Ok, so I tired of waiting, and reimplemented this great mod myself. I've started with those code snippets and old sources that Drakona published earlier in her topic, but later redid most of it anyway. Primarily because the original code made my eyes bleed (and I doubt that my own code is better, though).
Anyways. It uses Risugami's ModLoader now, so grab & install it from here if you plan to use the mod. It won't corrupt your old marble-filled worlds (though I swapped textures, so it'll look a bit different).
However, I've changed generation process completely, though the results are quite the same (as I aimed them to be the same). Marble is quite rare, sticks to stone walls and ceilings, therefore you usually can find it in jagged cliffs or caverns. Near the surface there's a "light" kind of marble and much more rare "special" one. Deep below there's mostly "dark" marble, though you can find a "special" kind there as well (and sometimes even "light" one). It can be generated in quite large amounts, though usually it doesn't happen on the surface (there're lots of restrictions). The stuff is quite resistant to blows and explosions and can be mined only with iron pickaxe or better.
You can also craft marble stairs: just use "normal" stairs recipe, but with marble.
I don't care about copyright and all those crap, so you may do whatever with this mod and its sources. Please don't bug me about compatibility problems, I have no intentions to keep developing it (though I will likely fix bugs if there would be any). And anyways, it doesn't change any "stock" Minecraft files now, so it should be compatible with things that are compatible with ModLoader, except for possible blockId collisions. Also it can possibly break mods that change staple vanilla pickaxes ("break" not in a "black screen" sense, but in "stuff doesn't work right" sense).
If you use higher resolution textures, you are on your own. Get yourself a 4x4 tiles image in your own resolution (i.e. 128x128 for x32 textures), and then cut it into separate tiles, and save them with names <marbleName>1-16.png, 1-4 for the top row, 5-8 for the second one, etc). I'm providing a 64x64 version, but please don't ask about other resolutions.
Changelog:
b1.2:
- compatibility update.
b1.1_02:
- compatibility update.
b1.0.2:
- no changes, things are working fine.
b1.0_01:
- have to remove marble half-steps due to issues with rendering in beta :-(
1.2.6c:
- added marble stairs, blockIDs = 32,33,34 (old colored cloth belonged here, now the space is unused).
- added marble half-steps, blockIDs = 29,30,31.
1.2.6b:
- compatibility with WildGrass mod v5 (and hopefully, later versions too). New textures include all the WildGrass stuff too.
1.2.6:
- reworked tools modification to use ToolUtils. No changes for the end user.
1.2.5:
- rewritten the stuff to go without MCP and mmML. Now it should be compatible with BiomeTerrain mod.
- increased rarity, but also increased deposit size, now it won't generate in small amounts at all. Also, it's quite unlikely that you'll find surface deposits in gentle hills or flatlands. Go for mountains or dig down!
- fixed a bug with shadows;
- it's mined a bit more slowly now (on par with redstone ore).
well, it obviously won't work for smp, because it adds a new block.
Why is this obvious? You must learn me.
Even if you install this mod, it won't be installed on the server you are playing on, so your game will crash whenever it will try to generate marble blocks.
i'm pretty sure the client knows the difference between singleplayer and multiplayer
As far as I know, Shockah's ModLoader is not compatible with BiomeTerrain Mod. And I don't play SMP (not in its current sorry state, hell no), therefore I don't care about SMP compatibility.
Maybe you could just contact Bucyrrus and share some sources? From what I've seen, these two mods (mmML and BiomeTerrain) probably just clash at ChunkProviderGenerate class (pv.class/client and jd.class/server with current obfuscation) -- it's probably quite easy to resolve this, your mod just adds a single line there.
So you can ask *him* instead to integrate compatibility -- I think it should be much easier for him to add a checked ModLoader.GenerateTerrain call (i.e. check if ModLoader exists and if it does have .GenerateTerrain method, and if so, call it), rather than you trying to roll all his changes into mmML. As far as I know, it's his mod main point -- to play with terrain generation. So there's probably much more changes in generation classes.
Basically, something like this instead of current .GenerateTerrain() call, in terms of MCP (or you have to change reference to "World" and variable names with an obfuscated version):
try {
Class ml = Class.forName("ModLoader");
Method gs = ml.getMethod("GenerateSurface", World.class, Random.class, int.class, int.class);
gs.invoke(null, worldObj, rand, k, j);
} catch (ClassNotFoundException e) {
// do nothing
} catch (NoSuchMethodException e) {
// do nothing
} catch (IllegalAccessException e) {
// do some more "nothing"
}
I'm not exactly sure if it'll work, but it should. Same with .GenerateNether(), if needed.
It should be pretty easy to get the mmML to work with BiomeTerrain. I do alter a lot in the generation classes (more so for the surface than the nether) and use my own mod loader to handle it all across the multiple sub-mods that make up my mod. I looked at what was different in the mmML versions of ki and pv and, as already mentioned, it should just involve checked to see if the ModLoader class exists and then trying to load the method that is required. If they both exist, then call them. I'll try to get that implemented later today.
