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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from kelserz

    MCPatcher friendly would yield :Diamond:. <3


    I always install this with MCPatcher -- just make sure to select the "WorldTypes" folder after you add the zip so it knows to put the files in the proper directory levels.

    Alternatively, Kurtss, if you select only the modded files and zip them instead of putting them in a folder in advance, that should solve this problem in future updates.

    Regarding this mod, I've looked at a few of the other options out there, and the best alternative to this for Beta generation, at present, is probably MCNostalgia patching your game back to your preferred version. Biggest flaw: Loss of all features newer than 1.7.3, like Creative mode, any chance of structures, etc.

    Second best: The Nostalgia Project, though it does require 1.0 until the team is back at full capacity. It will generate a near-flawless rendition of my test worlds (though I only showed one, I have several) on the surface and in the underground, and with Generate Structures turned on, it even placed a few villages -- albeit with 1.0 vanilla surface-based calculation of the XZ placement for them.

    Third: The Unofficial Nostalgia Factor mod, which meets most of the same conditions as Nostalgia Project, barring Structure generation. It's a pretty good fit, though, for a purist Beta generation.

    Yours is still my preference since it's updated for 1.1 (none of the drawback of back-patching to 1.7.3), and allows for interesting things like new biomes being present in the old maps. I've tested these others, and because I like playing the latest version, I'm going to stick with your work because I like how it spices up the old worlds a bit, and it seems like it's being worked on very hard by someone who deeply cares about it. Good luck, and if you need any feedback on the Beta generator as you progress, I'll be keeping an eye on your progress.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Alright now! MWT 1.2 is fairly nice, smooths out some of the chunk boundary issues supposedly, and my detailed snapshotting has shown that some of those sharp edges I was seeing are just how Beta gen shaped the world. All the same, I spent some time today to get 100% accurate snapshot comparisons of Beta 1.7.3, 1.1, and MWT Beta 1.2 generation of the same seed: 6839896752922442460 (my first world).

    Here are links to the photo galleries:
    Beta 1.7.3 - 100% Authentic, untouched Beta generation: http://s748.photobucket.com/albums/xx122/KharonAlpua/MWT Comparison - Beta Original/
    Base 1.1 - 100% Authentic Vanilla 1.1 "Default" generation: http://s748.photobucket.com/albums/xx122/KharonAlpua/MWT Comparison - Vanilla MC/
    MWT Beta 1.2 - 100% freshly generated with MWT 1.2: http://s748.photobucket.com/albums/xx122/KharonAlpua/MWT Comparison - MWT Beta/

    This shows both the closeness of MWT Beta to genuine Beta, on the surface, as well as highlighting some of the differences: the decorators and caves aren't generated as they were in Beta yet. Likewise, villages will probably tend to be rare as some of the requirements for villages are harder to meet with the Beta generator than the new vanilla. My biggest comment would be that I've yet to see any structures even when I do generate a Beta world with Structures turned on, though I've yet to do any terribly in-depth spelunking with it yet. It seems pretty good, and I have enjoyed looking at some of the other world types this adds as well, but my passion with this mod is for the Beta terrain generation, so keep up the good work.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from kurtss
    Yes, actually. Gave it a quick thought and realized I didn't add an else statement... whoops. Sorry!


    I noticed similar sorts of chunk issues, so I'll give the latest build a try when I get home this afternoon. I'll also make sure to get that gallery of comparison shots up, though I might want to re-do them with the newest version.

    Yeah, there are actually a lot more files to be replaced than you'd think - stone generators, ore generators, biome generation, and the world (MAJOR FILE) files would have to be replaced.

    Gonna work on the hiccups, although I haven't experienced them myself.


    I think it's great that you're doing all of this work, and if you want or need any help, I'm more than happy to take a look or do (limited) testing. I've done some tiny mods of my own, and I love my old Beta world almost as much as I love having villages as a sort of "base" to work from. I'll continue providing feedback on this mod as it develops, because I think it's a great tool for my own world-gen nostalgia.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from RxD

    oh no i need a world type that generates a world like 1.7,with Glacier and 404 seeds,no a normal generation with swamps


    The biome generation code is kind of separate from the world generation, as is biome decoration (tree placement, vines, lily pads, etc.) in the new system, so it seems that making a 100% Beta generator will require re-coding all of those old bits and pieces. While I'm sure it's possible, I'm not sure if the current framework allows each world type to have it's own biome generator -- though if it does, that would make it quite a bit easier to implement the code to generate authentic maps.

