * Back Tools
 * General
 * Gravity Gun
 * Hats
 * iChunUtil
 * Mob Amputation
 * Mob Dismemberment
 * Mod Updates
 * ModJam
 * Mods
 * Morph
 * Pig Grinder
 * PortalGun
 * Slender – Reimagined
 * Sync
 * Tabula
 * Trail Mix


ARCHIVES

 * December 2023
 * April 2018
 * November 2017
 * April 2017
 * March 2017
 * January 2017
 * December 2016
 * November 2016
 * October 2016
 * July 2016
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 * March 2016
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 * November 2015
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 * December 2013
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 * November 2012
 * October 2012



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