it's such a shame that you don't use forge with your mods, i'd love to use them in a huge mod pack, but sadly, jar mods make that nearly impossible
A lot of the changes I've done would be difficult to do in Forge, which does not let you easily modify vanilla code; in fact, Optifine is really just a jar mod that somehow gets Forge to load it, which is why many mods are incompatible with it (back when I used Forge for other mods I tried zipping up classes I modified and placing them in the mods folder; no dice; eventually I modified the Forge source (no longer possible in current versions, this was for 1.6.2) and added them to the jar and since I left in the code Forge added it was guaranteed to be compatible).
Otherwise, you have to learn how to manipulate bytecode and stuff to make modifications without replacing or overriding code, which, as described in this thread is for advanced modders; the only knowledge I have of bytecode is only enough to let me use Java Bytecode Editor to edit some things like the cave generation code where the values I want to change are easy to spot, and that isn't really even editing bytecode, just changing some hard-coded values.
Sorry for bumping this incredibly old thread, but is it possible to use this mod in MultiMC as a 'JAR' mod?
While this thread is old it is still entirely relevant as the mod is still active; it just hasn't been posted in recently (I did not update the mod for over a year and updated the OP a couple months ago).
I have no idea but presumably it would work if you took the contents of the "mod" subfolder and added it to its own zip (for version 4, which includes other files which are not part of the mod, or are to be added separately).
I don't know why some people have trouble installing mods in the new launcher (including the old one since early 2016) but I have not had any issues following the normal installation steps plus removing the download links in the json (I even included a pre-made json for this reason, and somebody else was able to successfully install it, their only issue was that sounds did not work correctly in 1.6.4, modded or vanilla, until they used the old launcher, which appears to be unrelated). These directions are also given elsewhere, for example, on ChunkBase, so presumably it works for them as well.
Also, I once installed my own jar mods (and Optifine, back in 1.6.2) in Forge following the steps given here; I simply added the class files to a zipped folder and changed the extension to "jar"; attempting to run it (double-click) would cause Java to complain that it was an invalid jar file but it worked as a library (I should note that this does not alter the jar file on disk so the launcher won't complain about it. The launcher does think that a modified json has the wrong checksum (even though there is no checksum in it) and rewrites it, which it does for all versions, including vanilla, but nothing is lost other than the formatting and there is no warning on subsequent runs).
The mod even works in multiplayer, at least when using a utility like Minecraft Land Generator (I know for sure that some things won't work properly, at least the inventory screen statistics, since I assumed that there is only one player in the world and share some data between the client and server threads through a static class).
AMIDST crashed with a java.lang.arrayindexoutofboundsexception.
Never mind I fixed it.
How did you fix it? AMIDST is not compatible with any mod that alters biome generation, at least not if it adds new biomes. You can however use specially modified files I provided with the mod to only view landmasses and climate zones (the spawn point and all structures will not be accurate):
Plains corresponds to "normal" climate zones, desert with "hot", ice plains with "cold", and small islands with forest are small islands which can have almost any biome. Mushroom islands are the same as in-game.
Note that to install this you only need to rename a vanilla 1.6.4 jar and json (including the ID) and add the classes and delete META-INF without actually playing the profile. Also, I tested the latest version of AMIDST (4.2) and it worked correctly (supposedly, it refuses to load modded versions but that only appears to be for Forge and Optifine profiles; the latter has also never given me an issue when installed into the jar manually, and it must be the way it and Forge install themselves with their installers).
Also, for comparison this is the same seed shown above in vanilla 1.6.4; the main difference is that there are many smaller landmasses added to oceans, but not to the extent in 1.7+:
ETA: I decided the check out the seed in-game to see if it had anything notable, since there is no real list of seeds for the mod:
This is where you spawn at, in a Winter Taiga (same as 1.6.4 snowy taigas):
Less than 20 blocks to the south of spawn is a relatively large cave opening, 20 blocks across (the widest a cave can get close to the origin), which leads to a ravine and mineshaft:
To the north of spawn is a Rocky Mountains biome which peaks out at y=160:
Just to the east of that is a Mega Spruce Taiga, with a large Ice plains to the east of spawn:
Further to the east of that is a TMCW Mega Taiga, my own version of Mega Taiga from before I added the vanilla 1.7 versions:
Further on is a regular Mega Taiga:
The Ice Plains contains two villages, around 970, 300 and 1240, -240; the former is next to an Ice Hills while two ice Plains Spikes are near the latter:
The blacksmith chest's contents; you can rarely find more valuable things including diamond armor and tools:
A third village can be found around 1250, 150, with a Mega Mixed Forest to the east:
Also, to the southeast of spawn is a Winter Forest Mountains that reaches y=145:
Also, here are surface and underground maps of the area I explored:
Most notable is the area near the right, which is a giant cave region:
Here is a list of various other things within 1280 blocks of the origin (including the whole area I covered):
Surprisingly enough, there is not a colossal cave system around 770, 440, where these is a very large and dense cave system which I thought was one until I ran this. In fact, when combined with two other dense cave systems very close by it is actually larger (even larger cave systems can rarely form in vanilla 1.6.4; colossal cave systems are similar to a cave system I found in my first world, and cave systems that dense and large are rare enough that you may otherwise not find any within thousands of blocks in a given seed).
