[1.4.4][SSP/SMP] Fewer Ravines/Less Caves 2.2
#141
Posted 07 January 2013 - 03:55 AM
#142
Posted 07 January 2013 - 11:58 AM
arthahar, on 07 January 2013 - 03:55 AM, said:
Since the built-in generator lack configurationOption, this could be the CoreMod we need to please us all!
#143
Posted 07 January 2013 - 12:55 PM
#144
Posted 07 January 2013 - 05:56 PM
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I'd much rather see this as a version independent forge mod that just invokes forge hooks.
What, forge doesn't have those hooks? Get thee to the forge forums and get someone who knows forge to hook it.
See my channel for more: www.youtube.com/user/Keybounce
#145
Posted 07 January 2013 - 06:16 PM
but then agin, even as a simple Mod, just being a Forge thing would make it more compatible, even if it is not really incompatible with anything for now. And Forge IS the future for now, or at least until the blessed day when Minecraft officially support mod, in a way that will probably look like Forge or Bukkit, i.e. standalone .zip in a mods folder, simpler to use, update and remove.
That being only my view on the thing, anything that work well with anything I have is fine with me.
#146
Posted 07 January 2013 - 06:39 PM
Modifying any dimension ... well, you make the bad assumption that all dimensions want this type of change. Some dimensions might have their own idea of caves. Mystcraft might want to have control over how many times the reduced numbers of caves are carved (my personal goal here: 20% of normal per symbol, with an average of 3 and standard deviation of 1 for random ages symbol count; this would make the overworld a 5 symbol world, within reasonable limits. Then add instability if none. But that requires that the work done by this mod could be used on demand by other mods, not that this mod take over and assume it knows better than any other dimension mod for all other dimensions).
See my channel for more: www.youtube.com/user/Keybounce
#147
Posted 07 January 2013 - 07:44 PM
As for the dimension modification, I'm not only referring to Mystcraft, but to any dimension, like Nether/End, DivineRPG, but Mystcraft to in non-flat dimension, as this mod is all about user having control over their world, apart from "default decided by other" genType, just like Minecraft, designed by Notch&team to be a swiss cheese. lol
A good thing with Forge could be a global config file, with option to choose from global or worldSpecific parameter, and dimension control, like "you don't want me to modify anything other than dim-0, ok then I'll do just that", or an option directly at worldGen, in moreOption, aside "World Type" and "Generate Structure".
Again, this is all my thing, anybody is free to not be ok with this, I just think the purpose of this mod is to have control over thing, not just "accept everything as-is and deal with it" if it's not what the Player want. But that's just me.
#148
Posted 21 January 2013 - 01:08 PM
#149
Posted 22 January 2013 - 10:31 PM
is it possible this mod interferes with stronghold generation or just minecraft world gen being derpy? I don't remember ever seeing fine stone blocks just randomly placed like that in the world before 1.4.7. no dungeon or ruins mods installed either, all vanilla structures.
WoaLG, on 20 September 2012 - 02:02 AM, said:
It also leaves abandoned mineshafts alone. Idk about dungeons though, I haven't found one yet, but that doesn't mean they're not out there.
yea dungeons and mineshafts are generating normally (or at least as mojang defines that) but I wonder about strongholds. need to generate more land or try an ender eye to be sure, but those random blocks are making no sense.
#150
Posted 27 January 2013 - 10:12 PM
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Are you sure about this? I have it installed, but it isnt included in the mod list that forge puts in the game, and I cant find a config file for it anywhere. And my worlds still look like a bunch of angry creepers were set lose on them
#151
Posted 26 February 2013 - 08:40 PM
darchangel89, on 27 January 2013 - 10:12 PM, said:
It works fine... and here's how I do my mods:
In "My Documents" I create a folder e.g. "Minecraft Mods 1.4.7" and there place all the zip files for the mods I'm going to use. I then use MagicLoader to "retrieve" them for the game (by logging on to Minecraft through MagicLauncher.)
In the case of this mod (the new version posted a bit earlier here) I placed "FRLC_2.2_unofficial" in the aforementioned mod folder inside My Documents along with Forge (527), OptiFine_1.4.6_HD_D5, and a few other mods. If I want the pre-set config of 50 for caves and 10 for ravines I'm good to go right now but I prefer to change the default so I start a new world then promptly exit. After exiting MC I go to my .minecraft folder and inside the "saved games" I find the one I just exited from -- and in there lies the config file for this mod. I change the config then follow the instructions on page 1 of this thread (deleting a few files then returning to the game.) This must be done quickly because any in-game work you do (chopping, digging, etc.) will be lost in this process.
Hope this helps,
Tim in Cape Fear, North Carolina
#152
Posted 01 March 2013 - 09:43 PM
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#153
Posted 02 March 2013 - 12:53 AM
#155
Posted 13 April 2013 - 08:33 PM
#156
Posted 13 April 2013 - 11:58 PM










