i'm sorry if this was asked before, but im quite bad at modding, and i was wondering if someone could help me edit this mod? I really like it, but i would like to customize it a bit: removing the cobwebs, removing the underground sandstone, and decreasing the amount of mushrooms. Unfortunately i dont know how. If i delete generationarid, would that delete sandstone and sandstone stalactite's underground? Also, I searched the mod for cobweb with winrar, but i didn't find anything. Anyone can help? And for the spawnrates of mushrooms, i have no idea, i'll need a step-by-step tutorial before i could do that.
i think you have the wrong idea, you don't have to delete anything from the zip (in fact, that would crash the game), what you must do is go to your minecraft folder, open the config folder, open the WildCaves3.cfg file and edit the options there. To remove cobwebs set "Probability of spider webs" to 0, to remove the sandstone set "Probability of sandstone stalactites on arid caves" to 0 (currently the generation of sandstone is connected to the sandstone stalactites) and to reduce the amount of mushrooms you'll want to edit "Probability of glowing mushrooms on caves", "Probability of Glowing mushrooms on humid/jungle caves" and "Probability of Glowing Ice mushrooms on frozen caves".
I haven't used this mod in quite a while, but when I came back it today, I saw that the textures are now 32x versions...
...Why? Mod textures should be 16x, and fit in with vanilla. The old textures were perfect, and I really hope you go back to having them as the default ones.
because i like the 32x version better and with the new texture format, more and more mods are including higher resolution images and animations. I guess i could zip the original textures in the new format as an optional download.
I vote on the white list. Adding 2-3 ID's to a whitelist is easier than adding all the other 1000 ID's to a blacklist.
Great Mod by the way.
Note : Like the others who have reported it, I'm also seeing stalagmites floating randomly in the middle of no where. Mostly in ocean biomes.
Some Suggested Features Roots = Like Stalagmites, but only dangle from ceiling in caves that are near the surface (not sure how this could be checked tho...as surface height changes a lot based on biomes). Breaking them drops a stick. Wall Mushrooms = Give the mushrooms the same wall attach ability as torches so they can grow coming out from the walls too. Crumpled Skeleton Body = To go along with the skull. Like someone died there. Break for a bone.
Some Suggested Config Options Mushroom Light Level = So we can set the brightness of the glowing mushrooms. Cold Biomes = Set which biomes are considered cold for the ice caves, so you can add some that may not be vanilla or clearly listed as cold. I also see ice caves spawning in neutral temp biomes randomly sometime.
Does this mod work with 1.5.2? As far as I'm aware of, there's nothing that would conflict w/ the new versions bug fixes.
Not perse, but it is incompatible with the versions of Forge that 1.5.2 requires, because it wasn't coded using the Forge deobfuscation method. Some modders used it and some haven't, which is why some 1.5.1 mods work in 1.5.2 and some don't.
*poke* Any news, Alexmania? This and Metallurgy are all I'm waiting for before 1.5.2-ing.
sorry, for being absent, i've been busy, i'll try to update the mod as soon as possible (might still be a couple of days), i'll try to include the block id white list as well.
I vote on the white list. Adding 2-3 ID's to a whitelist is easier than adding all the other 1000 ID's to a blacklist.
Great Mod by the way.
Note : Like the others who have reported it, I'm also seeing stalagmites floating randomly in the middle of no where. Mostly in ocean biomes.
Some Suggested Features Roots = Like Stalagmites, but only dangle from ceiling in caves that are near the surface (not sure how this could be checked tho...as surface height changes a lot based on biomes). Breaking them drops a stick. Wall Mushrooms = Give the mushrooms the same wall attach ability as torches so they can grow coming out from the walls too. Crumpled Skeleton Body = To go along with the skull. Like someone died there. Break for a bone.
Some Suggested Config Options Mushroom Light Level = So we can set the brightness of the glowing mushrooms. Cold Biomes = Set which biomes are considered cold for the ice caves, so you can add some that may not be vanilla or clearly listed as cold. I also see ice caves spawning in neutral temp biomes randomly sometime.
those are some nice ideas, the wall mushroom i actually tried making but the way they are rendered right now doesn't really allow for that, adding some things like fossilized bones blocks to the caves have been in my mind for quite a while.
the mushroom light level config is easy to do, I'll try to add it to the next update.
the problem with the ice cave spawning in the wrong biomes is dues to the temperature level i set, it's not quite right yet, i'll reduce it a bit more.
Not perse, but it is incompatible with the versions of Forge that 1.5.2 requires, because it wasn't coded using the Forge deobfuscation method. Some modders used it and some haven't, which is why some 1.5.1 mods work in 1.5.2 and some don't.