Is there any triple dungeons in this mod?
Can you add locations for dungeons?
What is exactly a maze cave cluster and how many chunks for one?
And can you load a world from 1.8 into your mod? Like a customized world with dungeon count increased to 100?
For #1, only if multiple dungeons generate connected to each other, which is about as rare as it is in vanilla; I only found one "real" double dungeon out of a total of 191 normal dungeons; all of the 11 "double dungeons" that I found were separate. this suggests that there is about a 1% chance of two dungeons generating connected to each other. I also did find an odd dungeon with 3 chests (a normal dungeon) suggesting that two dungeons generate don top of each other, which would still be only 2%.
For #2, see this reply for AMIDST - it is impractical to make a tool that will show the locations of dungeons because of the way they are generated; this requires actually generating most of the world:
Many people have asked why AMIDST doesn't show the locations of dungeons.
The positions of dungeons are decided upon much later in the world generation process than the point at which AMIDST gets all the information it needs to produce a 2D map. Going any farther would slow down AMIDST immensely and also even though the dungeon locations are predictable from the world seed, even the MineCraft world generator software doesn't map them until the actual chunks for the world that contain them are created and stored on disk. To ask AMIDST to locate dungeons would be to ask AMIDST to create the entire world which is something that even Minecraft doesn't do. MineCraft delays chunk creation until a player gets within a certain distance of the chunk in question.
For #3, a maze cave cluster is a single maze cave and is basically a smaller version of a maze cave system (unlike other cave clusters, which have 3-6 of their respective type of cave the name is a bit of a misnomer since there is only one cave due to their size); here is a chart of the four main types of special cave systems and their corresponding cave clusters, which randomly generate in areas where no other caves are present at the rate of about one every 480 chunks (one of each type every 1920 chunks, so they are not very common, I only found one maze cave cluster in my recent world, out of a total of 11 of all types):
I do not show the locations of these in the CaveFinder app since I don't consider them to be significant; CaveFInder will locate special cave systems, which are basically larger versions of cave clusters.
For #4, loading a 1.8 world into an older version, modded or otherwise, will have very serious consequences, mainly because 1.8 changed the way item IDs are saved; the only 1.7+ blocks or items that are backwards-compatible with the mod are the 1.8 stone types, podzol, coarse dirt, and packed ice and only when in their block form (placed in the world). Others may turn into different blocks because the IDs do not match (for example, I use ID 180 for bone blocks, while that ID is used for red sandstone stairs in 1.8 and the ID for bone blocks in 1.10 (216) does not correspond to anything in TMCW so they will disappear):
Also, I don't know if you realize this yet but based on a map you posted of a world you made you are still using an older version of the mod, including the CaveFinder app, which did not show the locations of everything when I first released it, and otherwise there are some differences in world generation due to adding code that ensures that the rarest types of caves generate reasonably close to the origin (this mainly only affected the locations of colossal cave systems and giant cave regions but shifted the locations of some other things). I also added a few additional features which are not mentioned in the OP, and some minor tweaks/bug fixes:
Dead bushes now require finding one to get more; instead of being able to bonemeal sand or gravel you now have to bonemeal a dead bush. In a similar manner lilypads are now renewable, producing 2-4 more lilypads up to 7 blocks away (in both cases a larger, flatter area is favored for more successful attempts). Lilypads only spread to full-height stationary water at the same level while dead bushes can spread to any block they can be placed on up to 2 blocks above or below the block bonemeal was applied to.
Giant mushrooms spawn in giant cave regions, within one of four 2x2 chunk regions within a 4x4 chunk grid and up to 2 per chunk; they also came in two more variants (both types come in red and brown. This does not apply to Mushroom Island or player-grown mushrooms since I added separate code to generate them in GCRs).
