Also, instead of increasing max height, can we just lower the "sea level"?
Please use the "SIMG" tags, and not the "IMG" tags! My laptop is too small for that.
And, through a combination of settings, yes, you can achieve that. Lower the water level, and lower the AverageDepth (and probably some others. Read the first post, and experiment with it). Hope that helps.
Quote from karmakaze »
So i installed this mod tonight and well this is awesome. seeing on the sides of giant stone spires is a sight to behold.
The one problem i have is that it makes the game run like molasses. is there any way i can remedy this or am i gonna have to remove this?
How deep are you? I mean, how far from bedrock? How much surface material have you "removed"? Apparently, there's an on-going bug (with Minecraft itself, not this mod) that, if you remove too much material past level 32, the game becomes unplayable because of frame rate issues. There's a thread someone posted specifically for this issue, but I don't have a link on hand for you (check earlier in this thread, I already posted it). Perhaps that's the issue you've run into? If you're seeing gold ore on the surface, then either you've made the world generate very deep (and possibly hit the bug), or you altered the depositsettings.txt and raised the level at which gold ore is created.
Hope that clarifies the issue. Mouser X over and out.
Sorry everyone, but the update is going to have to wait until tomorrow at least. I've got some bugs that are plaguing me right now and a couple of design flaws that I'm trying to work through. I'm too tired to concentrate enough to fix them tonight :tongue.gif:
Hopefully some time tomorrow since I still need to test to make sure everything to working properly and make sure I'm not adversely affecting the game's performance too much
Hey, get your sleep. You deserve it. I don't know about anyone else here, but I know that I can survive a few days (probably even a few weeks) without an update to your (completely awesome) mod. Besides, it's always better to code when you're well rested. It may seem like a good idea to "implement it that way", but when you wake up in the morning, and look at it later, you'll realize that it was complete garbage.
Nonetheless, you're doing awesome work. Thanks for all the work you put into this! In case you missed it, this guy says he wants to implement a GUI for your mod. I know you already put some work into that, but perhaps if you worked together, an in-game GUI would be completed (in an organized way, instead of some mixup, where things weren't implemented properly, due to misunderstanding/miscommunication).
Thanks again. I look forward to v10 (and I'll happily wait patiently until next week if I have to). Mouser X over and out.
I suggested it earlier, but I never read anything indicating you even read it at all.
I would really like the option to completely remove bedrock. And if it's not already possible, removing the ocean (I haven't tried setting the water level to layer 0, or negative numbers, but I will later). That way, using a combination of increased height and depth, tweaked votality/fracture, and removing the bedrock and ocean, I can make a skylands map.
Or if you have any ideas for making a sky world that would work better than my idea, I would be cool with that.
Smallish floating islands above an otherwise normal world (with no water)
Seems like the key to floating islands is a high FractureVertical value, and moderate volatility.
This is slightly annoying. No matter what I do I can't get the mod to work. And I really don't want to be reinstalling the game and the mod, because I tried that once already.
I cannot find the meta-inf folder within minecraft.jar.
When I attempt to boot minecraft, I get a blackscreen.
I use winrar,7-zip, and winace to open the .jar file, but none of those programs show the above folder, which should be deleted. Any help?
It sucks that so many people can work this just fine and I'm stuck on this relatively simple task. It's embarrassing.
I cannot find the meta-inf folder within minecraft.jar.
When I attempt to boot minecraft, I get a blackscreen.
I use winrar,7-zip, and winace to open the .jar file, but none of those programs show the above folder, which should be deleted. Any help?
It sucks that so many people can work this just fine and I'm stuck on this relatively simple task. It's embarrassing.
I use iZarc. Also, are you using the standalone or web version?
Was experimenting for a while and I can't get a good island map? I put water level up pretty high and water depth as well... all I want is a map full of islands of fairly good size. :sad.gif:
You'll need to try increasing the volatility settings or the landscape fracture horizontal. If you just raise the water level and drop the max depth it's going to result in a watery area with a lot of little bits of land like the normal landscape, which tends to have land formations that are far too small for actual islands...
Have you tried upping the secondary volatility by .2 or .3 and the landscape fracture horizontal by .5 or 1, in addition to raising the water level?