    The surface generation here is excellently matched to Beta's world surfaces, aside from a few hiccups causing sharp chunk borders or the occasional reported chunk error.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from TWMGfan

    skylands works but the beta world doesn't at all. its still the same world gen as the new. if you dont know the codes needed to make the world load like it did back in 1.7 and earlier then go find one of the earlier versions and read through all the necessary class files before you try something like that.


    I installed it on a clean 1.1 yesterday morning and Beta works passably, but only for the surface. Extensive exploration last night revealed a few major issues, though, and it seems to all come down to the fact that it appears this doesn't have a cave generator, instead using the same cave and dungeon generation as b1.8 and newer. It would also be nice to see if each world-type can have its own biome generation, though I am loving some of the biome changes on my old-school map, which has all the right coastlines, and somewhat more interesting lanscapes, though all of them are, to me, passably close to the old in spite of being imperfect. I feel that it adds a little flavor to my old world.

    Anyway, is there any chance that a future update might be able to include Beta Cave/Dungeon generation? I'm willing to look into the source code myself to see if I can help out with building a better Beta generator for this, too, so just let me know if you want any help on this.

    For all of the curious, I'll put up a few comparison screenshots tonight of my original world, the modern version of the same seed, and the World Types Beta generated version.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from ne0g0rd

    who knows

    Nope. It worked perfectly fine on my otherwise 100% unmodded* minecraft.jar.

    * by "unmodded" I mean only using MCPatcher for HD Textures
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    Quote from kurtss

    I added the structures back in v1.1.


    Excellent... I have hardly touched it, so I probably just missed them in my brief fly-through to reach my old spawn.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] More World Types v2.2 (Now with SMP!)
    I appreciate this mod, but I would like to know if it's possible for you to add structure generation to the Beta/Skyworld generators. I just think it would be nice to have that option for the old worlds, with "strictly" Beta generation being a matter of simply turning off Structures.

    As it is, this generator doesn't produce strictly Beta maps anyway, though it's much better than just "close enough". My old-spawn "ravine" is missing, for example, while the hill While it's great to find my old spawn area again, I'd really like to be able to encounter villages and strongholds in the world. I would consider this mod a must-have if villages, strongholds, and mines were enabled, and it's already, in just ten minutes, moved up into my highly recommended list.

    This is good work, and it's almost exactly what I was looking for in a Beta Generator mod. Mostly, I'd just like to see the generator become not simply "Classic Beta", but "Updated Beta", as if the generator had simply progressed instead of being replaced. We have new features in the game, and it would be nice to see how those new features interact with Beta worlds, even if their interaction is sub-optimal.
    Posted in: Minecraft Mods
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    posted a message on How to find a village?
    It is entirely random, although at present villages only spawn in Grassland and Desert biomes. This is due to the relative flatness of these biomes and, as near as I can tell, the lack of trees. Because Villages are among the last things added to a world, they currently need to respect the space limitations imposed by forested biomes, and as they also near a fair amount of flatness they can't appear in mountains.

    As for the chopped down trees, there are a few options depending on the appearance -- they could be trees that were dispossessed by a lake forming if they seem to just be floating trees with no trunk, and if they look like a stump without leaves, they may well be the result of a lava lake igniting a tree somewhere near.

    The best way to find a village is to use a seed that starts your near one. The best alternative is to find a desert or grassland, and comb it over.
    Posted in: Survival Mode
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    Quote from Zaneth

    Your wool regrowth is a lot like mine (in my siggy)... But the chisel is interesting, I'd like to see this expand.