If a mob spawner spawns too many mobs (about 50 when most consecutive spawn attempts succeed) within a short time mobs spawned will no longer drop anything (excluding items they picked up) until a certain amount of time has passed, taking longer to fully reset (up to 50000 ticks or 2500 seconds; if the player is outside of the activation range and the counter is below the activation threshold the time is 1/4 as long. During this period mobs will still occasionally have drops, once every maxSpawnDelay * 2 ticks, or 600 ticks/30 seconds for zombie spawners).
Mob spawners will continue counting down to the next spawn cycle when the player is more than 16 blocks away; if you move away from a spawner and come back by then it will spawn mobs within 1 second like a freshly generated spawner (delay is initialized to 20 and decremented until then when far away).
Efficiency acts like Sharpness when a mob wields a tool, increasing attack damage by 1.25 per level, so zombies that spawn with enchanted tools can deal more damage (this has no effect on player damage). This also stacks with Sharpness, so a zombie with an amethyst axe with Efficiency V and Sharpness V (note - this is only possible if they pick up a player-created item) will deal 22.5 damage on Normal difficulty (3 + 7 + 1 + 1.25 * 10. Note that 1 damage is added to a weapon when a mob holds it to offset the reduction in damage for diamond and lesser tiers; an amethyst axe adds 6 damage to a player and 7 to a mob).
(the last update I made to the mod was in late May, the download was updated more recently to include information about a bug with the new launcher not downloading assets/sounds properly)
The Meaning of Life, the Universe, and Everything.
In an igloo, Canada
1. The village variations look quite Ugly and out of place
2. Mixed forest should really only have oak and spruce, as putting jungle and spruce together seems really odd. Sorta like a boreal forest, which you can see a lot of in Nova Scotia.
I don't have enough time to read it all (I just wanna download it already!) but no hate, this sounds really cool but you seem to have made a few weird moves in the world generation. You are now my favourite modder.
Rollback Post to RevisionRollBack
Just a random kid with a cool username (not the asme on mc) chatting about outdated minecraft content. In case you need them, my PC specs can be found in my novabench results below.
If you get the chance to, when are you gonna update the mod to version 5?
I have not spent much time working on an update since I'm still playing on my first world but I have added the following features, along with more bugfixes:
Many parts of world generation now use a true 64 bit random number generator instead of Java's Random, which only uses 48 bits, increasing the number of truly unique seeds by a factor of 65536-fold. In particular, cave generation is unique for every seed (structures and terrain are only partial due to requiring extensive code changes to otherwise use a custom RNG, but two "same lower 48 bit seeds" will likely not have them in the same locations and even if two do match they will be different). As a bonus, this gives a significant speed boost to cave generation (Random uses a thread-safe implementation that is slower and special methods specific to the cave algorithm were added, reducing the number of method calls).
Cave variation has been increased further; "cave clusters" and most types of special cave systems are now twice as common (e.g. 1/4096 chunks to 1/2048 for vertical cave systems) and are no longer restricted from near the origin, which only applies to the largest variants of caves and ravines, colossal cave systems, and regional caves.
Increased size variation of mineshafts (initial distribution is linear instead of triangular; smallest and largest sizes are still less common).
Tweaked biome generation (land and ocean); seeds no longer resemble vanilla but AMIDST can be used to map out seeds (only land/ocean and climate zones) using the "AMIDST" files.
Birch, jungle, and spruce logs now use the 1.7+ end textures; Meadow villages now use normal logs instead of all-bark (the original reason for making them all-bark was so they would look much different from oak; this also means that they no longer have unobtainable blocks (they can't even be placed by the player since the placement code overrides their data value).
Beaches generate alongside several biomes that have "edge" biomes, including Extreme Hills (gravel beach), full-size Ice Plains Spikes (gravel beach + double width of Ice Plains), full-size Ice Hills (border of Ice Plains Spikes + Ice Plains, except for gravel beach next to ocean), while not displacing them, as multiple passes are used to add them (in 1.7+ EH Edge is no longer present since the vanilla code can only add one edge biome, which was replaced with Stone Beach).
Explosion damage to items uses the vanilla damage calculation instead of the modified calculation for creeper explosions so they are not always destroyed regardless of distance (minimum damage for modified creeper explosions is 6 while items have 5 health).
