Love the look of these mods, but I'm wary of editing classes in the jar. Are you planning on making this work from the mod folder, or in multiplayer? Just wondering, I don't mean to pester you! (=
A underground network of caves and caverns with lush fungi and bio-luminescent trees, hidden underneath a stark mountain crag like surface.
Plant Life
There could be a mixture of glowing fungi and large trees with pods or leaves that glow.
Many tree stumps scattered in flooded caves
Thick vines which would grow slowly from the cave roof, like normal vines, but be around the size of a block, sort of the shape of a fence post
Possibly small ruins with chests and/or monster spawners
New flowers which glow?
How would it spawn?
The subterranean forest itself could spawn underneath a surface structure similar to a mountain or large hills, with few actual trees but many small bushes, similar to jungle bushes, and could possibly use the same stone as the lush deserts do, instead of grass.
There could be caves branching from the surface down into the depths and connecting with larger caverns which would be the main portion of the forest
The biomes caves could have special lichen-esque blocks, similar in size to a pressure pad in height, but covering the entire block horizontally, which would very very slowly creep through the caves and would produce a faint glow. This lichen would grow much slower in brighter light levels, so it would not spread to take over the entire surface.
Of course, all these points are just ideas for you to consider, but I figured it would be nice to flesh it out a bit. (=
After seeing the inclusion of the stitcher texture manager in snapshot 13w02a, it brought to mind the possibilty of providing support for random terrain textures. As a person with very limited knowlege of coding, I am unable to attempt to develop a mod for this idea, so I decided that I would share it with the modding community on the forums. Hence this topic.
Features
For the textures, imagine each block of stone having slightly different features. For example, there could be stone blocks with small cracks next to stone blocks with tiny fossils and below that there could be a vein of coal blocks, all with different variants of coal textures.
Along with terrain textures, there could also be the possibility of support for random item textures, making tools such as picks or swords each have their own unique look, for example, one player could have a diamond sword with a serrated blade and a plain hilt, and another player could have a diamond sword with a smooth blade and a gem on the hilt.
Also, this mod would ideally be clientside, so users would not need be limited to servers with the mod installed.
Another thought I had that is probably unrealistic, would be some sort of new NBT tag or something similar to tile-ID's. This new tag would store a memory of which texture the block had used when it was first rendered, keeping the block consistant throughout play-sessions, rather than choosing a new texture each time it was rendered.
Conclusion
In conclusion, this idea, if developed, would allow much further variation and customization in the minecraft experience, and would be a great addition to the already existing texture mods such as CTM, Random Mobs, and the Natural Texture feature of Optifine.
(note: I will add example pictures later on, as I am unable to while at school)
[INFO] Starting minecraft server version 1.4.7
[INFO] Loading properties
[INFO] Default game type: SURVIVAL
[INFO] Generating keypair
[INFO] Starting Minecraft server on *:25565
[SEVERE] Encountered an unexpected exception IllegalArgumentException
java.lang.IllegalArgumentException: Slot 0 is already occupied by src.train.common.blocks.BlockDetectorRailLoco@38a0e6d2 when adding src.train.common.blocks.BlockDetectorRailPassenger@4b920209
at amq.(Block.java:326)
at amq.(Block.java:359)
at alr.(BlockRail.java:41)
at src.train.common.blocks.BlockDetectorRailPassenger.(BlockDetectorRailPassenger.java:31)
at src.train.common.blocks.TCBlocks.loadBlocks(TCBlocks.java:39)
at src.train.common.blocks.TCBlocks.init(TCBlocks.java:20)
at src.train.common.Traincraft.load(Traincraft.java:91)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:350)
at ho.c(DedicatedServer.java:135)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
This is the code I get whenever I try to run a forge 1.4.7 server with ONLY traincraft added. Is anyone else having problems like this?
0
Where is China?
0
The next poster is not even human D=
0
Why am I an orange?
0
RUN
0
Who am I?! D=
0
Wheres that cat now?
0
0
0
Why are you stabbing balogna?
0
All better =3
0
0
0
Name
0
After seeing the inclusion of the stitcher texture manager in snapshot 13w02a, it brought to mind the possibilty of providing support for random terrain textures. As a person with very limited knowlege of coding, I am unable to attempt to develop a mod for this idea, so I decided that I would share it with the modding community on the forums. Hence this topic.
Features
For the textures, imagine each block of stone having slightly different features. For example, there could be stone blocks with small cracks next to stone blocks with tiny fossils and below that there could be a vein of coal blocks, all with different variants of coal textures.
Along with terrain textures, there could also be the possibility of support for random item textures, making tools such as picks or swords each have their own unique look, for example, one player could have a diamond sword with a serrated blade and a plain hilt, and another player could have a diamond sword with a smooth blade and a gem on the hilt.
Also, this mod would ideally be clientside, so users would not need be limited to servers with the mod installed.
Another thought I had that is probably unrealistic, would be some sort of new NBT tag or something similar to tile-ID's. This new tag would store a memory of which texture the block had used when it was first rendered, keeping the block consistant throughout play-sessions, rather than choosing a new texture each time it was rendered.
Conclusion
In conclusion, this idea, if developed, would allow much further variation and customization in the minecraft experience, and would be a great addition to the already existing texture mods such as CTM, Random Mobs, and the Natural Texture feature of Optifine.
(note: I will add example pictures later on, as I am unable to while at school)
0
[INFO] Loading properties
[INFO] Default game type: SURVIVAL
[INFO] Generating keypair
[INFO] Starting Minecraft server on *:25565
[SEVERE] Encountered an unexpected exception IllegalArgumentException
java.lang.IllegalArgumentException: Slot 0 is already occupied by src.train.common.blocks.BlockDetectorRailLoco@38a0e6d2 when adding src.train.common.blocks.BlockDetectorRailPassenger@4b920209
at amq.(Block.java:326)
at amq.(Block.java:359)
at alr.(BlockRail.java:41)
at src.train.common.blocks.BlockDetectorRailPassenger.(BlockDetectorRailPassenger.java:31)
at src.train.common.blocks.TCBlocks.loadBlocks(TCBlocks.java:39)
at src.train.common.blocks.TCBlocks.init(TCBlocks.java:20)
at src.train.common.Traincraft.load(Traincraft.java:91)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:350)
at ho.c(DedicatedServer.java:135)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
This is the code I get whenever I try to run a forge 1.4.7 server with ONLY traincraft added. Is anyone else having problems like this?