I forgot one thing, however.
Emeralds would not generate until you enable them in H menu. It's because, since generate new ores button was not visible for 1.7.3, it was always off for them.
Also note that desert temples are always on 64 level. It's Mojang fault, IDK why they did it this way.
So you can find buried temple.
But I can still find emeralds in my current world that I made in NBXlite 1.2.5?
There is a posibility to let change things like the lightning, fog color, sky color, etc (those 'apareace' only features from NBXlite) on a SMP server (without the mod installed in THAT server)?
I love this mod so much! But can you add a bug I loved where you could kill things if you stand by the door and through the window you can kill mobs. Also is there a way to spawn villages in alpha worlds? But this is my favorite mod! Keep the work up!
I'm enjoying the new version of NBXLite Exalm!
Might I suggest some things though? I also did find a couple bugs, by the way.
The world edge type for Indev maps needs to be fixed, like soon. I made mine 90 (the ID for a portal,) and then the whole edge of the world was nothing but a blue sea of screams and ghastly moans. My game crashed a few seconds later and I couldn't get back into my world.
And for the edge of classic maps, why does it launch mobs and other items 50 feet? Is it supposed to do that, or is it a glitch?
There is a posibility to let change things like the lightning, fog color, sky color, etc (those 'apareace' only features from NBXlite) on a SMP server (without the mod installed in THAT server)?
Yes. They are just OldDays options, like every other ones. (Well, not really. They are technicall OldDays options, but have hacky way of per-world saving that is not available for other options and is not automated.
I love this mod so much! But can you add a bug I loved where you could kill things if you stand by the door and through the window you can kill mobs. Also is there a way to spawn villages in alpha worlds? But this is my favorite mod! Keep the work up!
1. It's in todo.
2. If you enable structures when creating world.
I'm enjoying the new version of NBXLite Exalm!
Might I suggest some things though? I also did find a couple bugs, by the way.
The world edge type for Indev maps needs to be fixed, like soon. I made mine 90 (the ID for a portal,) and then the whole edge of the world was nothing but a blue sea of screams and ghastly moans. My game crashed a few seconds later and I couldn't get back into my world.
And for the edge of classic maps, why does it launch mobs and other items 50 feet? Is it supposed to do that, or is it a glitch?
1. Hmm. Yep, I will need to do blacklist for it. Or, even better, whitelist.
2. It isn't. But in Classic there was invisible wall. IDK how to make it lik that now, so I made it push entities out. Usually you can't get too far, so you don't get launched SO far. But if some mob spawned there, it would.
3. Maybe. Note that they are like current chest ones.
4. No. Nobody has that version now, and redrawing texture from screenshot will not allow them to be exactly like back then.
Oh okay... and as always, thanks for the lightning fast response LOL. So I heard there are new ugly sounds coming up in 1.4, are those going to be tooken care of?
Oh okay... and as always, thanks for the lightning fast response LOL. So I heard there are new ugly sounds coming up in 1.4, are those going to be tooken care of?
Yep.
//Fast answer — I got "New message" popup while was answering previous posts.
Edit: Lighting? ClassicLight is still there. However, it has real old lighting too now.
Thanks! My responses arent so fast though, sorry
Also, when I try to disable hunger now it says "needs texture pack support", what do I need to do? Well I just released the 1.3.2 version of my texture pack just now and I don't know what the mod is asking for so please help? Thanks again.
2. It isn't. But in Classic there was invisible wall. IDK how to make it lik that now, so I made it push entities out. Usually you can't get too far, so you don't get launched SO far. But if some mob spawned there, it would.
I suggest having an invisible, non-breakable block that will only generate at the borders of the map. Even in creative mode, the player will not be able to destroy it (kinda like how bedrock works with classic and Indev maps.) It will block the player and entities from going any further out, and if the player decides to fly up to about a number greater than 256 blocks and tries to leave the map, then it will launch them back. As far as mob spawning outside the maps go, can't you just code it so that monsters/animals spawn only inside the map, and not the outside?
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Silvvy and Ebby belong to J-C, and my avatar was drawn by J-C! <3
Thanks! My responses arent so fast though, sorry
Also, when I try to disable hunger now it says "needs texture pack support", what do I need to do? Well I just released the 1.3.2 version of my texture pack just now and I don't know what the mod is asking for so please help? Thanks again.
