*tries to make BiomeGenBase call two different lists of biome constructors based on if(mod_AdvancedWinterMode.freezeAllTheBiomes)*
A hundred errors?! *says in ProtonJon's voice*
Oooooohkay then, Java question: Does having anything other than variable declarations (public static final BiomeGenBase someBiome) in the top of a class (between "class className {" and "public className(int constructorArg)") cause everything to segfault like this normally? Of the list of errors it gave me in the MCP console (only showed me the last 40 errors because the Windows console is limited to 200 lines), the majority of them involved "missing ;" even though the line it showed had one already.
Maybe if I have just one set of non-initializing BiomeGenBase instance declarations in the top, and then in the constructor define them based on if(freezeAllTheBiomes)...
Edit: Not quite. Making them empty declarations and initializing in the if statement cut down on the errors, but it's still saying "illegal start of type if(freezeAllTheBiomes"... And I just noticed the class contructor is only called from within BiomeGenBase itself... But I think I just had an idea for how to exploit that.
Edit++: "abstract class BiomeGenBase cannot be instantiated", "cannot assign a value to final variable biomeName". Oh really? Let's see what happens if I deabstract and de-final them :tongue.gif:
Edit+=2: Nope.avi. It compiled this time, but freezeAllTheBiomes still has no effect.
Edit^3: Possible idea. Maybe MLProp (the ModLoader class that creates and reads config files) takes a delayed amount of time to retrieve the value, and BiomeGenBase reads the default value (in this case "true") from the class, so by the time MLProp has updated mod_AdvancedWinterMode.freezeAllTimeBiomes, BiomeGenBase has already done its thing. I'll try some System.out.printlns to see if that's the case, and if so, I'll ask Risugami how to make the config file run before other base Minecraft classes.
Edit*4: Crap. MLProp isn't the problem. ModLoader doesn't even start until all Minecraft base classes initialize first (which in retrospect actually does make sense...) Oh boy... I just had a potentially VERY GAME BREAKING idea: to make freaking sure freezeAllTheBiomes is set based on the config file, since I un-final'd the biome definitions three ideas ago, I could move the biome definitions into mod_AdvancedWinterMode, into the mod constructor, where I know for sure from the println test that the toggle has been MLProp'd by then. But is it really that worth it, risking the mother of all IllegalArgumentExceptions just to make frozen biomes toggleable? Either way, .
Edit the Final: You're not gonna believe this.
Chunks generated with freezeAllTheBiomes=true on the left, freezeAllTheBiomes=false on the right. It looks like there's patches of snow in the swamp, but that's actually sand. You can see the water isn't frozen.
And before I forget to mention it again: No matter what you set it to, Taiga biomes will be frozen. This is because they were always supposed to be, but for some reason weren't in 1.0. I went ahead and fixed that. And obviously, biomes that are snowy in vanilla will be snowy either way.
could there be a separate version download so that it does not snow everywhere, only in snow biomes, but it has these effects? thx
Okay, hold on. Do you mean:
*Weather always active, but actual snowfall limited to biomes that are frozen in vanilla, and all other biomes are rainy? I just finished adding a toggle for that yesterday (see post above you). Once I finish making sure it works and run a reobf, I'll upload to Dropbox later today.
*Weather always active, visual snowfall effect in all biomes, but only biomes frozen in vanilla actually have snow form? That's kind of impossible, since I don't know which class actually controls weather (I'm using a very ugly hack via WorldInfo and BiomeGenBase for constant-weather and snowfall-everywhere respectively). If you want it to appear as the snowfall effect everywhere, but only actually have snow in vanilla-frozen biomes, the only thing you can do is a texture swap.
Delete rain.png from minecraft.jar\environment, make a copy of snow.png in the same folder, and rename the copy to rain.png. Then go to \config\mod_AdvancedWinterMode.cfg in the .minecraft folder (not minecraft.jar), and change freezeAllTheBiomes to false. (Won't work in the current version, I'll upload the working version later today.) Note: Rainfall particles/sounds will still be visible in the relevant biomes despite the "snow" appearance, and there still won't be any weather in deserts if you do it this way.
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
i love this!!!! i wanted all snow everywhere! i moved my world over and over again to new snow areas. this last time it would still rain in my main area with snow everyplace else ( even with a snow mod!) THIS wonderful mod made it snow there too!!! no more moving my places! thank you so very much for this!
Hello, thanks for your mod i've been waiting for the return of the Winter Mode for so long!
However, i have a problem with the growing snow. It seems to never update until i break a block of snow.
