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.
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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.