Well, I'm sorry for not asking permission. As though I don't know why I've packaged your maps with my mod pack. Should I remove it then? This mod pack is just a little thing I can play with so I don't have to manually add in all the mods and such. But I've released it to the public to show what mods there are in the pack.
Believe it or not, I just reduced the amount of string that they drop. I'm not totally against lowing it further, but using the sapling drop rate for string is way too low. Sometimes you can take out a whole tree and not get a single sapling. It could take three or more trees to make a fishing pole if luck wasn't on your side. There are several mods which add farmable string in the form of cotton, flax or hemp, and they usually provide one (or more) string per plant. The drop rate for string is already below that.
Perhaps you could set up configureable drop rates, I know I don't get enough redstone for my liking but quite a bit of other materials.
Upgradeable Sieves might be a good addition to make rarer drops more common.
As far as the steam idea goes I really think your mod would be a good a good compainon to what the Cogs of the machine guy wanted to do . I can see the pounder as an automated hammer and a cog powered shaker table to auto sift materials.
However I can understand wanting to keep these processes manual.
Now when I was breaking cobble with my hammer in 1.15 it would drop into the hopper and be placed in the chest. Now when I break it it shoots out towards me and I have to pick it up and place it in the chest.
Hey Erasmus! I was wondering if I could use your awesome mod in a public mod pack in which I will make no profit the name is to be determined but it will be used for a pretty awesome technical skyblock mod pack. Thanks for your time!
This is a great mod. I would like to see a higher droprate of the silkworms though. The idea above about configurable drop rates would be nice. I usually have one tree out that i put the silkworm in and always have more string than i know what to do with. Also I had to use the ore conversion mod to change the gravel ores to another modpack's gravel ores to smelt them in their items. I see you fixed the ore conversion exploit thats good but I cant make the stone hammer with the ore conversion mod active. Just thought i would let you know. though i will probably end up removing it now that i dont have that problem with the other mod's ores. That companion map takes forever to get to lava...
I have an issue with something that seemed to change in 1.16 to illustrate here is a pic of my cobble generator http://imgur.com/IU3vR4z Now when I was breaking cobble with my hammer in 1.15 it would drop into the hopper and be placed in the chest. Now when I break it it shoots out towards me and I have to pick it up and place it in the chest. Not a huge issue but worth noting I think.
Gotcha. I know what's causing this. I'll add it to the list of of stuff to fix. It might be a while. I've been under the weather for a couple of days and struggling to understand the vanilla map generation code. It's really slowed me down. =(
Iron and gold gravel make sand sounds instead of gravel sounds. Was this intentional? Also hammers don't make a breaking sound when their durability hits zero, or at least, stone hammers don't.
Neither of those were intentional. I'll look into them.
Hey Erasmus! I was wondering if I could use your awesome mod in a public mod pack in which I will make no profit the name is to be determined but it will be used for a pretty awesome technical skyblock mod pack. Thanks for your time!
This is a great mod. I would like to see a higher droprate of the silkworms though. The idea above about configurable drop rates would be nice. I usually have one tree out that i put the silkworm in and always have more string than i know what to do with. Also I had to use the ore conversion mod to change the gravel ores to another modpack's gravel ores to smelt them in their items. I see you fixed the ore conversion exploit thats good but I cant make the stone hammer with the ore conversion mod active. Just thought i would let you know. though i will probably end up removing it now that i dont have that problem with the other mod's ores. That companion map takes forever to get to lava...
I'm not sure I completely follow you.
Wait a tick... You were combining four of the broken ore to get an ore gravel and then using a forge dictionary mod to change them back into vanilla ore and then breaking them again? Oh god... People need to tell me about this stuff! At least I accidentally fixed it already. =(
Why is the ore conversion mod interfering with the stone hammer recipe though? Is it changing cobblestone somehow? I'm so confused.
the recipe for the portable ore converter is/was the same as stone hammer. I changed the name of the ore converter mod so that it loads first. I got my hammer back. Tinkerer's construct wasnt accepting your gravel ore into the smelter so i picked up the ore converter to change it over and found out that it could change it back to the block. You fixed it before i had a chance to post about it so i didnt really feel the need to say anything.
*snip* struggling to understand the vanilla map generation code.