@darthriko
DisableBedrock:false
This will remove all bedrock from the map when set to true.
I aplogize if this is explained in the thread somewhere, but I'm still confused after reading the instructions. I copied all the class files into my jar file, but I couldn't find the META folder, is it in the minecraft jar file?
As for using the mod itself, do you basically I just copy the biomesettings.txt file into my minecraft jar, edit the settings, and create a new world? Or do I have to copy it into an empty World or something?
Hey, get your sleep. You deserve it. I don't know about anyone else here, but I know that I can survive a few days (probably even a few weeks) without an update to your (completely awesome) mod. Besides, it's always better to code when you're well rested. It may seem like a good idea to "implement it that way", but when you wake up in the morning, and look at it later, you'll realize that it was complete garbage.
Nonetheless, you're doing awesome work. Thanks for all the work you put into this! In case you missed it, this guy says he wants to implement a GUI for your mod. I know you already put some work into that, but perhaps if you worked together, an in-game GUI would be completed (in an organized way, instead of some mixup, where things weren't implemented properly, due to misunderstanding/miscommunication).
Thanks again. I look forward to v10 (and I'll happily wait patiently until next week if I have to). Mouser X over and out.
I passed out for 10 hours. Seems I really needed it :tongue.gif:
Yeah I've been coding up to 1 to 2 am the last few nights (and then having to get up at 5:30ish) and had to fix retarded coding that I did at those hours.
That's pretty awesome. I'll definitely talk to him about it. Less stuff I have to do myself.
v10 is just kind of what I am calling it right now because I'm not sure how I want to handle the (version) naming if I can get everything working how I want. I'm basically trying to implement the equivalent of a mod loader (based on Risugami's mod loader) and splitting up the mod into smaller parts so people can either use just the pieces they want or the entire thing. So if that is how I get it all working then there will be a mod loader, base mod class, and modified MC classes that just handle replacement/modification of original code and automatic mod loading, but do not actually modify any settings in the game. Then there will be the individual mods (Biome Mod, Terrain Mod, Tree Mod, etc....) that can just be dropped into the jar and the mod loader will handle implementing it as an override to the original MC code. So, given that, there won't be a single version at all since the individual mod components can all be, in some cases, updated independently or with just a minor update to the mod loader.
Quote from DarthRiko »
I suggested it earlier, but I never read anything indicating you even read it at all.
I would really like the option to completely remove bedrock. And if it's not already possible, removing the ocean (I haven't tried setting the water level to layer 0, or negative numbers, but I will later).
There is a disableBedrock option that will prevent the creation of bedrock. Setting water level below 0 should get rid of it. Though do be warned that there are existing bugs with the game, not the mod, that can cause the game to loop during terrain generation because it's looking for sand (altering water level drastically can cause severe problems with this sometimes) and the game will experience increased lag if the world is "empty" below 32.
Quote from Bhaumat »
If anyone has any inspiration for how to remove the void-level terain, that'd be helpful; I'm rather out of ideas here.
Pretty sure I am going to have to add my terrain modification options to get better floating islands. The current settings only can get so close to it, but definitely fall short I'm afraid :sad.gif:
Have to go do life stuff now. I promise I will try my hardest to get the update pushed out today :smile.gif:
when i try to use this mod my game doesnt go beyond the first loading screen, its says 'done loading' but doenst go to the main menu
yes, i deleted the META folder
@darthriko
DisableBedrock:false
This will remove all bedrock from the map when set to true.
+
Waterlevel: 64
Sometimes it *does* help to just read the OP...
In a mod that has hundreds of options, and is constantly getting updated with more, I don't think it's too unreasonable if someone misses a few of those options.
@Bucyruss, thanks for the non-insulting reply. It was a lot more informative than RiverC's.
pretty much the best physical mod ever. Could you create a new part that lets each biome have its own version of mob skins? This way my skeletons can be mummies in the desert, and sheep can be rams in the snowy mountain areas.
Rollback Post to RevisionRollBack
Quote from Destrozo »
So you say 1.4 is fail because you don't know how to update your server? WTF
Thats like saying all cars fail because you don't know how to put gas in them.
when i try to use this mod my game doesnt go beyond the first loading screen, its says 'done loading' but doenst go to the main menu
yes, i deleted the META folder
If it doesn't work the best thing to do is to follow the instructions in a nigh-autistic fashion (i.e. with each detail examined) and if that fails try it on a pristine minecraft install.
