Anyway we can have this for the current generator version but with the options to disable ravines, cave systems, etc. ?? Trying to find a mod to remove cave systems and ravines appear to be a challenge.
Well i had snapshot 12w7a (the first time we saw anvil) and that snapshot only generated underground pools, no caves or ravines whatsoever. Anyway the ones i have is the server.jar and the minecraft.jar but with too many items installed.
So i installed the beta version on 1.3.2 and it loads up fine and everything. Up until i press single player which the game promptly freezes and then crashes. I get this crash report.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to /Users/commander/Library/Application Support/minecraft/crash-reports/crash-2012-09-20_18.34.33-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 93742ab6 --------
Generated 9/20/12 6:34 PM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (i386) version 10.5.8
- Java Version: 1.5.0_30, Apple Inc.
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Apple Inc.
- Memory: 478358664 bytes (456 MB) / 532807680 bytes (508 MB) up to 1065484288 bytes (1016 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 2600 PRO OpenGL Engine GL version 2.0 ATI-1.5.48, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at aed.(SourceFile:11)
at aec.c(SourceFile:56)
at ady.b(SourceFile:52)
at apq.h(SourceFile:63)
at apq.w_(SourceFile:53)
at apn.a(SourceFile:87)
at net.minecraft.client.Minecraft.a(SourceFile:457)
at ays.a(SourceFile:152)
at apn.a(SourceFile:64)
at apn.d(SourceFile:112)
at apn.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(SourceFile:1077)
at net.minecraft.client.Minecraft.J(SourceFile:583)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Thread.java:655)
--- END ERROR REPORT 6c73695d ----------
Try using java 1.6, you got 1.5
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
I was going to ask if you could generate any version of world with this, but I don't think you can.
BUT I do want to know, does anybody have a list of every time the terrain generation was changed? I won't accept being told to use the wiki, direct links only.
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
For the 1.3.2 compatible version, how do you set it so that a B 1.7.3 type world has larger biomes and no ravines? The OP states that you can do this, but I don't see any buttons for it.
For the 1.3.2 compatible version, how do you set it so that a B 1.7.3 type world has larger biomes and no ravines? The OP states that you can do this, but I don't see any buttons for it.
After clicking "create new world" you'll get a screen where you can choose to customize the generator or just using the default settings. If you choose to customize you'll get a screen where you can set the biome size and other settings.
The reason you have to create the world before you get to customize it is because the mod doesn't really start up until the world is loaded. I could have added a button to the create new world screen, but then it would conflict with every other mod that does that so I chose not to.
I kind of doubt it will work with Mystcraft, but I haven't tested that yet either. I'm too focused on updating the mod at the moment.
A request for when you get around to Mystcraft: Hook into the Mystcraft API to register symbols for each of your world types. Then, just as there's (now) a symbol for "normal 132 world generation", you could have a symbol for "173 world", etc.
This way, those of us that never saw the old worlds can play without abandoning our existing worlds.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
theres a small problem.
when i select The Beta generation code and type 404 for the seed
I don't get the same world that i got from the actual beta
I haven't tried 404 yet, but the others I tried (Glacier, MadMax World in the air) both come up right, you just spawn in a really weird place. Head to the zero, zero point and start looking around from there and see if it looks familiar. I forget where exactly the cave-in is in 404. Also, was 404 a 1.7.3 world, or a 1.8.1 world? I think it was 1.7.3.
I haven't tried 404 yet, but the others I tried (Glacier, MadMax World in the air) both come up right, you just spawn in a really weird place. Head to the zero, zero point and start looking around from there and see if it looks familiar. I forget where exactly the cave-in is in 404. Also, was 404 a 1.7.3 world, or a 1.8.1 world? I think it was 1.7.3.
404 in 1.7 was the cave thing, but the spawn is off for a couple of blocks, need to search for it.
in 1.8 404 seed is the first map I ever played (got deleted) but I re did the world now I still play it, in 1.0 was a snow biome, in 1.1 a plains biome, and in 1.2-1.3 a snow/extreme hills/swamp.
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
404 in 1.7 was the cave thing, but the spawn is off for a couple of blocks, need to search for it.
in 1.8 404 seed is the first map I ever played (got deleted) but I re did the world now I still play it, in 1.0 was a snow biome, in 1.1 a plains biome, and in 1.2-1.3 a snow/extreme hills/swamp.
Yeah, I did a 404 test in 1.7.3 and you spawn somewhere out in the hills, you need to go to about -20, +20 or so and the gravel beach is there that collapses when you dig into it. I never played 404 much, but what I remember of it looks the same. Be sure you have the settings for the options correct, biome size 1.0, none of the new stuff like ravines, etc.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Wait a moment. Has everything been updated from 1.2.5 to 1.3.2 or are somethings still out? I've been putting off using it for 1.3.2 till it was fully up to what 1.2.5 had.
Wait a moment. Has everything been updated from 1.2.5 to 1.3.2 or are somethings still out? I've been putting off using it for 1.3.2 till it was fully up to what 1.2.5 had.
It's not fully updated yet.
It's mostly features that raise compatibility with other mods that isn't fully implemented, so if you use the mod on its own then it should work as well as the 1.2.5 version, but if you use mods that add biome-specific content (trees that only appear in jungles, mobs that only spawn in snowy biomes, etc.) you might want to wait. That type of content doesn't show up because the mods don't recognize Generator Ports biomes, and the workaround that fixes this isn't in the 1.3.2 version yet.
It's a difficult feature to get working right, and I don't want to add it until I'm sure it's working as it should.
Is it going to be compatible with:
1. Thaumcraft
2. Industrialcraft2
3. RedPower
4. Mystcraft
(Yeah, I'm using technic pack, but it would be 40% cooler with alpha terrain.)
