i just want to give you an update on the current progress.
I worked hard on the mod and it now uses only 2 Block ID's because i switched to using Metadata for the textures. This should improve compability with other mods and gives me the possibility to use more sprites thus increasing the visual variety.
Secondly and more important, i think i worked out a way to make it work with existing savegames. I really don't like that you have to create a new world or seek newly created chunks. For this task to be accomplished, i wrote a custom realtime ingame chunk generator using only modloader, so it doesn't touch any class files for maximum compability. Also, it doesn't use any external files nor savegame file manipulation. I can literally paint the caves in now, change the spawning algorithm and see the result in realtime ingame. I can also delete and remove all created block by the press of a button.
This system works already fine on my machine and i'm at the stage to prepare an alpha release. I think it will take me another few days to finish it and make it "releaseable".
Sorry that the new version takes so long but i think if i get the spawning system to work for everyone it should benefit us all.
Thanks for all the nice comments and moral support so far.
See you in a few days
- Registered Member
Member for 6 years, 4 months, and 19 days
Last active Sat, Jan, 8 2011 13:41:22
- 0 Followers
- 119 Total Posts
- 13 Thanks
May 6, 2011 Posted in: WIP Mods
Apr 29, 2011Posted in: WIP ModsQuote from Omnomnom24 »Good job Dilla, just an fyi, stalagmite_small_001=236 refuses to change from 236, no matter what it's set to.
Thank you very much for reporting this. Seems like i made a typo in my source code. It is fixed now, just redownload. Sorry for any inconvenience.
Apr 29, 2011.Posted in: WIP Mods
Updated to v o.5 / Options File & Video
see first post for more details!
Sorry for not answering your posts during the last two days, but i have been very busy working on the new version, making a video and care about my wife and my child :smile.gif:
I will try to answer your posts in the next few days.
Please keep the feedback coming! I'm reading every post and every post matters to me.
Apr 27, 2011AS LONG AS AD.FLY IS HAVING PROBLEMS, HERE IS A DIRECT LINK:Posted in: WIP Mods
Apr 27, 2011Dilla posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for ForgeThank you very much for updating.Posted in: Minecraft Mods
From the small testing i did it seems to work fine as always.
Special thanks for the painstaking process of obfuscating the code by hand!
Apr 27, 2011Posted in: WIP ModsQuote from lycanox »So I take it my majestic underground temple will not be affected?
Anyway, is this mod invasive? Or does everything disappear like the wild grass mod?
Yes you are right, at the current state of the mod your majestic underground temple won't be affected.
About the mod being invasive, you can safely remove the mod without your savegame being corrupted. If you remove the mod the added blocks will simply disappear. I did several tests today ensuring this.
Apr 26, 2011Posted in: WIP ModsQuote from Terak »Looks quite intresting i take it you need to generate a fresh world with this?
Unfortunately yes. Either a fresh world or you have to travel to places where you haven't been yet so that new chunks are generated.
I'd really love to get this working on existing chunks and i can assure you that i am working hard on that feature, but it isn't anything but easy to do so.
To my knowledge nearly any current mod that generates flowers, trees, ores etc requires the generation of new chunks. (MoreFlowers, MoreTrees, FarmingMod, Fossils, Ruins ...)
If there is any modder who figured out how to solve that problem, please feel free to message me if you like to share your knowledge. (Currently i assume you have to hook into chunk-loading and keep an extra list of the chunks where you have already generated the custom blocks)
Apr 25, 2011.Posted in: WIP Mods
Updated to v 0.4 / WORKS ON 1.5_01
Apr 20, 2011Posted in: Minecraft ModsQuote from zazu »This is the problem I posted about on reddit. No support for one mod means tons of others break. I'm not bashing anyone by any means but the fact that it hasn't been updated means every mod that relies on it is broken.
Plenty of other mods have been updated. This one hasn't. I know the author may have real life concerns but the fact remains that every mod that relied on this is now broken.
Does it still sound like a good idea to incorporate every mod with this one? I think not.
Where are these plenty updated mods? I can't see them! Because we are also waiting for MCP to be updated!
Nearly no well known mod has been updated yet so please stop making false statements just to make your argument sound more plausible.
If you don't like modloader mods, don't install them.
Apr 19, 2011.Posted in: WIP Mods
Updated to v o.3 / NEW FEATURES
- More natural like placement. Stalagmites will only be placed below a Stalactite.
- 2 Block sized Large Stalagmites and Large Stalactites.
- Stalagmites and Stalactites that are grown together over 3 or 4 Blocks.
- Higher spawning variety
see first post for new screenshots!
Apr 18, 2011Posted in: WIP ModsQuote from hogofwar »If you want I can provide you with the source of my fossil mod that has random textures (uses meta-data to set the texture)
That would be very kind of you. Thank you very much in advance for your help. Contact me via PM anytime if you need my E-Mail to send me the source.
Apr 18, 2011Posted in: WIP ModsQuote from hogofwar »Why don't you use block metadata to specify what the block is supposed to be, you can easily fit all that into one block as the metadata has a limit of15.
Because i am very new to minecraft modding and i simply dont know how to do that (yet). If you could provide me with some sourcecode examples how to do that with modloader, i would be more than thankful. Thanks for the hint anyway.
Apr 17, 2011Posted in: WIP ModsQuote from hogofwar »Why does it take up so many Block IDs?
It takes up 6 at the moment, 3 for 3 different stalagmites and another 3 for the stalactites.
If i would only use 1 or 2 textures per prop, it would look awkward repetitious.
Version o.3 is going to use even more, i guess it will be around 9 or 10.
If you look at other mods, even that isn't so much after all. For example, Xie's Farming mod takes about 34+.
Unfortunately, to my knowledge, there isn't really anything i could do about it. I try to keep the block id's used to an absolutely minimum, but there is a certain baseline i need in order to make it look halfway decent.
- To post a comment, please login or register a new account.