... if you're into modding anyway, and trying to understand world generation, you can find (at least one, that I know of) a decent world-gen mod: Better World Generation 4 on Github. From its forum thread, the features list includes
- Improved customizable default generator
- New biomes
- Old world generation (beta, alpha, infdev and indev)
- Farlands without lag (on beta, alpha and sky dimension)
- Infinite indev worlds
- Better dungeon loot and cage dungeons
- Survival island and skyland
- Skyblock survival
- Sky dimension (with nether skylands)
- Bigger rivers
- ExtraBiomesXL, Highlands and Biomes O' Plenty support
so you should have a fairly wide variety of world generators to learn from.
... if you're into modding anyway, and trying to understand world generation, you can find (at least one, that I know of) a decent world-gen mod: Better World Generation 4 on Github. From its forum thread, the features list includes
- Improved customizable default generator
- New biomes
- Old world generation (beta, alpha, infdev and indev)
- Farlands without lag (on beta, alpha and sky dimension)
- Infinite indev worlds
- Better dungeon loot and cage dungeons
- Survival island and skyland
- Skyblock survival
- Sky dimension (with nether skylands)
- Bigger rivers
- ExtraBiomesXL, Highlands and Biomes O' Plenty support
so you should have a fairly wide variety of world generators to learn from.
I have this downloaded and decompiled already. The problem isn't learning how to make a generator... the problem is understanding the vanilla one thoroughly. In MCP a lot of the algorithms for world gen use variable names like j1, i1, k1, l1, b0 and b1. They aren't documented in the code at all. It's definitely a challenge. Understanding the decompiled BWG mod is even harder because all the vanilla classes and method names are obfuscated too. It's a giant mess of three-character-long names for everything. =(
The vanilla world gen has several 'world provider' classes which call out to a handful of 'chunk provider' classes. The chunk providers then call back to the world providers every once in a while. Trying to follow the code as it jumps up and down in the classes and back and forth between the different providers is really tough. I need to be able to hijack world gen to prevent blocks from being generated, but leave biome generation intact. Picking the right classes to modify and the most graceful entry and exit point is tough.
If I were trying to add a new ore to world generation, that would be easy because there are Forge methods for doing that. Manipulating the world gen like I want to is not Forge supported. I basically have to rely on instinct, skill and trial-and-error.
I have this downloaded and decompiled already. The problem isn't learning how to make a generator... the problem is understanding the vanilla one thoroughly. In MCP a lot of the algorithms for world gen use variable names like j1, i1, k1, l1, b0 and b1. They aren't documented in the code at all. It's definitely a challenge. Understanding the decompiled BWG mod is even harder because all the vanilla classes and method names are obfuscated too. It's a giant mess of three-character-long names for everything. =(
Dude.... You, um, completely skipped past the fact that you didn't have to decompile it; the link I posted goes directly to the Github repository ... that's right, it's open source. Variables and method parameters in that should be accurate enough for what you need.
The reason what you got from decompilation is, (again, as I'm sure you're well aware) in compiling a mod, Java bytecode is obfuscated, which intentionally refactors things so that class, method, and field names match what Minecraft class, method, and field names are. I assure you, it's supposed to happen -- which is why you should follow the source code repository instead of decompiling.
(If you have some reason to choose decompilation over the repository, I don't know. Why, may I ask?)
The vanilla world gen has several 'world provider' classes which call out to a handful of 'chunk provider' classes. The chunk providers then call back to the world providers every once in a while. Trying to follow the code as it jumps up and down in the classes and back and forth between the different providers is really tough. I need to be able to hijack world gen to prevent blocks from being generated, but leave biome generation intact. Picking the right classes to modify and the most graceful entry and exit point is tough.
I don't know what to say, in this instance; I mostly understand what chunk providers are doing. But attempting to "hijack" world generation is always a risky proposition. Any specific reason not to just add your own world generator based upon (extending) vanilla Minecraft's classes? (Then it's not hijacking, it's modifying your own classes.)
If I were trying to add a new ore to world generation, that would be easy because there are Forge methods for doing that. Manipulating the world gen like I want to is not Forge supported. I basically have to rely on instinct, skill and trial-and-error.