Also, as Mouser is right to point out, follow the instructions at the minecraft wiki to launch your game from the command prompt - this way you will be more likely to see the error that is actually causing the crash! Also to help you it helps to give more details like operating system, version of minecraft, other mods installed, etc.
I noticed when I was using multiple mods that sometimes install order is important. Not sure why yet. But also, I've seen that error mostly on incompatible versions of mod + minecraft.
@DarthRiko
Though I think bhaumat's reply was the most useful one really - I just saw your complaint and insulted you. Forgive me.
Yeah but I think that just affects the level of the water itself.
By sea level, I mean the level at which rocky-cave systems turn into grassy-tree formations.
I basically want very little cave-rock systems, and TALL mountains.
Please use the "SIMG" tags, and not the "IMG" tags! My laptop is too small for that.
And, through a combination of settings, yes, you can achieve that. Lower the water level, and lower the AverageDepth (and probably some others. Read the first post, and experiment with it). Hope that helps.
How deep are you? I mean, how far from bedrock? How much surface material have you "removed"? Apparently, there's an on-going bug (with Minecraft itself, not this mod) that, if you remove too much material past level 32, the game becomes unplayable because of frame rate issues. There's a thread someone posted specifically for this issue, but I don't have a link on hand for you (check earlier in this thread, I already posted it). Perhaps that's the issue you've run into? If you're seeing gold ore on the surface, then either you've made the world generate very deep (and possibly hit the bug), or you altered the depositsettings.txt and raised the level at which gold ore is created.
Hope that clarifies the issue. Mouser X over and out.
Hopefully some time tomorrow since I still need to test to make sure everything to working properly and make sure I'm not adversely affecting the game's performance too much
Nonetheless, you're doing awesome work. Thanks for all the work you put into this! In case you missed it, this guy says he wants to implement a GUI for your mod. I know you already put some work into that, but perhaps if you worked together, an in-game GUI would be completed (in an organized way, instead of some mixup, where things weren't implemented properly, due to misunderstanding/miscommunication).
Thanks again. I look forward to v10 (and I'll happily wait patiently until next week if I have to). Mouser X over and out.
http://s1226.photobucket.com/albums/ee420/Tony_Sailer/?action=view¤t=coolbiomesetting.png
BiomeSize:0.5
MoistureMin:0.0
MoistureMax:1.0
TemperatureMin:0.5
TemperatureMax:1.0
SnowThreshold:0.5
IceThreshold:0.5
WaterLevel:35
AverageHeightMax:1.0
AverageDepthMax:1.0
LandscapeFractureHorizontal:1.0
LandscapeFractureVertical:4.0
VolatilityPrimary:0.1
VolatilitySecondary:0.3
VolatilityPrimaryWeight:0.1
VolatilitySecondaryWeight:0.1
MuddySwamps:false
ClaySwamps:false
SwampSize:2
WaterlessDeserts:false
DesertDirt:false
DesertDirtFrequency:0
RemoveSurfaceDirtFromDesert:false
RemoveSurfaceStone:false
ReplaceWaterWithLava:false
ReplaceIceWithLava:false
LavaLevelMin:0
LavaLevelMax:10
DisableBedrock:false
FlatBedrock:false
GuaranteedBedrock:false
ChangeBedrockToObsidian:false
UndergroundLakes:true
UndergroundLakeFrequency:2
UndergroundLakeRarity:4
UndergroundLakeMinSize:20
UndergroundLakeMaxSize:80
UndergroundLakeMinAltitude:0
UndergroundLakeMaxAltitude:128
BiomeTrees:true
TreeDensityGlobal:0
TreeDensityRainForest:5
TreeDensitySwampland:0
TreeDensitySeasonalForest:2
TreeDensityForest:5
TreeDensitySavanna:0
TreeDensityShrubland:0
TreeDensityTaiga:5
TreeDensityDesert:-20
TreeDensityPlains:-20
TreeDensityTundra:-20
GlobalCactusDensity:0
DesertCactusDensity:10
UseDrakonaMarbleMod:false
I would really like the option to completely remove bedrock. And if it's not already possible, removing the ocean (I haven't tried setting the water level to layer 0, or negative numbers, but I will later). That way, using a combination of increased height and depth, tweaked votality/fracture, and removing the bedrock and ocean, I can make a skylands map.
