I could probably look into it. Porting the newer generators isn't so hard because there is a minecraft coder pack for them, so after a while I'll probably have ported all of them.
But first I'll port 1.8.1 which several people have requested.
Hi DatWorldGen. I'm actually generally a bukkit user, but the idea of this mod's attracted my attention. Is there any possibility this will go the bukkit route? I'd think it would be comparatively easier to port it to bukkit as a world gen plugin than to mod the server file, though I could be very wrong. Obviously my mod-fu is weak or I'd see if I could figure out how to do it on my own. I'd love to be able to generate and maintain historical worlds on my server, and I know my users would love to be able to explore in our 1.7.3 world and find modern additions.
I hope this isn't too presumptuous of me, and I hope calling for a bukkit plugin isn't the devil here, it seems people are very married to ModloaderMP on these forums... <.<
I like playing my minecraft on far distance, and I bet other people do to. Can you please fix the deep map crashing this? Tiny doesn't catch me. At all.
Also, I'm usingmy custom texture pack and the grass texture doesn't change in indev and alpha worlds. Can you make it so that texture packs affect the grass textures for alpha and indev worlds?
One more thing, I'm in progress of making a new banner that shows off that indev worlds can be created. This post is going to be BIG. Bigger than nostalgia factor and project nostalgia.
I like playing my minecraft on far distance, and I bet other people do to. Can you please fix the deep map crashing this? Tiny doesn't catch me. At all.
I do too. At the moment the only fix is to use 64-bit java, you are using double memory after all.
Memory is a hard limit, there isn't much I can do about it without having to replace the chunk system (which is what the cubic chunks mod does).
Also, I'm usingmy custom texture pack and the grass texture doesn't change in indev and alpha worlds. Can you make it so that texture packs affect the grass textures for alpha and indev worlds?
I'm going to make it configurable, but in the meantime you could fix it by replacing the mod textures. They are in the genCore/hook/ folder.
One more thing, I'm in progress of making a new banner that shows off that indev worlds can be created. This post is going to be BIG. Bigger than nostalgia factor and project nostalgia.
Thanks. I love the feedback and comments I'm getting, it's really motivating.
There are no changes in the biome sky colour in v5.1.
It does change, but it's very subtle.
The color is related to temperature:
That was taken in v5.1 of this mod, with the left being in a desert and the right being in a tundra.
The code for selecting the sky color in 1.7.3 is actually identical to the code in 1.1.0. I don't know if there is a difference in how it's rendered though, maybe it's mixed with another color.
I can't seem to get my grass/tree color to change, even after installing modloader. Is there an option that I'm missing or something? Or do you think I just installed something wrong?
BTW, fantastic mod. My favorite EVER, and I've been playing for some time now. I'll swith my signature right now!
That didn't work... Is there any way to see the log on a mac? Maybe using terminal? Btw, I like windows more, just so you know. XD
If you can figure out how to launch minecraft from the terminal then just write > log.txt after it.
My experience with macs sums up to about 5 minutes of browsing the internet on one, so I can't really help you much. Well, that and the propaganda every time a friend of us is visiting. :tongue.gif:
The next version of the mod will output errors to its own logfile, so people don't have to bother with cmd or the terminal.
If you can figure out how to launch minecraft from the terminal then just write > log.txt after it.
My experience with macs sums up to about 5 minutes of browsing the internet on one, so I can't really help you much. Well, that and the propaganda every time a friend of us is visiting. :tongue.gif:
The next version of the mod will output errors to its own logfile, so people don't have to bother with cmd or the terminal.
Is this anything? I have no idea.
Feb 14, 2012 12:33:54 PM ModLoader init
FINE: ModLoader 1.1 Initializing...
Feb 14, 2012 12:33:54 PM ModLoader readFromClassPath
FINER: Adding mods from /Users/20002248ab/Library/Application Support/minecraft/bin/minecraft.jar
Feb 14, 2012 12:33:54 PM ModLoader readFromClassPath
FINER: Directory found.
Feb 14, 2012 12:33:54 PM ModLoader AddAllRenderers
FINE: Initialized
It probably doesn't say anything is wrong... If this doesn't work, I'll just wait for the logfile. Great mod man.
The mod isn't loaded by ModLoader, it just uses a ModLoader helper function if available, so that doesn't really have any relevant info (except if you had any incompatible mods, which you don't).
The next version isn't too far off, so it's probably best to just wait.
But first I'll port 1.8.1 which several people have requested.
Hi DatWorldGen. I'm actually generally a bukkit user, but the idea of this mod's attracted my attention. Is there any possibility this will go the bukkit route? I'd think it would be comparatively easier to port it to bukkit as a world gen plugin than to mod the server file, though I could be very wrong. Obviously my mod-fu is weak or I'd see if I could figure out how to do it on my own. I'd love to be able to generate and maintain historical worlds on my server, and I know my users would love to be able to explore in our 1.7.3 world and find modern additions.
I hope this isn't too presumptuous of me, and I hope calling for a bukkit plugin isn't the devil here, it seems people are very married to ModloaderMP on these forums... <.<
Also, I'm usingmy custom texture pack and the grass texture doesn't change in indev and alpha worlds. Can you make it so that texture packs affect the grass textures for alpha and indev worlds?
One more thing, I'm in progress of making a new banner that shows off that indev worlds can be created. This post is going to be BIG. Bigger than nostalgia factor and project nostalgia.
It will.
I do too. At the moment the only fix is to use 64-bit java, you are using double memory after all.
Memory is a hard limit, there isn't much I can do about it without having to replace the chunk system (which is what the cubic chunks mod does).
I'm going to make it configurable, but in the meantime you could fix it by replacing the mod textures. They are in the genCore/hook/ folder.
Thanks. I love the feedback and comments I'm getting, it's really motivating.
It does change, but it's very subtle.
The color is related to temperature:
That was taken in v5.1 of this mod, with the left being in a desert and the right being in a tundra.
The code for selecting the sky color in 1.7.3 is actually identical to the code in 1.1.0. I don't know if there is a difference in how it's rendered though, maybe it's mixed with another color.
BTW, fantastic mod. My favorite EVER, and I've been playing for some time now. I'll swith my signature right now!
If you're on vista or windows 7 you can get one by following these steps:
and press enter.
i feel tempted to try this XD
I have a mac, but I'll see if this works.
That didn't work... Is there any way to see the log on a mac? Maybe using terminal? Btw, I like windows more, just so you know. XD
If you can figure out how to launch minecraft from the terminal then just write > log.txt after it.
My experience with macs sums up to about 5 minutes of browsing the internet on one, so I can't really help you much. Well, that and the propaganda every time a friend of us is visiting. :tongue.gif:
The next version of the mod will output errors to its own logfile, so people don't have to bother with cmd or the terminal.
Is this anything? I have no idea.
Feb 14, 2012 12:33:54 PM ModLoader init
FINE: ModLoader 1.1 Initializing...
Feb 14, 2012 12:33:54 PM ModLoader readFromClassPath
FINER: Adding mods from /Users/20002248ab/Library/Application Support/minecraft/bin/minecraft.jar
Feb 14, 2012 12:33:54 PM ModLoader readFromClassPath
FINER: Directory found.
Feb 14, 2012 12:33:54 PM ModLoader AddAllRenderers
FINE: Initialized
It probably doesn't say anything is wrong... If this doesn't work, I'll just wait for the logfile. Great mod man.
The next version isn't too far off, so it's probably best to just wait.