As I am thinking, to add custom randomized ore generation into the mix, either you modify the world-gen properties when all mods are loading/initializing, or when the world/chunks are generated.
Doing the former has the obvious benefit of a "set it and forget it" approach; that is, you add your custom ore generation properties only once, and when chunks are called for/created, they automatically use your ore. No need to override chunk generation.
If, however, you intend the latter case, to override chunk generation, ... I think you would be making it incredibly hard on yourself. Sorry; I don't know what more would be required.
Dude.... You, um, completely skipped past the fact that you didn't have to decompile it; the link I posted goes directly to the Github repository ... that's right, it's open source. Variables and method parameters in that should be accurate enough for what you need.
The reason what you got from decompilation is, (again, as I'm sure you're well aware) in compiling a mod, Java bytecode is obfuscated, which intentionally refactors things so that class, method, and field names match what Minecraft class, method, and field names are. I assure you, it's supposed to happen -- which is why you should follow the source code repository instead of decompiling.
(If you have some reason to choose decompilation over the repository, I don't know. Why, may I ask?)
I know plenty about obfuscation, encryption and byte code. I have a fairly long history with modifying java (and flash, which uses a similar method). I did in fact, completely overlook the fact that BWG is open source. Oops. =)
I don't know what to say, in this instance; I mostly understand what chunk providers are doing. But attempting to "hijack" world generation is always a risky proposition. Any specific reason not to just add your own world generator based upon (extending) vanilla Minecraft's classes? (Then it's not hijacking, it's modifying your own classes.)
There are no skyblock maps that have both infinite void (no land to travel to) and normal biome distributions (superflat maps only let you specify one biome). To create the blocks that add compatibility with bees from Forestry and crystal shards from Thaumcraft, I need the other biomes to be available to the player. At the same time, the temptation to build a bridge to the 'mainland' is something I really want to eliminate. This is the only way I know of to get both.
I do plan on extending the base classes, and redirecting the vanilla world gen to use my classes instead. Thats basically what I mean by 'hijacking'.
As I am thinking, to add custom randomized ore generation into the mix, either you modify the world-gen properties when all mods are loading/initializing, or when the world/chunks are generated.
Doing the former has the obvious benefit of a "set it and forget it" approach; that is, you add your custom ore generation properties only once, and when chunks are called for/created, they automatically use your ore. No need to override chunk generation.
If, however, you intend the latter case, to override chunk generation, ... I think you would be making it incredibly hard on yourself. Sorry; I don't know what more would be required.
Thats the thing, I'm NOT actually adding anything to worldgen. If that were what I wanted, then I would have that done in an hour or two. Easy peasy. Instead, I want to generate skyblock void worlds, which means I have to get everything else to skip world generation, which also wouldn't be too difficult, but I also want to make sure that biomes still get generated AND I want them to use the normal vanilla algorithm to do it.
I know that I'm making this terribly difficult, but it'll be for the best once it's done.
I just remembered a REALLY easy way to get enderpearls on skyblock.
make a mob spawning room that's three blocks tall. then, add channels of water running inside it. cover the top with something like water(not needed (to prevent endermen teleporting on to it)). endermen spawn inside the room, touch the water, and teleport. however, there is no land for the endermen to go to, except your island. Make a 3x3 pool of water and stand in the center.when the endermen comes, stare at it. It'll attempt to attack you, but teleport when it touches the water, so it cant hurt you. You'll get lots of enderpearls this way, and you can also make the spawn room into a mob farm to get other drops
I'd suggest making the biomes a bit smaller than vanilla. Not sure how easy it is, but the vanilla biomes are really big and trying to find the right one could take ages. Maybe you could do a reverse of the "Large Biomes"?
Another thing to consider is that string should likely be considered organic. It comes from silk worms and would help with the acceleration of dirt creation at the beginning of a skyblock map. Since you need quite a bit to get stone. It would make expanding your tree farm better so that there is less time sitting waiting for trees to grow.