Yes, it's known bug, and it's already fixed.
OK, packaging 2.0.2.
//New version numbering definitely makes more sense. Otherwise it would be r16b, making it unobvious when mod was updated.
I suggest having an invisible, non-breakable block that will only generate at the borders of the map. Even in creative mode, the player will not be able to destroy it (kinda like how bedrock works with classic and Indev maps.) It will block the player and entities from going any further out, and if the player decides to fly up to about a number greater than 256 blocks and tries to leave the map, then it will launch them back. As far as mob spawning outside the maps go, can't you just code it so that monsters/animals spawn only inside the map, and not the outside?
Thanks! My responses arent so fast though, sorry
Also, when I try to disable hunger now it says "needs texture pack support", what do I need to do? Well I just released the 1.3.2 version of my texture pack just now and I don't know what the mod is asking for so please help? Thanks again.
Yep, uploaded 2.0.2 with fix.
Things from Textures module are disabled though. If you want to make it compatible with mod, look to olddays directory in allin1 zip.
Just one question.. Since old days is installed after optifine, why isn't the old light option available? I thought it only uses the classes from old days.
Few classes from OldDays (Mostly NBXlite) are also used by SSP.
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My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
Where??
But I can still find emeralds in my current world that I made in NBXlite 1.2.5?
Yes I downloaded Optifine before SSP
Might I suggest some things though? I also did find a couple bugs, by the way.
The world edge type for Indev maps needs to be fixed, like soon. I made mine 90 (the ID for a portal,) and then the whole edge of the world was nothing but a blue sea of screams and ghastly moans. My game crashed a few seconds later and I couldn't get back into my world.
And for the edge of classic maps, why does it launch mobs and other items 50 feet? Is it supposed to do that, or is it a glitch?
Also, could you re-add old Minecarts, like back in Infdev, as well as 0.24 survival test spiders?
http://www.minecraftwiki.net/wiki/Minecart#History
Silvvy and Ebby belong to J-C, and my avatar was drawn by J-C! <3
Also, does OldDays come with the old white lighting?
Yes, after you enable that option once. (Generate new ores)
Yes. And you should not.
Yes. They are just OldDays options, like every other ones. (Well, not really. They are technicall OldDays options, but have hacky way of per-world saving that is not available for other options and is not automated.
1. It's in todo.
2. If you enable structures when creating world.
1. Hmm. Yep, I will need to do blacklist for it. Or, even better, whitelist.
2. It isn't. But in Classic there was invisible wall. IDK how to make it lik that now, so I made it push entities out. Usually you can't get too far, so you don't get launched SO far. But if some mob spawned there, it would.
3. Maybe. Note that they are like current chest ones.
4. No. Nobody has that version now, and redrawing texture from screenshot will not allow them to be exactly like back then. Install and see yourself.
Or just look to the latest changelog. As far as I remember, you had gone after I released last 1.2.5 stable version.
//Fast answer — I got "New message" popup while was answering previous posts.
Edit: Lighting? ClassicLight is still there. However, it has real old lighting too now.
Also, when I try to disable hunger now it says "needs texture pack support", what do I need to do? Well I just released the 1.3.2 version of my texture pack just now and I don't know what the mod is asking for so please help? Thanks again.
I suggest having an invisible, non-breakable block that will only generate at the borders of the map. Even in creative mode, the player will not be able to destroy it (kinda like how bedrock works with classic and Indev maps.) It will block the player and entities from going any further out, and if the player decides to fly up to about a number greater than 256 blocks and tries to leave the map, then it will launch them back. As far as mob spawning outside the maps go, can't you just code it so that monsters/animals spawn only inside the map, and not the outside?
Silvvy and Ebby belong to J-C, and my avatar was drawn by J-C! <3
OK, packaging 2.0.2.
//New version numbering definitely makes more sense. Otherwise it would be r16b, making it unobvious when mod was updated.
There is an issue. You will see selection frame.
Things from Textures module are disabled though. If you want to make it compatible with mod, look to olddays directory in allin1 zip.
It's 2:08 PM/14:08 for me.
2. Yep.