Any help on that one?
Is it going to be compatible with:
1. Thaumcraft
2. Industrialcraft2
3. RedPower
4. Mystcraft
(Yeah, I'm using technic pack, but it would be 40% cooler with alpha terrain.)
Any help on that one?
I'm using the 1.2.5 version with all of those myself and I haven't noticed any problems. Of course, the Mystcraft compatibility just means it's compatible with a Generator Ports overworld, you can't make a Generator Ports age (but that's something I might look into later, it would be really cool to be able to travel between the different "ages" of minecraft).
Alpha is a bit limited in that it's just one biome, so mods only see an endless plains biome (or ice plains if snowy). Because of this, terrain features and mobs that are limited to other biomes won't show up. It shouldn't be that big of a problem if you have Mystcraft though, since you can get the missing resources from other ages.
The 1.3.2 version should work with those mods, but mod-added content might not spawn in the world. I'm hoping to release an update later this week which will fix that. It's pretty much done, but I need to test it.
The mystcraft "age" idea sounds great. Especially with other mystcraft generation features.
I really wish they added your mod to technic! (If you're not against it, that is.)
You're awesome for making that mod! You've been providing me with that nostalgic feeling since 1.1.0. (Ever since this mod came out!)
Keep up the good work!
I keep comming back to this mod for the same reasons too. Nostalgia is great!
I just wish I had spent more time than a few months in Alph and a few in Beta.
Procrastionation misses out. Thank goodness for mods!
I keep comming back to this mod for the same reasons too. Nostalgia is great!
I just wish I had spent more time than a few months in Alph and a few in Beta.
Procrastionation misses out. Thank goodness for mods!
Well i had snapshot 12w7a (the first time we saw anvil) and that snapshot only generated underground pools, no caves or ravines whatsoever. Anyway the ones i have is the server.jar and the minecraft.jar but with too many items installed.
Try using java 1.6, you got 1.5
BUT I do want to know, does anybody have a list of every time the terrain generation was changed? I won't accept being told to use the wiki, direct links only.
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
After clicking "create new world" you'll get a screen where you can choose to customize the generator or just using the default settings. If you choose to customize you'll get a screen where you can set the biome size and other settings.
The reason you have to create the world before you get to customize it is because the mod doesn't really start up until the world is loaded. I could have added a button to the create new world screen, but then it would conflict with every other mod that does that so I chose not to.
A request for when you get around to Mystcraft: Hook into the Mystcraft API to register symbols for each of your world types. Then, just as there's (now) a symbol for "normal 132 world generation", you could have a symbol for "173 world", etc.
This way, those of us that never saw the old worlds can play without abandoning our existing worlds.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
when i select The Beta generation code and type 404 for the seed
I don't get the same world that i got from the actual beta
Hey everyone, I'm back!
I haven't tried 404 yet, but the others I tried (Glacier, MadMax World in the air) both come up right, you just spawn in a really weird place. Head to the zero, zero point and start looking around from there and see if it looks familiar. I forget where exactly the cave-in is in 404. Also, was 404 a 1.7.3 world, or a 1.8.1 world? I think it was 1.7.3.
D_B
To tell them how to live is to prevent them living.
404 in 1.7 was the cave thing, but the spawn is off for a couple of blocks, need to search for it.
in 1.8 404 seed is the first map I ever played (got deleted) but I re did the world now I still play it, in 1.0 was a snow biome, in 1.1 a plains biome, and in 1.2-1.3 a snow/extreme hills/swamp.
Yeah, I did a 404 test in 1.7.3 and you spawn somewhere out in the hills, you need to go to about -20, +20 or so and the gravel beach is there that collapses when you dig into it. I never played 404 much, but what I remember of it looks the same. Be sure you have the settings for the options correct, biome size 1.0, none of the new stuff like ravines, etc.
D_B
To tell them how to live is to prevent them living.
It's not fully updated yet.
It's mostly features that raise compatibility with other mods that isn't fully implemented, so if you use the mod on its own then it should work as well as the 1.2.5 version, but if you use mods that add biome-specific content (trees that only appear in jungles, mobs that only spawn in snowy biomes, etc.) you might want to wait. That type of content doesn't show up because the mods don't recognize Generator Ports biomes, and the workaround that fixes this isn't in the 1.3.2 version yet.
It's a difficult feature to get working right, and I don't want to add it until I'm sure it's working as it should.
Is it going to be compatible with:
1. Thaumcraft
2. Industrialcraft2
3. RedPower
4. Mystcraft
(Yeah, I'm using technic pack, but it would be 40% cooler with alpha terrain.)
Any help on that one?
I'm using the 1.2.5 version with all of those myself and I haven't noticed any problems. Of course, the Mystcraft compatibility just means it's compatible with a Generator Ports overworld, you can't make a Generator Ports age (but that's something I might look into later, it would be really cool to be able to travel between the different "ages" of minecraft).
Alpha is a bit limited in that it's just one biome, so mods only see an endless plains biome (or ice plains if snowy). Because of this, terrain features and mobs that are limited to other biomes won't show up. It shouldn't be that big of a problem if you have Mystcraft though, since you can get the missing resources from other ages.
The 1.3.2 version should work with those mods, but mod-added content might not spawn in the world. I'm hoping to release an update later this week which will fix that. It's pretty much done, but I need to test it.
The mystcraft "age" idea sounds great. Especially with other mystcraft generation features.
I really wish they added your mod to technic! (If you're not against it, that is.)
You're awesome for making that mod! You've been providing me with that nostalgic feeling since 1.1.0. (Ever since this mod came out!)
Keep up the good work!
I just wish I had spent more time than a few months in Alph and a few in Beta.
Procrastionation misses out. Thank goodness for mods!
Amen