Since we are sharing our texture packs for the Marble Mod, I will share my own variation of it. I couldn't find a suitable replacement for the red/black marble but I think the green is a nice variation of marble anyways (and looks really nice). This includes Misa's Textures and it is 64x64. Anyway, enjoy :smile.gif:
I really appreciate you taking the time to make marble available in minecraft again (well, until the latest update broke everything once more!) since Drakona is too busy at the moment to update. My only real issue is that because this relies on Shockah's modloader I can't use it with Bucyruss' biome mod for the time being. It's a hard choice to make so I hope they become compatible soon! :smile.gif:
I really appreciate you taking the time to make marble available in minecraft again (well, until the latest update broke everything once more!) since Drakona is too busy at the moment to update. My only real issue is that because this relies on Shockah's modloader I can't use it with Bucyruss' biome mod for the time being. It's a hard choice to make so I hope they become compatible soon! :smile.gif:
I agree. I hope to see this implemented back into Bucyruss' biome mod. This is really something I am waiting for, because I have big plans for a project of mine that requires this mod to work, but I'm not willing to not play with BiomeTerrain because it adds so much to the game.
I've, hopefully, got compatibility between BiomeTerrain and Shockah's mmML working. It may not work right, but it's in the code. I'll fix it if it's broken, but hopefully I did it right the first time :tongue.gif:
I'll update the mod once things are stable and new MCP is out.
For the moment, it looks like yesterday's update was quite botched (notched), and people are in rage about SMP extreme instability and so on. I think we should expect a new patch quite soon.
News: have fixed two or three subtle bugs with deposit generation, and also cooperated a bit with Risugami, so the next version will use "normal" ModLoader. This should reduce compatibility issues. I'm still waiting for Minecraft to stabilize a bit.
Ok, so I tired of waiting, and reimplemented this great mod myself. I've started with those code snippets and old sources that Drakona published earlier in her topic, but later redid most of it anyway. Primarily because the original code made my eyes bleed (and I doubt that my own code is better, though).
Anyways. It uses Risugami's ModLoader now, so grab & install it from here if you plan to use the mod. It won't corrupt your old marble-filled worlds (though I swapped textures, so it'll look a bit different).
However, I've changed generation process completely, though the results are quite the same (as I aimed them to be the same). Marble is quite rare, sticks to stone walls and ceilings, therefore you usually can find it in jagged cliffs or caverns. Near the surface there's a "light" kind of marble and much more rare "special" one. Deep below there's mostly "dark" marble, though you can find a "special" kind there as well (and sometimes even "light" one). It can be generated in quite large amounts, though usually it doesn't happen on the surface (there're lots of restrictions). The stuff is quite resistant to blows and explosions and can be mined only with iron pickaxe or better.
You can also craft marble stairs: just use "normal" stairs recipe, but with marble.
I don't care about copyright and all those crap, so you may do whatever with this mod and its sources. Please don't bug me about compatibility problems, I have no intentions to keep developing it (though I will likely fix bugs if there would be any). And anyways, it doesn't change any "stock" Minecraft files now, so it should be compatible with things that are compatible with ModLoader, except for possible blockId collisions. Also it can possibly break mods that change staple vanilla pickaxes ("break" not in a "black screen" sense, but in "stuff doesn't work right" sense).
If you use higher resolution textures, you are on your own. Get yourself a 4x4 tiles image in your own resolution (i.e. 128x128 for x32 textures), and then cut it into separate tiles, and save them with names <marbleName>1-16.png, 1-4 for the top row, 5-8 for the second one, etc). I'm providing a 64x64 version, but please don't ask about other resolutions.
LINKS:
1) For standard-sized textures (16x16);
2) For 64x64 textures;
3) Mod's source files;
Changelog:
b1.2:
- compatibility update.
b1.1_02:
- compatibility update.
b1.0.2:
- no changes, things are working fine.
b1.0_01:
- have to remove marble half-steps due to issues with rendering in beta :-(
1.2.6c:
- added marble stairs, blockIDs = 32,33,34 (old colored cloth belonged here, now the space is unused).
- added marble half-steps, blockIDs = 29,30,31.
1.2.6b:
- compatibility with WildGrass mod v5 (and hopefully, later versions too). New textures include all the WildGrass stuff too.
1.2.6:
- reworked tools modification to use ToolUtils. No changes for the end user.
1.2.5:
- rewritten the stuff to go without MCP and mmML. Now it should be compatible with BiomeTerrain mod.
- increased rarity, but also increased deposit size, now it won't generate in small amounts at all. Also, it's quite unlikely that you'll find surface deposits in gentle hills or flatlands. Go for mountains or dig down!
- fixed a bug with shadows;
- it's mined a bit more slowly now (on par with redstone ore).
Does this work with SMP?
Does this work with BiomeTerrain Mod v10.2?
If the answer is yes to both of those questions, than I will download :happy.gif:
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Why is this obvious? You must learn me.
i'm pretty sure the client knows the difference between singleplayer and multiplayer
I'm not exactly sure if it'll work, but it should. Same with .GenerateNether(), if needed.
http://img404.imageshack.us/img404/1683/terrainf.png
I agree. I hope to see this implemented back into Bucyruss' biome mod. This is really something I am waiting for, because I have big plans for a project of mine that requires this mod to work, but I'm not willing to not play with BiomeTerrain because it adds so much to the game.
For the moment, it looks like yesterday's update was quite botched (notched), and people are in rage about SMP extreme instability and so on. I think we should expect a new patch quite soon.