*poke* Any news, Alexmania? This and Metallurgy are all I'm waiting for before 1.5.2-ing.
i would really like to include forge deobfuscation but i haven't found any documentation or tutorials about it, maybe someone could point me in the right direction
i would really like to include forge deobfuscation but i haven't found any documentation or tutorials about it, maybe someone could point me in the right direction
I'm looking for a tutorial. I've only found bits and pieces of info about it, but basically they created this script, srgnames, that has a lookup table for common Forge classes and methods. It deobfuscates your code at runtime to match them with the ones from the currently installed version of Forge.
I'm looking for a tutorial. I've only found bits and pieces of info about it, but basically they created this script, srgnames, that has a lookup table for common Forge classes and methods. It deobfuscates your code at runtime to match them with the ones from the currently installed version of Forge.
many thanks for the quick reply, if it's as simple that post makes it look then we'll have a mc version independent wild caves pretty soon =)
Oh hey, one quick note I discovered. You do need to build your mod using the latest 1.5.2 version of Forge when you use runtime deobfuscation - This will (hopefully) make it 1.5.2 and 1.5.1 compatible. But if you try and use the script with a 1.5.1 version of Forge, it won't work in 1.5.2. That's because they apparently changed around the script a bit after the 1.5.2 version came out.
It's one of the reasons I think the Forge team aren't heavily promoting runtime deobfuscation's use yet. It's continuing to evolve, and as such doesn't serve it's primary focus too well right now, which is future-proofing. Still, backwards compatibility is pretty nice at least.
Oh hey, one quick note I discovered. You do need to build your mod using the latest 1.5.2 version of Forge when you use runtime deobfuscation - This will (hopefully) make it 1.5.2 and 1.5.1 compatible. But if you try and use the script with a 1.5.1 version of Forge, it won't work in 1.5.2. That's because they apparently changed around the script a bit after the 1.5.2 version came out.
It's one of the reasons I think the Forge team aren't heavily promoting runtime deobfuscation's use yet. It's continuing to evolve, and as such doesn't serve it's primary focus too well right now, which is future-proofing. Still, backwards compatibility is pretty nice at least.
thanks for the warning, i'll try to update the mod later today, we'll see if it works then
Oh please no. I like that it adds interest to the game, but would hate to see it change the mechanics of the game, such as what monsters you meet. I would have to remove it then. There are plenty of monsters adding mods out there.
Looking forward to trying this out once it has been updated to 1.5.2. Definitely looks amazing from the screenshots / videos I have seen; you have done a great job bringing some much needed atmosphere to a place no mod I know of has done before.
I have dozens of mods that make the above-ground prettier, never seen one that makes the underground just as nice!
update time, the mod is now using srgnames so it will (hopefully) work fine on any 1.5.x mc version
change log:
-the mod is now compiled with srgnames
-fixed the sound made by the mushrooms.
-added config option for the mushroom's light level.
-added block id white list for world gen to the config.
-added a new block, the bone pile, generates a bit on every biome and drops bones, arrows or rarely skulls.
-added config option for bone pile generation
-fixed a couple of derps on the code that were probably causing those weird structure generations.
-decreased even more the max tempeature for frozen generation (hopefully for the last time -__-)
Hmm. Got a question. If I were to set up the config with the following options listed below, should that completely disable these features? Even after setting their probabilities to 0 I am still getting skulls and vines spawning in caves. Not sure if this is a bug or if I am missing something.
Hmm. Got a question. If I were to set up the config with the following options listed below, should that completely disable these features? Even after setting their probabilities to 0 I am still getting skulls and vines spawning in caves. Not sure if this is a bug or if I am missing something.
D:"Probability of skulls"=0
D:"Probability of vines on caves"=0
D:"Probability of vines on jungle caves"=0
if after setting those options to 0 you keep finding them in newly generated chuncks then it's a bug. Can you confirm they are in chuncks generated only after the config change?
if after setting those options to 0 you keep finding them in newly generated chuncks then it's a bug. Can you confirm they are in chuncks generated only after the config change?
Yes they are appearing for me in both newly generated chunks as well as completely new test-worlds. The vines seem to be much more rare than they were originally but are still present; the skulls don't seem to really be affected at all by the change.
I had 1000000 skeleton heads appearing as well and it was set to 0.01 spawn rate... so i set it to 0.0000001 and it lowered them enough that I hardly see em. but its true, there seems to be more than there should be at 0.01 rate.