Just wanted to say I LOVE this mod! It actually makes getting certain resources easier (in non-skyblock) without being severely OP like other mods (*cough*EE*cough*) Great mod!
k... so i've been fooling around a bit with the mod (and a few other mods) and i have a question or 3... for anyone who's played this a bit more then me... (about 6 hours now)so after all this time... all i have is a furnace, a bed, 6 barrels, and a 5x4 tree farm (so 27x22 in blocks)..I haven't had any rain yet... bad luck... but here's the thing...I have 30 stacks of wood soon... and still no bucket...I know in vanilla the bucket is one of the "power tools"... but should it really take you 2-3 days to get a bucket or what am I doing wrong here? Cause... progression here is... get a tree farm, get food (only apples kinda work since you need water for farming and that requires a bucket)... so once you have some oaks... you work towards a bucket and a cobble gen... so i'm just watching youtube... when a tree grows i cut it down, collect the stuff... and watch more youtube till the next tree grows
Have you been using a crook to get extra saplings and silkworms?The saplings can be used in a barrel to compost into dirt, and right-clicking on leaves with silkworms will allow them to infest the tree and drop string-->which can be used to make a sieve to sift through the dirt to get stones. Combine the stones to make cobble and smash that with a hammer to get gravel, which you can put through the sieve to get chunks of broken iron ore.If you haven't already, have a read through the original post, or the wiki (http://ex-nihilo-minecraft.wikia.com/wiki/Ex_Nihilo_(Minecraft)_Wiki) for more information.
You can keep them there, just add a link to the page where I posted the map
(http://www.minecraftforum.net/topic/2070738-ex-nihilo-companion-map/)
Done.
Perhaps you could set up configureable drop rates, I know I don't get enough redstone for my liking but quite a bit of other materials.
Upgradeable Sieves might be a good addition to make rarer drops more common.
As far as the steam idea goes I really think your mod would be a good a good compainon to what the Cogs of the machine guy wanted to do . I can see the pounder as an automated hammer and a cog powered shaker table to auto sift materials.
However I can understand wanting to keep these processes manual.
to illustrate here is a pic of my cobble generator http://imgur.com/IU3vR4z
Now when I was breaking cobble with my hammer in 1.15 it would drop into the hopper and be placed in the chest. Now when I break it it shoots out towards me and I have to pick it up and place it in the chest.
Not a huge issue but worth noting I think.
Also hammers don't make a breaking sound when their durability hits zero, or at least, stone hammers don't.
Gotcha. I know what's causing this. I'll add it to the list of of stuff to fix. It might be a while. I've been under the weather for a couple of days and struggling to understand the vanilla map generation code. It's really slowed me down. =(
Neither of those were intentional. I'll look into them.
Permission is yours. Have a blast.
I'm not sure I completely follow you.
Wait a tick... You were combining four of the broken ore to get an ore gravel and then using a forge dictionary mod to change them back into vanilla ore and then breaking them again? Oh god... People need to tell me about this stuff! At least I accidentally fixed it already. =(
Why is the ore conversion mod interfering with the stone hammer recipe though? Is it changing cobblestone somehow? I'm so confused.
I would add Tinkers construct(http://www.minecraftforum.net/topic/1659892-164tinkers-construct/) and Artifice (http://www.minecraftforum.net/topic/1860869-15x164-artifice-we-have-the-technology/) and Extra Utilities (http://www.minecraft...utilities-v034/) to the list they add a bunch of useful recipes and items. Additionally I like to have Factorizaton (http://www.minecraft...orization-0804/) or the barrels mod (http://www.minecraft...he-barrels-mod/) for lighting and storage.
If you don't like the feel of iron chests you can check out better storage (http://www.minecraft...torage-072-wip/). it's adds quite a few good options. Finally Immibis's mods can be quite useful in automating some of the processes (http://www.minecraft...-in-this-title/) and Enchanting Plus because vanilla enchanting is not great. (http://www.minecraft...s-v116v115v114/).
... if you're into modding anyway, and trying to understand world generation, you can find (at least one, that I know of) a decent world-gen mod: Better World Generation 4 on Github. From its forum thread, the features list includes
so you should have a fairly wide variety of world generators to learn from.
