Oh, wow! NoCaves sounds like a dream come true!! I'm more into building and exploring above ground, and I mostly play on creative with no hostile mobs. Caves just get in my way, especially the forever-sized caves of pre-1.7. I can't wait to try this mod!
I dislike caves, but don't mind ravines (when there aren't 200 caves attached to them). Very nice.
I don't know if they use the same class, which would make this difficult to work along with the cave mod, but what about a similar mod to control the frequency of ravines? Even if it's just a "no ravines" option and a "more ravines" option, that would be neat. Sometimes, you just want a normal overworld, but a "superflat" underground. And more ravines to replace the caves would be fun sometimes. =)
I dislike caves, but don't mind ravines (when there aren't 200 caves attached to them). Very nice.
I don't know if they use the same class, which would make this difficult to work along with the cave mod, but what about a similar mod to control the frequency of ravines? Even if it's just a "no ravines" option and a "more ravines" option, that would be neat. Sometimes, you just want a normal overworld, but a "superflat" underground. And more ravines to replace the caves would be fun sometimes. =)
I can easily do that; they are separate classes but it doesn't matter in any case because they are generated completely separate from caves, although it'd certainly be inconvenient to make 12 different classes to cover four types of cave generation and three types of ravine generation (in another mod I made, I did combine the classes for convenience, and to enable me to selectively disable ravine generation in certain cave systems). In that case, I'll just have no ravines and perhaps twice as many ravines (no option for the older generation because there was no change in 1.7).
looked interesting...and then i saw it wasent a forge modfolder mod...goodbye sir!
What's wrong with that? I'm pretty sure that the cave mods at least wouldn't cause any problems with Forge (are there even any Forge mods for caves?), also, I add my own mod (with many more classes changed) to a Forge jar as a library, using the method described here, without any problems, other than needing -Dfml.ignorePatchDiscrepancies=true (this also has the advantage of not actually touching the jar; you can remove or modify the mod without needing to open or replace the jar).
In particular, I have this added to my Forge JSON file (yes, I still use 1.6.2):
I can easily do that; they are separate classes but it doesn't matter in any case because they are generated completely separate from caves, although it'd certainly be inconvenient to make 12 different classes to cover four types of cave generation and three types of ravine generation (in another mod I made, I did combine the classes for convenience, and to enable me to selectively disable ravine generation in certain cave systems). In that case, I'll just have no ravines and perhaps twice as many ravines (no option for the older generation because there was no change in 1.7).
Oh wow, thanks! I don't suppose you could make a 1.7.2 version?
Oh wow, thanks! I don't suppose you could make a 1.7.2 version?
Done; I only made them for 1.7.4 at first because that was the current release, although I know that many people are still playing in 1.7.2 (FWIW, it only takes like 5 minutes to make and test all three, so no problem with that).
Done; I only made them for 1.7.4 at first because that was the current release, although I know that many people are still playing in 1.7.2 (FWIW, it only takes like 5 minutes to make and test all three, so no problem with that).
Im having trouble installing the NoVoidFog mod. I cant seem to get it running. There may be a complication with Forge, but other than that I have no clue as to what is causing the problem.
Im having trouble installing the NoVoidFog mod. I cant seem to get it running. There may be a complication with Forge, but other than that I have no clue as to what is causing the problem.
Exactly what is the problem? Any errors, or it just doesn't work? Do note that this is a jar mod, added to the jar file, not placed in the Mods folder. Also, Forge will refuse to run if the jar is modified unless you add in -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true to the JVM arguments line in the profile editor (note that I add my own non-Forge mods to the jar using the method described here, which also makes it easy to change/remove them, and not actually open/modify the jar directly).
Also, since Optifine has been updated to 1.7.2/4, you can use it to disable void fog if you have it installed (Options -> Video Settings -> Details -> Depth Fog: Off). PS: The link above can help if you have problems with Optifine in Forge, not all versions accept it as a Forge mod.
I just created an account to say Thank You for making the Void Fog Remover plugin. It was so annoying to see darkness ahead and think "well no torches, must be unexplored" and run that way for nothing.
On a second note, I love that you are modifying the cave generation! My first impressions of MC caves (I'm reasonably new) was that they are immense and pretty awesome! However, after the first cave hit another cave and that hit another cave, I was like "umm, awesome is great, until it's every single time you see a cave it's the same thing. And they're connected so I have a ton of travel from the start point, and I have tons of stuff to collect, so I really have kind of won the game in 1 shot. Plus, it's easy to get lost...." etc. etc.