Added two new enchantments: Smelting and Vein Miner. Smelting makes iron and gold ore drop ingots instead of themselves, as well as 1-3 or 2-6 XP respectively (based on their abundance and XP drops of other ores when mined; e.g coal is 0-2 and diamond is 3-7. For comparison, smelting coal gives 0.1, iron 0.7, gold 1, and diamond 1). Smelting is compatible with Fortune, averaging 2.2 drops per ore with Fortune III (same as most other ores), while it is incompatible with Silk Touch (which will override it if you hack both of them on a tool) and can only be applied to iron, diamond, or amethyst pickaxes (iron is required to mine gold and it would be completely useless on wood). Vein Miner enables you to mine more than one block at a time (effective on all ores; all blocks must be of the same type as the block mined), with level 1 mining up to six blocks (center block plus up to 5 blocks adjacent to the sides; all 6 sides are checked but one must be removed to expose the center block) and level 2 up to 18 blocks (a 3x3 cube minus the corners and one block from the center of one side; blocks are only mined if they are adjacent to a block which was mined by the first level). It is compatible with both Fortune and Silk Touch and can only be put on a pickaxe since all the blocks it is effective on require one. Both of these enchantments can only be found in naturally generated chests, making them true "treasure" enchantments (as opposed to the vanilla ones, which are only unobtainable from the table), and are mutually exclusive (can't have it too easy; Vein Miner also adds 0.005 exhaustion per block broken after the first block, which adds 0.025 as normal, but does not cost extra durability).
Increased variation of underground dirt, gravel, stones, and biome-specific blocks; the number of veins of each varies between 50%, 100%, 200% of normal while size varies inversely (based on actual vein size, which is not a linear function of the "size" parameter), for about the same amount of each in a given 8x8 chunk region (regions are square with a 0-1 chunk offset around the edges to make them less abrupt).
Giants now use the new mob AI and as a result will now pathfind around obstacles, with a followRange of 32 blocks (instead of 16). They also move slightly faster, jump higher, take fall damage after 6 blocks (instead of 3) with half the fall damage per block afterwards, and are more willing to take drops.
Added a penalty for spam-clicking a non-entity (air or a block) which is much more similar to 1.9's attack cooldown; reduces damage dealt by weapons (sword, axe, pickaxe, shovel) regardless of whether you hit a mob before by up to 50% with the penalty lasting for up to 10 seconds. Damage is reduced from 100% to 50% for a penalty duration of 0-6 seconds and penalty increases if you click more than twice per second, activating after 2-3 clicks. This does not affect the previously added per-mob cooldown, which only affects subsequent hits, but 10% of the cooldown timer value is added to the penalty timer if it is not at its minimum. The per-mob cooldown was also decreased from 1 second to 0.75 seconds (compare to 0.625 seconds for swords in 1.9).
Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
Eyes of Ender now always lead to the start of a stronghold, not the portal room, to make finding the portal more challenging (in vanilla they lead straight to the portal room if the chunks it is in were just generated; after reloading the world they lead to the start, which is a spiral staircase).
In a similar manner to tools and armor two enchanted books can be crafted together to remove their enchantments, giving you one normal book back.
Giant mushrooms generate in 2.5% of 2x2 chunk regions outside of giant cave regions and 25% within (the latter was added in TMCWv4; unlike vanilla both colors generate in both variants for a total of 4 types. This is planned to be added to player-grown mushrooms as well).
Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn (a new tag was added so how a mob was spawned can be saved; this is also used so cave spider jockeys only spawn naturally, not from spawners; their chance was increased from 1/33 to 1/25).
There is a rare chance (3.226% of slimes or 1/10 as common as each smaller size, which have equal chances) of a size 8 slime "mini-boss" spawning in swamps, which has double the aggro range (32 blocks), 64 health, deals 8 damage (on Normal difficulty), can jump over obstacles 4 blocks high, fall up to 8 blocks with no fall damage, and drops 8 XP and splits into 2-4 large slimes when killed (up to 85 slimes and 120 XP total).
Endermen do not despawn if they are holding a block, with an increased (decreased) chance of placing (picking up) blocks when more than 64 blocks away from a player (horizontally only) to reduce buildup in unloaded chunks.
These are just some of that I've added or plan to add. Once I finish exploring the current map I'm on I may take a break from my first world, but that may still be a while, but probably less than the nearly 2 years that passed between versions 3 and 4 (version 4 was released early this year with the last update in July; version 3 was released in April 2015 and last updated in September 2015; any updates I make to a version after the first release are just bugfixes and minor additions).