I have this downloaded and decompiled already. The problem isn't learning how to make a generator... the problem is understanding the vanilla one thoroughly. In MCP a lot of the algorithms for world gen use variable names like j1, i1, k1, l1, b0 and b1. They aren't documented in the code at all. It's definitely a challenge. Understanding the decompiled BWG mod is even harder because all the vanilla classes and method names are obfuscated too. It's a giant mess of three-character-long names for everything. =(
The vanilla world gen has several 'world provider' classes which call out to a handful of 'chunk provider' classes. The chunk providers then call back to the world providers every once in a while. Trying to follow the code as it jumps up and down in the classes and back and forth between the different providers is really tough. I need to be able to hijack world gen to prevent blocks from being generated, but leave biome generation intact. Picking the right classes to modify and the most graceful entry and exit point is tough.
If I were trying to add a new ore to world generation, that would be easy because there are Forge methods for doing that. Manipulating the world gen like I want to is not Forge supported. I basically have to rely on instinct, skill and trial-and-error.
Dude.... You, um, completely skipped past the fact that you didn't have to decompile it; the link I posted goes directly to the Github repository ... that's right, it's open source. Variables and method parameters in that should be accurate enough for what you need.
The reason what you got from decompilation is, (again, as I'm sure you're well aware) in compiling a mod, Java bytecode is obfuscated, which intentionally refactors things so that class, method, and field names match what Minecraft class, method, and field names are. I assure you, it's supposed to happen -- which is why you should follow the source code repository instead of decompiling.
(If you have some reason to choose decompilation over the repository, I don't know. Why, may I ask?)
I don't know what to say, in this instance; I mostly understand what chunk providers are doing. But attempting to "hijack" world generation is always a risky proposition. Any specific reason not to just add your own world generator based upon (extending) vanilla Minecraft's classes? (Then it's not hijacking, it's modifying your own classes.)
As I am thinking, to add custom randomized ore generation into the mix, either you modify the world-gen properties when all mods are loading/initializing, or when the world/chunks are generated.
Doing the former has the obvious benefit of a "set it and forget it" approach; that is, you add your custom ore generation properties only once, and when chunks are called for/created, they automatically use your ore. No need to override chunk generation.
If, however, you intend the latter case, to override chunk generation, ... I think you would be making it incredibly hard on yourself. Sorry; I don't know what more would be required.
I know plenty about obfuscation, encryption and byte code. I have a fairly long history with modifying java (and flash, which uses a similar method). I did in fact, completely overlook the fact that BWG is open source. Oops. =)
There are no skyblock maps that have both infinite void (no land to travel to) and normal biome distributions (superflat maps only let you specify one biome). To create the blocks that add compatibility with bees from Forestry and crystal shards from Thaumcraft, I need the other biomes to be available to the player. At the same time, the temptation to build a bridge to the 'mainland' is something I really want to eliminate. This is the only way I know of to get both.
I do plan on extending the base classes, and redirecting the vanilla world gen to use my classes instead. Thats basically what I mean by 'hijacking'.
Thats the thing, I'm NOT actually adding anything to worldgen. If that were what I wanted, then I would have that done in an hour or two. Easy peasy. Instead, I want to generate skyblock void worlds, which means I have to get everything else to skip world generation, which also wouldn't be too difficult, but I also want to make sure that biomes still get generated AND I want them to use the normal vanilla algorithm to do it.
I know that I'm making this terribly difficult, but it'll be for the best once it's done.
make a mob spawning room that's three blocks tall. then, add channels of water running inside it. cover the top with something like water(not needed (to prevent endermen teleporting on to it)). endermen spawn inside the room, touch the water, and teleport. however, there is no land for the endermen to go to, except your island. Make a 3x3 pool of water and stand in the center.when the endermen comes, stare at it. It'll attempt to attack you, but teleport when it touches the water, so it cant hurt you. You'll get lots of enderpearls this way, and you can also make the spawn room into a mob farm to get other drops
Have you been using a crook to get extra saplings and silkworms?The saplings can be used in a barrel to compost into dirt, and right-clicking on leaves with silkworms will allow them to infest the tree and drop string-->which can be used to make a sieve to sift through the dirt to get stones. Combine the stones to make cobble and smash that with a hammer to get gravel, which you can put through the sieve to get chunks of broken iron ore.If you haven't already, have a read through the original post, or the wiki (http://ex-nihilo-minecraft.wikia.com/wiki/Ex_Nihilo_(Minecraft)_Wiki) for more information.