I know a lot of people play "max gather" mode so they're happy to see tons of stuff they can get, and the massive cave networks work for that. But I'm more of an adventure guy, and I found that having too many caves all connected just turned play into work.
So I see you have a "no caves" mod, and some others that change cave generation levels. Neat! But I see a gap in the lineup so what I wanted to suggest (and this is just what would work for me, so please take that into consideration) is a "less caves" mode for 1.7x, maybe half of what is the base value?
I think that would make way less interconnected caves - they should be kind of rare imo - and make finding and exploring each cave more of an adventure. Plus it would slow down gearleveling and pace the game out more, and for me that would be much more enjoyable.
Another thing I'd like to see omitted are dungeons. I know why they're there, but it kind of ruins immersion to see a "mob spawner" room :\. Plus, its way to easy to loot the chests by tunneling around, and turning them into xp exploits is also too tempting, given how enchanting is random.
Again, thank you for modding! I can't tell you how much less I'd play games without modders to tune them for maximum fun.
@darchangel, have you tried MCPatcher? I use it to load Chroma Hills, and it says "can also load other mods". Maybe it'll get around that problem for you.
You CAN use non-Forge mods with Forge; I myself did so with no problems (at least for 1.6.2, but don't think there were any significant changes since then), except you need to add in -Dfml.ignorePatchDiscrepancies=true (at the least); I used the method described here for Optifine, basically, an indirect method of adding a base edit mod to the Forge jar without actually opening the jar.
That is, instead of extracting the zip, rename it to (in lowercase) name-version.jar, for example, novoidfog-1.7.2.jar, and follow the instructions in the link but using that name instead. This method also has the advantage of making it easy to update/change/remove the mod bu removing the reference to it in the JSON file
Now, there could be conflicts with any mods that use those classes, although as far as I know there aren't any Forge mods that do so for the cave/ravine generators, and in another mod I made I edited the cloud height in the same class that I edited to remove void fog and Optifine's cloud height setting still worked normally, just based off the new height; I also edited BiomeDecorator, which makes ores and stuff, and used an ore-adding mod with it without problems as well; of course, the only way to be sure is to test it, not on your main world, obviously (the main problem with a mod that replaces a base class is that only one such mod can do so or it will just get overwritten, the intent of Forge being to allow multiple mods to add in new features without such conflicts).
You CAN use non-Forge mods with Forge; I myself did so with no problems (at least for 1.6.2, but don't think there were any significant changes since then), except you need to add in -Dfml.ignorePatchDiscrepancies=true (at the least); I used the method described here for Optifine, basically, an indirect method of adding a base edit mod to the Forge jar without actually opening the jar.
That is, instead of extracting the zip, rename it to (in lowercase) name-version.jar, for example, novoidfog-1.7.2.jar, and follow the instructions in the link but using that name instead. This method also has the advantage of making it easy to update/change/remove the mod bu removing the reference to it in the JSON file
Now, there could be conflicts with any mods that use those classes, although as far as I know there aren't any Forge mods that do so for the cave/ravine generators, and in another mod I made I edited the cloud height in the same class that I edited to remove void fog and Optifine's cloud height setting still worked normally, just based off the new height; I also edited BiomeDecorator, which makes ores and stuff, and used an ore-adding mod with it without problems as well; of course, the only way to be sure is to test it, not on your main world, obviously (the main problem with a mod that replaces a base class is that only one such mod can do so or it will just get overwritten, the intent of Forge being to allow multiple mods to add in new features without such conflicts).
Ok, thanks, I will try it. But I might be back later for blonde instructions
Ok, your instructions (and especially the optifine ones, since I dont use optifine) are just confusing to me. Wouldnt it be easier to just edit the minecraft jar and replace the files in it with the files in your mods? I am really totally clueless about this
Enderman Don't Pick Up Blocks mod also does doesn't need forge or anything else. Nice to see an alternative to optifine while it updates.
