Hey guys - Looks like there is an issue with using Forge against vanilla worlds. If you are loading a vanilla world into Forge then you will need to copy the fortress.dat file from the data folder to a new data folder in DIM-1 folder. If you don't do this then the nether fortresses will be regenerated based on the current version of minecraft, breaking things like skelly farms!
I've raised an issue on Forge and submitted a code change but I've no idea if it will be merged or not.
A couple of people have highlighted an issue when using this mod with OptiFine and this mod together. I've tried building a mod that does absolutely nothing and plugged it in the render pipeline at the same place as BBOR/Forge and the same issue occurs. At the moment I'm lost on how to move this issue forward but will keep you posted.
Hey i just got this mod, and i tried it in single player. It is perfect for what i needed. The only problem is that it doesnt work on servers. I was just wondering if there is any other way around that other than the dat files. Thanks for your time.
@Jeg222 As @masa_fi stated, in an SMP scenario the client only knows what blocks/entities there are, but not the bounding boxes. This is because the bounding boxes are only needed for mob spawning which is handled server side. Copying the dat files to the client gives you access to the existing bounding boxes but doesn't cater for when new bounding boxes are generated on the server.
If you know the seed you can make a world locally and fly around to generate structures although this assumes you use the same version as the server when those structures were generated. It's doable but pretty hit and miss especially if it's a long running world.
Just checking in to confirm that there have been no mappings released for 1.8.2+ so for the time being there's no new version of this mod. I'm looking into an alternative way of injecting the mod into the runtime, but it's a real brain bender so you'll have to bear with me I'm afraid!
Now I'm here,and Thanks the mod you have made.It helps me a lot,but what I mean is:wither skeleton can also spawn out of the bounding box.In 1.7 it even can spawn up on the bedrock,and the lowest floor is Y48.I used this made a very fast wither skeleton farm(faster than Ghast wither ripper).Maybe you don't know about it,defanive and burst found this,and he upload a video about it.
In 1.8 and later,top of the nether,wither skeleton can't spawn,but it can spawn down of the bounding boxes,so,we can use it to make a really LOW-Y farm.And it will spawn wither skeletons very fast.
I haven't. I created a mod that did nothing but inject into games render code and this also failed when OptiFine was loaded. I reached out to the creator of OptiFine but he was unable or unwilling to offer any response so I'm at a dead end. It "feels" like something in OptiFine is unstable when the render method has been injected into. Sorry but I can offer no solution other than to not use the mod with OptiFine.
The vanilla mod very similar class updates as Forge so they won't play nicely together I'm afraid. I did try to build a version of the mod for 1.7.10 Forge but Forge had changed so extensively between 1.7.x and 1.8 that it was a much larger undertaking than I was willing to make.
Sorry for the bad news although of course you can have multiple versions of Minecraft running so if you want you can use 1.7.10 vanilla with the mod, and 1.71.0 Forge without the mod. #winning
Hi irtimaled. Could you explain how to use a server's .dat files more clearly?
I'm hosting a 1.8 forge server (never vanilla) from my desktop and I connect to it at "127.0.0.1:25565" from minecraft. I'm mainly interested in nether fortresses, so I copied the Fortress.dat from my server to "\config\BBOutlineReloaded\127.0.0.1\25565\Fortress.dat" on my client, but I'm not seeing any boxes at all. I thought perhaps it needs to be in the same folder layout as the world folder, so I also tried putting it under "..\25565\DIM-1\data\Fortress.dat" with similar results.
I tested it in a single player world and it works fine there. Am I missing something?
So in your case it would be "config\BBOutlineReloaded\127.0.0.1,25565\Fortress.dat"
And all the *.dat files are directly in that directory.
Actually, it seems that separating the port into a subdirectory should also be supported since the beta11 version. Are you on that or older?
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Not directly related to your case, but possibly useful to know if you do single player testing:
Forge handles the per-dimension storage of data differently from vanilla. As you already said you copied the Fortress.dat from worldname/DIM-1/data/Fortress.dat from the Forge server.
In vanilla all of the *.dat files are directly under worldname/data/*.dat. So keep that in mind if you need to copy them between a vanilla and a Forge instance. I think currently the only file that has that problem is the Fortress.dat for the Nether, all other structures are in the overworld, which would be the same location for both, under worldname/data/.
NOTE: This only applies in single player, when you connect to a server (= play multiplayer instead of single player from the main menu), you need to copy the *.dat files in the above mentioned directory under config/, and there they are all always in the same location.
Yes I'm on beta 11. Using "127.0.0.1,25565" works, as does just "127.0.0.1" (with no port). There appears to be a logic error when trying to load from a subdirectory of the hostname directory. I'll make an issue on github. Thanks for the reply.