Yes they are appearing for me in both newly generated chunks as well as completely new test-worlds. The vines seem to be much more rare than they were originally but are still present; the skulls don't seem to really be affected at all by the change.
hum, then there seems to be something wrong with code that uses the values from the config, i'll take a look
I had 1000000 skeleton heads appearing as well and it was set to 0.01 spawn rate... so i set it to 0.0000001 and it lowered them enough that I hardly see em. but its true, there seems to be more than there should be at 0.01 rate.
yeah, they are too common, maybe this is cause by the same config issue, time for some serious debugging
This looks really nice! Does it play well with other biome and structure mods?
yes it should, every thing here is generated based on the biome's temperature and humidity so it's compatible with all mod biomes, about other structures, you can add their block ids to the white list if you want stuff to generate in them
i think you have the wrong idea, you don't have to delete anything from the zip (in fact, that would crash the game), what you must do is go to your minecraft folder, open the config folder, open the WildCaves3.cfg file and edit the options there. To remove cobwebs set "Probability of spider webs" to 0, to remove the sandstone set "Probability of sandstone stalactites on arid caves" to 0 (currently the generation of sandstone is connected to the sandstone stalactites) and to reduce the amount of mushrooms you'll want to edit "Probability of glowing mushrooms on caves", "Probability of Glowing mushrooms on humid/jungle caves" and "Probability of Glowing Ice mushrooms on frozen caves".
because i like the 32x version better and with the new texture format, more and more mods are including higher resolution images and animations. I guess i could zip the original textures in the new format as an optional download.
Great Mod by the way.
Note : Like the others who have reported it, I'm also seeing stalagmites floating randomly in the middle of no where. Mostly in ocean biomes.
Some Suggested Features
Roots = Like Stalagmites, but only dangle from ceiling in caves that are near the surface (not sure how this could be checked tho...as surface height changes a lot based on biomes). Breaking them drops a stick.
Wall Mushrooms = Give the mushrooms the same wall attach ability as torches so they can grow coming out from the walls too.
Crumpled Skeleton Body = To go along with the skull. Like someone died there. Break for a bone.
Some Suggested Config Options
Mushroom Light Level = So we can set the brightness of the glowing mushrooms.
Cold Biomes = Set which biomes are considered cold for the ice caves, so you can add some that may not be vanilla or clearly listed as cold. I also see ice caves spawning in neutral temp biomes randomly sometime.
Not perse, but it is incompatible with the versions of Forge that 1.5.2 requires, because it wasn't coded using the Forge deobfuscation method. Some modders used it and some haven't, which is why some 1.5.1 mods work in 1.5.2 and some don't.
*poke* Any news, Alexmania? This and Metallurgy are all I'm waiting for before 1.5.2-ing.
those are some nice ideas, the wall mushroom i actually tried making but the way they are rendered right now doesn't really allow for that, adding some things like fossilized bones blocks to the caves have been in my mind for quite a while.
the mushroom light level config is easy to do, I'll try to add it to the next update.
the problem with the ice cave spawning in the wrong biomes is dues to the temperature level i set, it's not quite right yet, i'll reduce it a bit more.
i would really like to include forge deobfuscation but i haven't found any documentation or tutorials about it, maybe someone could point me in the right direction
that's pretty nice, i'll add this to the mod page
soon™
I'm looking for a tutorial. I've only found bits and pieces of info about it, but basically they created this script, srgnames, that has a lookup table for common Forge classes and methods. It deobfuscates your code at runtime to match them with the ones from the currently installed version of Forge.
This is the best info I could find so far:
http://www.minecraft...hp?topic=6430.0
many thanks for the quick reply, if it's as simple that post makes it look then we'll have a mc version independent wild caves pretty soon =)
Oh hey, one quick note I discovered. You do need to build your mod using the latest 1.5.2 version of Forge when you use runtime deobfuscation - This will (hopefully) make it 1.5.2 and 1.5.1 compatible. But if you try and use the script with a 1.5.1 version of Forge, it won't work in 1.5.2. That's because they apparently changed around the script a bit after the 1.5.2 version came out.
It's one of the reasons I think the Forge team aren't heavily promoting runtime deobfuscation's use yet. It's continuing to evolve, and as such doesn't serve it's primary focus too well right now, which is future-proofing. Still, backwards compatibility is pretty nice at least.
thanks for the warning, i'll try to update the mod later today, we'll see if it works then
I have dozens of mods that make the above-ground prettier, never seen one that makes the underground just as nice!
change log:
-the mod is now compiled with srgnames
-fixed the sound made by the mushrooms.
-added config option for the mushroom's light level.
-added block id white list for world gen to the config.
-added a new block, the bone pile, generates a bit on every biome and drops bones, arrows or rarely skulls.
-added config option for bone pile generation
-fixed a couple of derps on the code that were probably causing those weird structure generations.
-decreased even more the max tempeature for frozen generation (hopefully for the last time -__-)
downloads on the main page as usual
if after setting those options to 0 you keep finding them in newly generated chuncks then it's a bug. Can you confirm they are in chuncks generated only after the config change?
Yes they are appearing for me in both newly generated chunks as well as completely new test-worlds. The vines seem to be much more rare than they were originally but are still present; the skulls don't seem to really be affected at all by the change.
hum, then there seems to be something wrong with code that uses the values from the config, i'll take a look
yeah, they are too common, maybe this is cause by the same config issue, time for some serious debugging
yes it should, every thing here is generated based on the biome's temperature and humidity so it's compatible with all mod biomes, about other structures, you can add their block ids to the white list if you want stuff to generate in them