    Thanks. I found your mod after posting this one, but I plan to implement engravings for (hopefully) slightly more visible messages at a distance. I am still debating, however, whether to use a glyph file or just use straight text for letter blocks planted by the Chisel. The benefit of straight text is that after Unicode support is fully implemented, everybody can write their language (hopefully), while with a glyph there's the two-fold consequences of both requiring texture packs to support it and have a standard set of glyphs for consistency across texture packs. But there's the benefit of using icons that hopefully have a more universal meaning than relying on language-specific scripts that one player may understand, but others might totally miss out on.

    Also, your mod is a secondary reason I won't be updating Wool Growth after the next MC update -- you seem to have a good handle on getting all of the animals into a player's cyclic routines, while I had only focused on one type of animal. I'm still starting out at this, but I hope to be able to start on some more of my ideas before too long. I have a really big dream of implementing a game mode that will take a ton of work, and I'm only going to get to that point by building mods. Some of them may step on a few folks' toes, but it's not out of malice -- just part of the learning process.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    Quote from Supperseffer

    The chisel is like the enchantment silk touch.


    Yes, it is. Aside from the fact that Chisels can gather Ice and Silk Touch can't, a minor difference to be sure. My idea for a Chisel long predates the presence of the Enchanting system, and I have a plan for a feature that will, in fact, set the chisel apart from just being a custom "silk touch pickaxe". I hope to be able to implement the basics of that alongside of differentiating the different materials in my next release.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    And now, my second mod!

    This mod adds a Chisel to the game which can harvest the following blocks without "breaking" them: Stone, Ice, Glass, Panes, and Glowstone. The recipe is Iron or Diamond on top of a stick, but be warned that the diamond is no better than iron (for now; I'll get that in an update). This Chisel Mod requires ModLoader, though to achieve its results it does also modify the base files for the blocks it's designed to harvest. This mod is fully compatible with 1.0.0, and untested with weekly snapshots.

    I have plans for updating this to have more functionality, and possibly a full tool material progression. The next update will implement, at the least, a difference between Iron and Diamond chisels. I will add this mod to the top post once I have recorded my demo video for it.

    Download
    Direct Download
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    Quote from KharonAlpua

    I could implement it for the server too, basically it should only require me to modify the server version of "Sheep" to match the version I made for this. I, however, can't test a server, so I'd need someone else who can. If you mean in a way other than base file modding, I can't make any promises.

    Also, as a note (which should be clear in the video), sheep generated before this mod will instantly re-grow their wool the first time they are sheared. My next release may fix this, but for now it's just sort of an accidental feature...


    Notice! https://twitter.com/#!/jeb_/status/142633682224680960

    Given this tweet, the Wool Growth mod will almost certainly not be updated after the feature is in stable builds of the vanilla client. I may still have some mod related to wool growth (perhaps timer control?), but not one to enable wool growth once the vanilla client already has that as a feature.

    In the meantime, my Wool Growth mod is available for anybody who feels they need sheep to regrow their wool "right now."
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    Quote from begothprincess

    I like how this unlike wooly sheep doesnt require the sheep to be near water. Even tho they are pretty much the same :tongue.gif:

    My question tho is, does this workin SMP and if not are there any thoughts of implementing that?


    I could implement it for the server too, basically it should only require me to modify the server version of "Sheep" to match the version I made for this. I, however, can't test a server, so I'd need someone else who can. If you mean in a way other than base file modding, I can't make any promises.

    Also, as a note (which should be clear in the video), sheep generated before this mod will instantly re-grow their wool the first time they are sheared. My next release may fix this, but for now it's just sort of an accidental feature...
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Kharon's Mods - Wool Growth, Chisel, More to Come!
    Quote from Cr0nixx

    Wow nice !

    Maybe add a small Video to show it in action?


    I definitely plan to add a video showing a sheep re-growing its wool later today, but I haven't had time to record it yet.


    Quote from eXaLpHaXe.

    notch was planning to add this in the next update future update...
    http://www.minecraftwiki.net/wiki/Upcoming_features


    And once it's added, I won't need to maintain the mod. This gets it out for people who want it right now, since neither of the snapshots released since 1.0.0 has included regrowing wool on sheep.
    Posted in: Minecraft Mods
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