can you please update 1.6.4 please, i just love this mod
Hey!
Hey, listen!
I've got something to tell you. The author will release a 1.6.4 version when a 1.6.4 version is released. I'm being so specific here just for you.
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Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I've been waiting, waiting, waiting, waiting, waiting, waiting, waiting, waiting, waiting... AND!! Update on 1.5.2 FTW? I think that every time you are making a mod, you don't just rewrite a code by pieces, you are rewriting EVERYTHING in the code! WHY ARE YOU DOING THIS??? Don't you think it could be much easier to write it by pieces and update it faster (And add something new in the mod of course)
Sounds great. I haven't had any time to look further into it but as I stated before it initially looked like more of an arbitrary limit and not as difficult to change as say the use of integers in place of bytes for terrain blocks for custom worlds that Forge implements now. The Forge team should give the Weather Pony credit if they need to use the code as I suspect they might be working on this too.
The biomes are represented as ints within worldgen, but get converted to bytes when creating the chunk data immediately after. MInecraft continues to use bytes from then on. In total, it was something like 20 fairly simple base-edits to keep it at a higher limit, including a couple of edits to Forge. Because the constructor for BiomeGenBase takes an int, mods don't need to code to the API to take advantage of it, so long as they're not coremods and overwrite it. If Forge does add something like it, I doubt they'll mention me, since I think they've taken inspiration from my "hidden item" edits already. (It's either from me or from someone else with them)
And sirdave, if you're reading this, I technically increase it to 4095 IDs, since the ID 255 has a secondary meaning of "invalid biome ID" in vanilla Minecraft, which makes chunks with that ID number regenerate biome information rather frequently. Rather than let mods use the only ID that does this, I'm making them pick any of the other 4k. :3
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
The biomes are represented as ints within worldgen, but get converted to bytes when creating the chunk data immediately after. MInecraft continues to use bytes from then on. In total, it was something like 20 fairly simple base-edits to keep it at a higher limit, including a couple of edits to Forge. Because the constructor for BiomeGenBase takes an int, mods don't need to code to the API to take advantage of it, so long as they're not coremods and overwrite it. If Forge does add something like it, I doubt they'll mention me, since I think they've taken inspiration from my "hidden item" edits already. (It's either from me or from someone else with them)
And sirdave, if you're reading this, I technically increase it to 4095 IDs, since the ID 255 has a secondary meaning of "invalid biome ID" in vanilla Minecraft, which makes chunks with that ID number regenerate biome information rather frequently. Rather than let mods use the only ID that does this, I'm making them pick any of the other 4k. :3
Great! WaM is not a core mod so it should work fine with your Biome ID API.
I am working on the 1.6.4 update now. After I update the code I will still need to spend a little time debugging it but I hope to be done soon I will then continue adding more of the planned content. This means I will keep calling them development versions for some time to come, as many new features will mean many tweaks, debugging and changes to refine them over time.
Congratulations on all the work that you and your children have done , this is the first mod I learned to install and is the best mod that exists throughout the universe !!!
you and your children won a million diamonds to make one of the best mods there !!. I can not wait to play the version 1.6.2 on my server with my cousins.
Sorry for my bad English, I'm using google translator
Within the next few days I will hopefully be posting a 1.6.4 development build download. I practically rewrote the whole thing restructuring how the mod handles resources. Good news is I added language file support and other improvements. This release will still be developmental as I am very much in the middle of adding many more improvements and content to the mod. There will undoubtedly be some errors too. Its the whole multi-biome dimensions thing. They need much more work to feel close to complete.
The mod author is currently working on releasing an update. Just as you, I wait impatiently. However, bothering chancebozey about it won't speed up the process.
Uploaded a 1.6.4 Development release. Expect things to change over time until I am closer to completing what I have planed. I am working on many internal changes to the code of the mod as well as making the planned additions, but here is what I have so far.
This is an amazing mod! Ever since the day I first plopped this down into the mods folder, I've been hooked! I really can't play without it; I just love the mythical features, creatures, structures, factions, and the amazing forests you've added in!
I have some questions though:
- I use 1.5.2 mods in my Hexxit (collaboration of mods) folder, is that okay with you?
- How do you use the structure spawners?
- Are you aware of the Minecraft Forge problems?
Hey!
Hey, listen!
I've got something to tell you. The author will release a 1.6.4 version when a 1.6.4 version is released. I'm being so specific here just for you.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Can I add this mod in my adventure mod pack?
And sirdave, if you're reading this, I technically increase it to 4095 IDs, since the ID 255 has a secondary meaning of "invalid biome ID" in vanilla Minecraft, which makes chunks with that ID number regenerate biome information rather frequently. Rather than let mods use the only ID that does this, I'm making them pick any of the other 4k. :3
I program
Great! WaM is not a core mod so it should work fine with your Biome ID API.
I am working on the 1.6.4 update now. After I update the code I will still need to spend a little time debugging it but I hope to be done soon I will then continue adding more of the planned content. This means I will keep calling them development versions for some time to come, as many new features will mean many tweaks, debugging and changes to refine them over time.
you and your children won a million diamonds to make one of the best mods there !!. I can not wait to play the version 1.6.2 on my server with my cousins.
Sorry for my bad English, I'm using google translator
awesome, thanks!
How do you feel about mod packs - specifically including your mod in them?
Once your 1.6.4 dev build arrives I would be very happy to include this mod in a mod pack that I'm putting together.
Disregard, didn't read the disclaimer. However, that means that many modpacks are using your mod against your wishes.
The mod author is currently working on releasing an update. Just as you, I wait impatiently. However, bothering chancebozey about it won't speed up the process.
Thank you, im so over joyed right now.
it finally made it to 1.6.4
Yaaaay \o/
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
I have some questions though:
- I use 1.5.2 mods in my Hexxit (collaboration of mods) folder, is that okay with you?
- How do you use the structure spawners?
- Are you aware of the Minecraft Forge problems?