Sorry if this is the wrong place for this but i'm working on a content pack, just for myself for the moment,
and want to use things from other mods in building things in flans mod.
I have managed to guess some of them like railcraft steel seems to be ingotSteel.
Is there an easy way to get a list of short names for items like this?
I've got the script and the MCedit wrapper in my filters folder, but when I try to run it via MCedit I get this: "block() takes exactly 4 arguments (5 given)". I've not edited the scripts in any way, and I've tried it on a couple different selection sizes. Any idea what the problem might be?
open your WizardMountain.py file in a text editor like notepad
scroll down till you find this line
block_data = get_block(x,this_y,z,'BDSL')
replace it with this line
block_data = get_block(x,this_y,z)
save the file and delete WizardMountain.pyo in your filters folder
don't forget to download the mcInterface.py and copy it over the existing one aswell
Yes but i don't think taking damage from fire or lava that you can not see is an intended mechanic.
example, your mining underground and brush a North East corner in your tunnel which has lava on the other
side but you don't know this as you can't see it, you get set on fire and die.
assume is a 3 block high tunnel wall and there is a floor and ceiling the player will be set on fire here
but will be unable to see the lava.
Bug SMP Beta 1.4_01 fire and lava will burn you through walls
Fire and lave can burn Players, Mobs and Blocks through the north east corner of any none
flammable block.
If you touch the north east corner of fire or lava through a wall you will see the burning animation
and sometimes take damage and catch fire. Damage seems to occur more frequently if you spawn or log
into the server within draw distance of the fire or lava.
Example = fire or lava = solid 3 block high wall = player or mob on fire [] = safe corners
. . . . N . . . .
. .[] []
W E
. .[]
. . . . S . . . .
So i didn't have a lot of time this afternoon but i did get a couple of tests done
I don't have any results though as i never got the script to run
all attempts were made with "ONLYINFORESTS = True" going to try some more tomorrow.
a couple suggestions
first off make it more verbose if possible so we can give you better feedback and or figure out
where we fe'd up in the settings.
secondly and i know it's a pain but some sort of version system would be nice even if you just
put a comment in the script some where.
hope your well keep up the awsome work and I'll try and get you more feedback tomorrow.
so I went and did some reading after I posted that last question and realised how dumb the first one was
props and to you for responding to such noob questions and so quickly too.
Ok so I now have a couple of (hopefully) less noobish requests I guess is what they are.
1. would it be possible to add an option to only spawn new trees near natural trees
some nice settings might be how close and how many natural trees are required for a new tree to spawn.
2. have an option to not grow on on player built structures or better yet grow around player structures
an example would be I build a bridge up in the air above some dirt
then i run the script and get a nice forest pathway through the tree tops
(if this doesn't make sense I'll get a picture)
I imagine this would actually be a pain to implement but I'll put it out there anyway.
again I'd like to say awsome scripts great for making interesting semi random world features I'll be using them
on most of my maps.
also if anyone's interested here's a tool i found for generating larges chunks of map, no flying about required. http://www.minecraftforum.net/viewtopic.php?f=1022&t=203394
Love this idea really wish natural trees came in larger sizes and more styles like this.
so I have a question and a question/suggestion.
first the question will this work on a world that has never had any chunks loaded (I think that's what i mean)
like a world generated by a server that no one has ever logged into?
now the question/suggestion I'd like to run this on large areas that no one has ever visited
perhaps even a whole world if that's feasible but i don't really want big trees cropping up on open fields
or other places where there's dirt but no other trees so would it be possible to check if there are trees
nearby and only generate new trees if there's a serten number of natural trees nearby or even better
make this a bit more procedural and look for forest biomes and only add trees there
idk perhaps that is outside the scope of this script and i should be looking at world generators?
first off I'd like to say this is awsome and should be added to minecraft core.
now then I'm a bit of a server noob so forgive me if these are dumb questions
first off i like the graphic hunger indicator and was wondering if it would be at all possible
to integrate it with this bukkit mod http://forums.bukkit.org/threads/2685
so you can visually see your hunger level on the server?