I don't know if they use the same class, which would make this difficult to work along with the cave mod, but what about a similar mod to control the frequency of ravines? Even if it's just a "no ravines" option and a "more ravines" option, that would be neat. Sometimes, you just want a normal overworld, but a "superflat" underground. And more ravines to replace the caves would be fun sometimes. =)
I can easily do that; they are separate classes but it doesn't matter in any case because they are generated completely separate from caves, although it'd certainly be inconvenient to make 12 different classes to cover four types of cave generation and three types of ravine generation (in another mod I made, I did combine the classes for convenience, and to enable me to selectively disable ravine generation in certain cave systems). In that case, I'll just have no ravines and perhaps twice as many ravines (no option for the older generation because there was no change in 1.7).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
What's wrong with that? I'm pretty sure that the cave mods at least wouldn't cause any problems with Forge (are there even any Forge mods for caves?), also, I add my own mod (with many more classes changed) to a Forge jar as a library, using the method described here, without any problems, other than needing -Dfml.ignorePatchDiscrepancies=true (this also has the advantage of not actually touching the jar; you can remove or modify the mod without needing to open or replace the jar).
In particular, I have this added to my Forge JSON file (yes, I still use 1.6.2):
Under the "net" folder in libraries I have the following:
(doubleheightterrain is the name of the mod I'm using, replace with the one you use, renaming the zip to a jar without extracting it)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Oh wow, thanks! I don't suppose you could make a 1.7.2 version?
Done; I only made them for 1.7.4 at first because that was the current release, although I know that many people are still playing in 1.7.2 (FWIW, it only takes like 5 minutes to make and test all three, so no problem with that).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Thanks so much!
Exactly what is the problem? Any errors, or it just doesn't work? Do note that this is a jar mod, added to the jar file, not placed in the Mods folder. Also, Forge will refuse to run if the jar is modified unless you add in -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true to the JVM arguments line in the profile editor (note that I add my own non-Forge mods to the jar using the method described here, which also makes it easy to change/remove them, and not actually open/modify the jar directly).
Also, since Optifine has been updated to 1.7.2/4, you can use it to disable void fog if you have it installed (Options -> Video Settings -> Details -> Depth Fog: Off). PS: The link above can help if you have problems with Optifine in Forge, not all versions accept it as a Forge mod.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Thanks.
- Narkah
PS: Thanks again.
PSS: Thanks alot, awesome mod.
PSSS: Thank you.
PSSSS: I should probably stop saying thanks.
On a second note, I love that you are modifying the cave generation! My first impressions of MC caves (I'm reasonably new) was that they are immense and pretty awesome! However, after the first cave hit another cave and that hit another cave, I was like "umm, awesome is great, until it's every single time you see a cave it's the same thing. And they're connected so I have a ton of travel from the start point, and I have tons of stuff to collect, so I really have kind of won the game in 1 shot. Plus, it's easy to get lost...." etc. etc.
I know a lot of people play "max gather" mode so they're happy to see tons of stuff they can get, and the massive cave networks work for that. But I'm more of an adventure guy, and I found that having too many caves all connected just turned play into work.
So I see you have a "no caves" mod, and some others that change cave generation levels. Neat! But I see a gap in the lineup so what I wanted to suggest (and this is just what would work for me, so please take that into consideration) is a "less caves" mode for 1.7x, maybe half of what is the base value?
I think that would make way less interconnected caves - they should be kind of rare imo - and make finding and exploring each cave more of an adventure. Plus it would slow down gearleveling and pace the game out more, and for me that would be much more enjoyable.
Another thing I'd like to see omitted are dungeons. I know why they're there, but it kind of ruins immersion to see a "mob spawner" room :\. Plus, its way to easy to loot the chests by tunneling around, and turning them into xp exploits is also too tempting, given how enchanting is random.
Again, thank you for modding! I can't tell you how much less I'd play games without modders to tune them for maximum fun.
Z
That is, instead of extracting the zip, rename it to (in lowercase) name-version.jar, for example, novoidfog-1.7.2.jar, and follow the instructions in the link but using that name instead. This method also has the advantage of making it easy to update/change/remove the mod bu removing the reference to it in the JSON file
Now, there could be conflicts with any mods that use those classes, although as far as I know there aren't any Forge mods that do so for the cave/ravine generators, and in another mod I made I edited the cloud height in the same class that I edited to remove void fog and Optifine's cloud height setting still worked normally, just based off the new height; I also edited BiomeDecorator, which makes ores and stuff, and used an ore-adding mod with it without problems as well; of course, the only way to be sure is to test it, not on your main world, obviously (the main problem with a mod that replaces a base class is that only one such mod can do so or it will just get overwritten, the intent of Forge being to allow multiple mods to add in new features without such conflicts).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Ok, thanks, I will try it. But I might be back later for blonde instructions
Ok, your instructions (and especially the optifine ones, since I dont use optifine) are just confusing to me. Wouldnt it be easier to just edit the minecraft jar and replace the files in it with the files in your mods? I am really totally clueless about this