I'm back, and itching to code. I had a rough last year and a half, but lately have been looking for a new project to pick up now that my father has gotten the BEATEN CANCER achievement! Woo! Let's all celebrate with something new, shall we?
PhoenixTerrainMod is dead. I want to start a ground up rewrite however. It will focus on performance and documentation so good that new guys can actually use the plugin without a college degree in computer science. It's going to start slow (the first build will only control ore), but it's going to be VERY fun, I can promise that. The first build will most likely come a few weeks from now, and will only control ore. But things will be added with time.
It will support Spout/Vanilla primarily (a ground up rewrite of the minecraft client and server designed to be fast and FREE!), with generic SSP/SMP builds a secondary goal and Minecraft workbench (the official mod api) a possibility. I will be avoiding Spout Legacy for the simple reason that it's dying.
For now, there is only a spout forum thread. I will soon have a website. Bookmark this thread for now:
It basically means landscaping, only trying to be really efficient with water usage. Which makes sense, since this ground-up-rewrite aims to be really efficient with your computers horsepower. Just go with it!
Original post on the death of the old PTM:
I have bad news. We had a death in my family. I was on a trip attending the funeral. (It must be said, this is not my father, it was my grandmother and was very unexpected. More on my father below).
During the funeral, my friend decided to try to rebuild the linux distro on the server and hosed it by formatting a new file system (ext4) over my old one (JFS). I don't know why he did this, but it's ok as I know at least some people have checked out the source code and the wiki and site have backups.
The bad news is I've come to a sort of revelation in my life with my grandmothers funeral. I don't really have time for this mod in the moment. That's not to say I will never pick it up again, but I have to put it on hiatus for now. As such, I'm officially "deprecating" PTM. There is no way with the amount of time I have now I could make a 1.8 release anyways.
There will be one more release this week (now out as of this writing) which is a consolidation of all current bugfixes, and it will include source code for people to fork. I won't be restoring the website but I will keep this thread for resurrections and interesting projects. If anyone is interested in taking this over please contact me.
I'm very sorry for this, I really wanted to see this through but my life is turned upside down right now. Thanks folks, it's been a hell of a ride.
The final releases are done. Here they are, they include source code and BOBs.
I'm glad to see that you were able to update this :biggrin.gif: You seriously don't even know how much I love you man. *edit* As 1st, I took it upon myself to make a thread to share new configs for this Link Removed
Also, Here is a link to the BOB thread Link Removed
3rd post :biggrin.gif:
BTM is the most amazing out there, minecraft could not possibly be the same without it.
actually minecraft got boring once i couldn't use this anymore.
i have become addicted to this, keep up the good work, we are all anxious for the update.
Diamonds to you :biggrin.gif:
Can anyone tell me if this produces the same amount of lag as the BiomeTerrainMod? Because I have been looking for another mod like this with the hope of reduced lag.
BOB is a plugin system that allows random objects to be spawned on the map. They can be created with the BOB editor, though there is a new version coming out and the BOB repository is currently down.
Is there a biometerrainmod.jar to download? My server hoster wont let me edit the craftbukkit.jar or inject class files.
Hmmm... sorry but I don't think I can help you. Without editing craftbukkit the only alternative I can think of is to go back to SMP vanilla build. :sad.gif:
Hm... am I just crazy, or is this not working...? Not to say it crashes my game, just changing the settings don't change the way land is generating around me. I've used all of the terrainmods before this one, and have followed the same installation procedure, even doing so on a fresh minecraft jar, and terrain generation remains vanilla.
What stibba said, i'd love to donate, but only if this mod worked. Not trying to be a jerk or anything but as soon as this mod works, and I enjoy it, i'll definitely donate.
Hm... am I just crazy, or is this not working...? Not to say it crashes my game, just changing the settings don't change the way land is generating around me. I've used all of the terrainmods before this one, and have followed the same installation procedure, even doing so on a fresh minecraft jar, and terrain generation remains vanilla.
It's possible I suppose. I just made sure it built. Could you check and make sure it's not overwriting your BiomeTerrainSettings.ini file with a blank one? I think that's the issue and can be quickly fixed.
Also noticing a distinct lack of pine and birch trees, bug perhaps?
Along with that bug I found something else interesting, in attempts to test the INI file, I set the world to 0.0 temp, and kept making new worlds, while I did that I would occasionally see a "red" sky and see a line in the trees and grass of a bright green biome color, whereas everything else was a muted green. When standing in these "lines" of a different bright green biome color, that is when the sky would turn red.
R-T-B wrote:
Ah crap, it's not interpeting the settings file. Stand by while I fix this.
Seems to at least interpret the temp settings right now
I'm back, and itching to code. I had a rough last year and a half, but lately have been looking for a new project to pick up now that my father has gotten the BEATEN CANCER achievement! Woo! Let's all celebrate with something new, shall we?
PhoenixTerrainMod is dead. I want to start a ground up rewrite however. It will focus on performance and documentation so good that new guys can actually use the plugin without a college degree in computer science. It's going to start slow (the first build will only control ore), but it's going to be VERY fun, I can promise that. The first build will most likely come a few weeks from now, and will only control ore. But things will be added with time.
It will support Spout/Vanilla primarily (a ground up rewrite of the minecraft client and server designed to be fast and FREE!), with generic SSP/SMP builds a secondary goal and Minecraft workbench (the official mod api) a possibility. I will be avoiding Spout Legacy for the simple reason that it's dying.
For now, there is only a spout forum thread. I will soon have a website. Bookmark this thread for now:
http://forums.spout....trol-port.5741/
The new mod will be called simply APEX. APEX stands for Advanced Programable Environment for Xeriscaping:
Xeriscape is an awesome word, you should look it up:
http://en.wikipedia....iki/Xeriscaping
It basically means landscaping, only trying to be really efficient with water usage. Which makes sense, since this ground-up-rewrite aims to be really efficient with your computers horsepower. Just go with it!
Original post on the death of the old PTM:
*edit* As 1st, I took it upon myself to make a thread to share new configs for this Link Removed
Also, Here is a link to the BOB thread Link Removed
BTM is the most amazing out there, minecraft could not possibly be the same without it.
actually minecraft got boring once i couldn't use this anymore.
i have become addicted to this, keep up the good work, we are all anxious for the update.
Diamonds to you :biggrin.gif:
Have this,
Buy yourself something nice
Hmmm... sorry but I don't think I can help you. Without editing craftbukkit the only alternative I can think of is to go back to SMP vanilla build. :sad.gif:
It's possible I suppose. I just made sure it built. Could you check and make sure it's not overwriting your BiomeTerrainSettings.ini file with a blank one? I think that's the issue and can be quickly fixed.
EDIT
nevermind
Along with that bug I found something else interesting, in attempts to test the INI file, I set the world to 0.0 temp, and kept making new worlds, while I did that I would occasionally see a "red" sky and see a line in the trees and grass of a bright green biome color, whereas everything else was a muted green. When standing in these "lines" of a different bright green biome color, that is when the sky would turn red.
Seems to at least interpret the temp settings right now