I'm not necessary asking that you do this I would just like to know if it's possible, and perhaps give me a few pointers
if i were to try myself.
And this might be better asked else where but is there a way to automatically give players your mod when they login
on a vanilla server?
0
and want to use things from other mods in building things in flans mod.
I have managed to guess some of them like railcraft steel seems to be ingotSteel.
Is there an easy way to get a list of short names for items like this?
0
open your WizardMountain.py file in a text editor like notepad
scroll down till you find this line
block_data = get_block(x,this_y,z,'BDSL')
replace it with this line
block_data = get_block(x,this_y,z)
save the file and delete WizardMountain.pyo in your filters folder
don't forget to download the mcInterface.py and copy it over the existing one aswell
0
also how do you set the dungeon material? I can't seem to find the option
0
Yes but i don't think taking damage from fire or lava that you can not see is an intended mechanic.
example, your mining underground and brush a North East corner in your tunnel which has lava on the other
side but you don't know this as you can't see it, you get set on fire and die.
assume is a 3 block high tunnel wall and there is a floor and ceiling the player will be set on fire here
but will be unable to see the lava.
[] []
0
Fire and lave can burn Players, Mobs and Blocks through the north east corner of any none
flammable block.
If you touch the north east corner of fire or lava through a wall you will see the burning animation
and sometimes take damage and catch fire. Damage seems to occur more frequently if you spawn or log
into the server within draw distance of the fire or lava.
Example = fire or lava = solid 3 block high wall = player or mob on fire [] = safe corners
. . . . N . . . .
. .[] []
W E
. .[]
. . . . S . . . .
0
0
I don't have any results though as i never got the script to run
all attempts were made with "ONLYINFORESTS = True" going to try some more tomorrow.
a couple suggestions
first off make it more verbose if possible so we can give you better feedback and or figure out
where we fe'd up in the settings.
secondly and i know it's a pain but some sort of version system would be nice even if you just
put a comment in the script some where.
hope your well keep up the awsome work and I'll try and get you more feedback tomorrow.
0
0
props and to you for responding to such noob questions and so quickly too.
Ok so I now have a couple of (hopefully) less noobish requests I guess is what they are.
1. would it be possible to add an option to only spawn new trees near natural trees
some nice settings might be how close and how many natural trees are required for a new tree to spawn.
2. have an option to not grow on on player built structures or better yet grow around player structures
an example would be I build a bridge up in the air above some dirt
then i run the script and get a nice forest pathway through the tree tops
(if this doesn't make sense I'll get a picture)
I imagine this would actually be a pain to implement but I'll put it out there anyway.
again I'd like to say awsome scripts great for making interesting semi random world features I'll be using them
on most of my maps.
also if anyone's interested here's a tool i found for generating larges chunks of map, no flying about required.
http://www.minecraftforum.net/viewtopic.php?f=1022&t=203394
0
so I have a question and a question/suggestion.
first the question will this work on a world that has never had any chunks loaded (I think that's what i mean)
like a world generated by a server that no one has ever logged into?
now the question/suggestion I'd like to run this on large areas that no one has ever visited
perhaps even a whole world if that's feasible but i don't really want big trees cropping up on open fields
or other places where there's dirt but no other trees so would it be possible to check if there are trees
nearby and only generate new trees if there's a serten number of natural trees nearby or even better
make this a bit more procedural and look for forest biomes and only add trees there
idk perhaps that is outside the scope of this script and i should be looking at world generators?
0
now then I'm a bit of a server noob so forgive me if these are dumb questions
first off i like the graphic hunger indicator and was wondering if it would be at all possible
to integrate it with this bukkit mod http://forums.bukkit.org/threads/2685
so you can visually see your hunger level on the server?
I'm not necessary asking that you do this I would just like to know if it's possible, and perhaps give me a few pointers
if i were to try myself.
And this might be better asked else where but is there a way to automatically give players your mod when they login
on a vanilla server?