Everything is "flat" for 5 minutes, then i break a block of snow and all blocks around suddenly update and are covered with a lot of snow. Why is that? :unsure.gif:
This is with Minecraft 1.0.0 vanilla with only ModLoader and your mod.
Graphics bug that's been in Minecraft probably since Alpha. It's been noted on the wiki for wheat and other multi-stage blocks too. Basically, the blocks ARE internally updating (not fast enough for my liking though, since snow placement happens really fast but snow-thickness increasing is based on the same per-tick-random-block-update system that makes Netherwart take hours to grow, but at least snow ALWAYS updates when selected instead of Netherwart's 5% probability). It's just that the logic code sometimes forgets to tell the rendering code to check for tile updates. Adding/removing a block yourself forces the rendering to reevaluate the area. OptiFine helps a little bit, but doesn't fix it completely.
first thought, nicely done, second, you speak chinese?
Japanese, actually, though I've gotten a little rusty at it lately (ironically due to Minecraft). I just thought it'd be funny to write the update-date with kanji :tongue.gif:
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Oh... right. Sorry, i didn't know .
Could you include a way to disable the growing snow then? I would prefere the usual flat snow than a bugged growing one :tongue.gif:. Too bad Mojang didn't fix this bug... They're probably too busy adding mushroom biomes or something very useful like that.
I'm not updating the mod until after Minecraft 1.1 releases (and ModLoader, and Minecraft Coder Pack, and OptiFine, and TooManyItems), but adding toggles for most features is planned. Including the possibility of merging the dev branches into one mod, with a "Classic" preset (Simple Winter Mode, only the behaviors from before Alpha 1.2.0) and "Modern" (insert Sonic Generations reference here), where you can toggle all the extra features.
Also gonna try to hunt down which class actually places the snow (can't do a Ctrl-F over the whole codebase since I use Notepad++ and can't get Eclipse to work for some reason) and put snow buildup in there to make it faster. Probably also find how to fix the graphics bugs...
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I lived in Buffalo most of my life, and I can tell you that these things do happen now and again. It's creepy and kinda wierd in real life, too.
I grew up in western NY also. Yeah, thundersnow is some really freaky kind of weather, it's like all hell breaking loose.
...
My suggestion for the mod would be for more snow accumulation than just 1/2 a block. Unlimited if possible. When the snow is multiple blocks thick, and you dig out under it, it should fall like the sand does. Also when the snow gets really deep (8-10 blocks) the bottom block would turn to glacial ice, which of course, wouldn't be affected by gravity.
Another thing is snow should also accumulate under trees, but at a slower rate.
I also agree that tall grass and flowers need to be covered by snow, as well as the ground around things like fences, I notice din a screenshot that snow is just on top of the fence post and not on the ground.
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"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic."
-Muad'Dib
I grew up in western NY also. Yeah, thundersnow is some really freaky kind of weather, it's like all hell breaking loose.
...
My suggestion for the mod would be for more snow accumulation than just 1/2 a block. Unlimited if possible. When the snow is multiple blocks thick, and you dig out under it, it should fall like the sand does. Also when the snow gets really deep (8-10 blocks) the bottom block would turn to glacial ice, which of course, wouldn't be affected by gravity.
Another thing is snow should also accumulate under trees, but at a slower rate.
I also agree that tall grass and flowers need to be covered by snow, as well as the ground around things like fences, I notice din a screenshot that snow is just on top of the fence post and not on the ground.
If snow fell like sand, you couldn't make an igloo.
Unlimited accumulation would fill up the world pretty fast.
Snow accumulation per block is limited to 16 steps, because that's how metadata works. I tried adding a toggle for setting the max number of steps yourself, and it made ModLoader unhappy. So I added "thinSnow" as a toggle. Enabled by default, you get the way it is now, with thickness steps of pressurePlate. Disable it, you get vanilla's snow thickness steps, which DO reach one full block.
However, a possible workaround would be that when a BlockSnow reaches metadata 7 (max thickness), it replaces itself with a full BlockSnowBlock (the kind you craft with snowballs), allowing snow to futher accumulate on top. But like SOTMead said, it'd be game- and world-breaking, even at the current crappy snow buildup rate. I *could* add it in a future version as a toggle, though... "Snow Mayhem" mode, anyone?