Or if you have any ideas for making a sky world that would work better than my idea, I would be cool with that.
Smallish floating islands above an otherwise normal world (with no water)
Seems like the key to floating islands is a high FractureVertical value, and moderate volatility.
When I attempt to boot minecraft, I get a blackscreen.
I use winrar,7-zip, and winace to open the .jar file, but none of those programs show the above folder, which should be deleted. Any help?
It sucks that so many people can work this just fine and I'm stuck on this relatively simple task. It's embarrassing.
I use iZarc. Also, are you using the standalone or web version?
You'll need to try increasing the volatility settings or the landscape fracture horizontal. If you just raise the water level and drop the max depth it's going to result in a watery area with a lot of little bits of land like the normal landscape, which tends to have land formations that are far too small for actual islands...
Have you tried upping the secondary volatility by .2 or .3 and the landscape fracture horizontal by .5 or 1, in addition to raising the water level?
@darthriko
DisableBedrock:false
This will remove all bedrock from the map when set to true.
+
Waterlevel: 64
Sometimes it *does* help to just read the OP...
As for using the mod itself, do you basically I just copy the biomesettings.txt file into my minecraft jar, edit the settings, and create a new world? Or do I have to copy it into an empty World or something?
I passed out for 10 hours. Seems I really needed it :tongue.gif:
Yeah I've been coding up to 1 to 2 am the last few nights (and then having to get up at 5:30ish) and had to fix retarded coding that I did at those hours.
That's pretty awesome. I'll definitely talk to him about it. Less stuff I have to do myself.
v10 is just kind of what I am calling it right now because I'm not sure how I want to handle the (version) naming if I can get everything working how I want. I'm basically trying to implement the equivalent of a mod loader (based on Risugami's mod loader) and splitting up the mod into smaller parts so people can either use just the pieces they want or the entire thing. So if that is how I get it all working then there will be a mod loader, base mod class, and modified MC classes that just handle replacement/modification of original code and automatic mod loading, but do not actually modify any settings in the game. Then there will be the individual mods (Biome Mod, Terrain Mod, Tree Mod, etc....) that can just be dropped into the jar and the mod loader will handle implementing it as an override to the original MC code. So, given that, there won't be a single version at all since the individual mod components can all be, in some cases, updated independently or with just a minor update to the mod loader.
There is a disableBedrock option that will prevent the creation of bedrock. Setting water level below 0 should get rid of it. Though do be warned that there are existing bugs with the game, not the mod, that can cause the game to loop during terrain generation because it's looking for sand (altering water level drastically can cause severe problems with this sometimes) and the game will experience increased lag if the world is "empty" below 32.
Pretty sure I am going to have to add my terrain modification options to get better floating islands. The current settings only can get so close to it, but definitely fall short I'm afraid :sad.gif:
Have to go do life stuff now. I promise I will try my hardest to get the update pushed out today :smile.gif:
yes, i deleted the META folder
In a mod that has hundreds of options, and is constantly getting updated with more, I don't think it's too unreasonable if someone misses a few of those options.
@Bucyruss, thanks for the non-insulting reply. It was a lot more informative than RiverC's.
If it doesn't work the best thing to do is to follow the instructions in a nigh-autistic fashion (i.e. with each detail examined) and if that fails try it on a pristine minecraft install.
Also, as Mouser is right to point out, follow the instructions at the minecraft wiki to launch your game from the command prompt - this way you will be more likely to see the error that is actually causing the crash! Also to help you it helps to give more details like operating system, version of minecraft, other mods installed, etc.
I noticed when I was using multiple mods that sometimes install order is important. Not sure why yet. But also, I've seen that error mostly on incompatible versions of mod + minecraft.
@DarthRiko
Though I think bhaumat's reply was the most useful one really - I just saw your complaint and insulted you. Forgive me.
and I didn't touch the deposit settings.