I was going to update, but just got busy with other stuff... Mostly playing Minecraft. ;-)
I'd be happy to upload the code on google code or something... but, with the new changes, I'm not sure what direction to take the mod in.
Notch seems to be implementing different trees now, so I don't know if I should stick with that. The biome code is getting much better in the vanilla server, so I'm not sure what changes to make there.
What do you guys think. What do you want to see in a new for 1.2 version?
Jblaske has a good point. Perhaps it would be best to make your mod like an auto-generator. The saved files shouldn't be a problem since they will get converted anyways when Notch adds the new save system. I would say just add more options (like what the biome terrain mod), guify it and release.
What to do with the mod? Well as far as I have seen this is the ONLY mod that allows you to generate a subterrainian cave system.
So that is what you should work on and of course, keeping up with Notch and making it work with Hey0 until Bukkit is done and mature (Presently dev builds that change overnight do not count.)
Until there is a magical solution that solves either, I will be keeping my server at 1.1_02
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Ad fly eh? Always being sabotaged here, NoScript and AdBlock makes surfing safer.
Sorry for the long delay, but finally v2.1 up... Everything should work with the current server. Post if you have issues, or if you love it so much you can't live without it. :-D
Thanks man, now this is quite a surprise and a good one.
I will try to deploy it right away and see how it goes.
EDIT: Hmmm running it with hmod seems like a tough call since hmod calls minecraft_mod.jar and I cannot seem to make that play on the same team as Terrain Tweaker right now :sad.gif:
EDIT: The error I keep bonking my head into is:
Exception in thread "main" java.lang.NoClassDefFoundError: main
Caused by: java.lang.ClassNotFoundException: main
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: main. Program will exit.
Press any key to continue . . .
Rollback Post to RevisionRollBack
Ad fly eh? Always being sabotaged here, NoScript and AdBlock makes surfing safer.
Thanks man, now this is quite a surprise and a good one.
I will try to deploy it right away and see how it goes.
EDIT: Hmmm running it with hmod seems like a tough call since hmod calls minecraft_mod.jar and I cannot seem to make that play on the same team as Terrain Tweaker right now :sad.gif:
EDIT: The error I keep bonking my head into is:
Exception in thread "main" java.lang.NoClassDefFoundError: main
Caused by: java.lang.ClassNotFoundException: main
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: main. Program will exit.
Press any key to continue . . .
Many people in this thread have used this with hMod successfully, I think the key was to swap the hmod.jar for minecraft_server.jar in the command line i posted, so TerrainMod will load first, then hMod, which will call into minecraft_server.jar.
Read through the thread to find success stories, and hopefully that will help you out. :-D
Quote from Nogitsune »
Is anyone else having issues using subterranean mode?
The trees are supposed to be near the spawn point, yes? Well, I generated 4 different worlds with green mode active, but no trees...
I don;'t mind handing out some wood/sapplings to new players, but was hoping to avoid using the give command if possible.
Honestly, i hadn't tested the subterranean stuff before I uploaded it. I'll try to take a look and see if I've messed something up.
Got it running, well somewhat, I replaced the order and it starts up at least.
If I kept that running order of the two .jar files the server would just stop with no appearent fault code.
However, while it runs now, I do not see any effects of it (Tried to enable subterrainian which is my main reason for using this) I also tried setting the water level to 80 to see if it had any effect... Sadly... none.
So clearly there is more to it here under the surface or I am not meant to use this :tongue.gif:
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Ad fly eh? Always being sabotaged here, NoScript and AdBlock makes surfing safer.
Did some more testing, this on a blank pure Hmod 133 server, now it launches either way but doesn't recognize the Subterrainian switch... :sad.gif:
Nor does it generate any options in server.properties either, so something is amiss since it is not applying any settings.
EDIT: I have generated 4 worlds at least so far, but any of the settings I make do not take effect.
I tried to set the water to 100 and 400 to see if it had any effect on the generated world, sadly nothing happened at all.
I still started on land with normal water, and ignored the subterrainian switch completely.
I wonder, is there any support for 1.1_02?
Rollback Post to RevisionRollBack
Ad fly eh? Always being sabotaged here, NoScript and AdBlock makes surfing safer.
Jblaske has a good point. Perhaps it would be best to make your mod like an auto-generator. The saved files shouldn't be a problem since they will get converted anyways when Notch adds the new save system. I would say just add more options (like what the biome terrain mod), guify it and release.
So that is what you should work on and of course, keeping up with Notch and making it work with Hey0 until Bukkit is done and mature (Presently dev builds that change overnight do not count.)
Until there is a magical solution that solves either, I will be keeping my server at 1.1_02
I will try to deploy it right away and see how it goes.
EDIT: Hmmm running it with hmod seems like a tough call since hmod calls minecraft_mod.jar and I cannot seem to make that play on the same team as Terrain Tweaker right now :sad.gif:
EDIT: The error I keep bonking my head into is:
The trees are supposed to be near the spawn point, yes? Well, I generated 4 different worlds with green mode active, but no trees...
I don;'t mind handing out some wood/sapplings to new players, but was hoping to avoid using the give command if possible.
Many people in this thread have used this with hMod successfully, I think the key was to swap the hmod.jar for minecraft_server.jar in the command line i posted, so TerrainMod will load first, then hMod, which will call into minecraft_server.jar.
Read through the thread to find success stories, and hopefully that will help you out. :-D
Honestly, i hadn't tested the subterranean stuff before I uploaded it. I'll try to take a look and see if I've messed something up.
Would it be possible for you to optimize this a bit? It's pretty slow, over here... The maps it makes are quite awesome, though.
Add this to your server.properties:
no change
I'm really sorry if I missed anything, like not to ask about updates. :sad.gif:
THE STRONGEST ODOR BLOCKER IN THE GALAXY
Read the title, it's updated already.
And that gives me the error above, the other way around by replacing the two gives me a similar error as well :S
on windows you use a semicolon to separate path components... try that. :-) Hopefully that will get you sorted.
If I kept that running order of the two .jar files the server would just stop with no appearent fault code.
However, while it runs now, I do not see any effects of it (Tried to enable subterrainian which is my main reason for using this) I also tried setting the water level to 80 to see if it had any effect... Sadly... none.
So clearly there is more to it here under the surface or I am not meant to use this :tongue.gif:
Nor does it generate any options in server.properties either, so something is amiss since it is not applying any settings.
EDIT: I have generated 4 worlds at least so far, but any of the settings I make do not take effect.
I tried to set the water to 100 and 400 to see if it had any effect on the generated world, sadly nothing happened at all.
I still started on land with normal water, and ignored the subterrainian switch completely.
I wonder, is there any support for 1.1_02?