there seems to be a consensus that GitHub is the way to go, i'll take a look at it then.
If it's useful I've tested a version of your mod that works with 1.6.4. On a hunch I deobfuscated the zip file and reobfuscated it against the forge SRG names, no recompiling or changes to the code other than the obfuscation. In testing it seems to run as expected.
i've set up a GitHub for the mod https://github.com/A...ardz/WildCaves3, it's the first time i've done this so please tell me if i've done something wrong.
Nope, nothing is wrong. All that is needed to make this work in 1.6.4 is a recompile of the current code. Unless that has already been done(if it has, then my mistake).
i'm sorry, i don't have the 1.5 workspace any more, thinking about it, i should really store those some where.
Hey, A: it's really cool of you to release your source code. Lot of bros won't do that.
B: does "workspace" include the 1.5.2 version source code? because if you still have that... I'm kind-of a rookie modding anything but Morrowind, so if that's a stupid question let me know. but I figured -if you were sharing, I'm at least able to mess around with MCP, and I'm kinda set in 1.5.2, and I LUV your mod...
-Phil
Here is the latest version, with the changes from the pull requests I made to the official repository.
thanks, when i get home i'll test it and hopefully put it on the first page
Edit: seems to be working fine, i'll put it on the first page =)
Edit 2: does anyone know what's wrong the text editor of the mc forums? every time i edit a post it messes it up completely
I read in the comments that this doesn't work with Underground Biomes because that mod uses metadata, and so its blocks can't be added to the white list.
My intention was to fix it myself and create a pull request, as I found the code on Github, but that code seems to be out of date? I couldn't find any code for the block white list config section. Am I missing something? Thanks and I love the mod.
the white list code is on /wildcaves/WorldGenWildCaves.java line 137.
I tried implementing WildCaves into my modpack but your mod seems to have an incompatibility with iChunUtil/BackTools/MobDismemberment. I am using the newest versions of all mods and figured that out by disabling mods with the magicLauncher until I found what was causing the game to randomly crash if you are generating new terrain.
Btw. Is it intended that the mushrooms disappear if you look at them?
EDIT:Nope wasn't iChunUtil or his other mods. Maybe you can find out what causes the crash.Heres the log:
Fixed the crash. Redownload my update
This was an error in the code, that the other mod revealed.
A screenshot would probably better explain what you mean with the mushrooms ?
If it's useful I've tested a version of your mod that works with 1.6.4. On a hunch I deobfuscated the zip file and reobfuscated it against the forge SRG names, no recompiling or changes to the code other than the obfuscation. In testing it seems to run as expected.
Public modpack:
Name - Twilight
Mods:
Logo:
Link: http://vk.cc/1TVJzu
Nope, nothing is wrong. All that is needed to make this work in 1.6.4 is a recompile of the current code. Unless that has already been done(if it has, then my mistake).
Website: http://lightningpig333.com
Speaking of a port, I will just leave this here...
https://www.dropbox.com/s/njiors7otpr4kyo/[1.6.x] WildCaves v0.4.3.3.zip
Wildcaves v0.4.3.3 for Minecraft 1.6.x; should work in 1.6.2 and 1.6.4.
Website: http://lightningpig333.com
many people will be happy because of this, many thanks, i'll put it on the first page. Quick question, was it just a recompile with searge-names?
indeed, every body wins
Yep!
Website: http://lightningpig333.com
Website: http://lightningpig333.com
ups, must have forgotten, i'll upload it once i get home
Hey, A: it's really cool of you to release your source code. Lot of bros won't do that.
B: does "workspace" include the 1.5.2 version source code? because if you still have that... I'm kind-of a rookie modding anything but Morrowind, so if that's a stupid question let me know. but I figured -if you were sharing, I'm at least able to mess around with MCP, and I'm kinda set in 1.5.2, and I LUV your mod...
-Phil
Thank you dude. Made my day
thanks, when i get home i'll test it and hopefully put it on the first page
Edit: seems to be working fine, i'll put it on the first page =)
Edit 2: does anyone know what's wrong the text editor of the mc forums? every time i edit a post it messes it up completely
is that with the latest version?
what version of forge are you using? other mods?
the white list code is on /wildcaves/WorldGenWildCaves.java line 137.
Fixed the crash. Redownload my update
This was an error in the code, that the other mod revealed.
A screenshot would probably better explain what you mean with the mushrooms ?