Snow IS on the ground around fence posts and plant life in the current Advanced version (Simple, which will soon be renamed Classic, will always be only the Minecraft Alpha behaviors.) You might have been looking at a WIP screenshot. Also, snow does kind of creep under overhangs, but not by much. How it is is that when a snow block that is being snowed on (logic ftw) reaches a certain thickness (4, iirc), and is selected to update again, it checks adjacent blocks for if(!is(BlockSnow) && !is(beingSnowedOn)) (lol pseudocode), and if so, place a small amount of snow there. It's not really that noticeable because of how arghslow per-tick-random-block-choice updating is, but it is there.
Finally, I had already planned to make BlockSnow (the non-crafted kind) gravity-affected, so instead of going poof, it falls. I'll have to copy a LOT of BlockSand code for that, but it should be doable. The crafted snow block will remain as gravity-ignorant as always. If I do that, I'll have to add in an extra check: if the falling BlockSnow lands on another BlockSnow, add the falling snow thickness metadata to the lower snow. If that puts it over 7, do the "BlockSnow -> BlockSnowBlock" thing I mentioned.
Also, snow thicknesses from 4 to 7 will slow walking speed (from a tiny bit at thickness 4 to Soul Sand slow at 7). Again, these features will be toggleable.
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Snow accumulation per block is limited to 16 steps, because that's how metadata works. I tried adding a toggle for setting the max number of steps yourself, and it made ModLoader unhappy. So I added "thinSnow" as a toggle. Enabled by default, you get the way it is now, with thickness steps of pressurePlate. Disable it, you get vanilla's snow thickness steps, which DO reach one full block.
However, a possible workaround would be that when a BlockSnow reaches metadata 7 (max thickness), it replaces itself with a full BlockSnowBlock (the kind you craft with snowballs), allowing snow to futher accumulate on top. But like SOTMead said, it'd be game- and world-breaking, even at the current crappy snow buildup rate. I *could* add it in a future version as a toggle, though... "Snow Mayhem" mode, anyone?
Snow IS on the ground around fence posts and plant life in the current Advanced version (Simple, which will soon be renamed Classic, will always be only the Minecraft Alpha behaviors.) You might have been looking at a WIP screenshot. Also, snow does kind of creep under overhangs, but not by much. How it is is that when a snow block that is being snowed on (logic ftw) reaches a certain thickness (4, iirc), and is selected to update again, it checks adjacent blocks for if(!is(BlockSnow) && !is(beingSnowedOn)) (lol pseudocode), and if so, place a small amount of snow there. It's not really that noticeable because of how arghslow per-tick-random-block-choice updating is, but it is there.
Finally, I had already planned to make BlockSnow (the non-crafted kind) gravity-affected, so instead of going poof, it falls. I'll have to copy a LOT of BlockSand code for that, but it should be doable. The crafted snow block will remain as gravity-ignorant as always. If I do that, I'll have to add in an extra check: if the falling BlockSnow lands on another BlockSnow, add the falling snow thickness metadata to the lower snow. If that puts it over 7, do the "BlockSnow -> BlockSnowBlock" thing I mentioned.
Also, snow thicknesses from 4 to 7 will slow walking speed (from a tiny bit at thickness 4 to Soul Sand slow at 7). Again, these features will be toggleable.
Well, not truly unlimited accumulation, as the snow gets deeper and deeper, and/or as it gets close to the world height there would mathematically less and less of a chance of that block accumulating more snow. When thickness reaches 16, replace it with a snow block.
There could be 3 types of snow block. A normal snow block (subject to gravity), a dense snow block (not subject to gravity, and darker/bluer in color), and a glacial ice block ...different from the regular ice block, bluer in color, with properties like stone, it wouldn't shatter like the regular ice.
Additionally, compatability with the cubic chunks mod, that could allow for really thick, antarctic glaciers. (but that's probably a whole other Pandora's box.)
This is just a casual suggestion for the future, I understand how tricky coding can be.
Come to think of it, what I'm suggesting is more like a whole new mod, more like a full ice age mod. maybe even with a woolly mammoth mob :wink.gif:
I plan on taking a crack at this idea after jeb completes the modding api.
"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic."
-Muad'Dib
Well, not truly unlimited accumulation, as the snow gets deeper and deeper, and/or as it gets close to the world height there would mathematically less and less of a chance of that block accumulating more snow. When thickness reaches 16, replace it with a snow block.
There could be 3 types of snow block. A normal snow block (subject to gravity), a dense snow block (not subject to gravity, and darker/bluer in color), and a glacial ice block ...different from the regular ice block, bluer in color, with properties like stone, it wouldn't shatter like the regular ice.
Additionally, compatability with the cubic chunks mod, that could allow for really thick, antarctic glaciers. (but that's probably a whole other Pandora's box.)
This is just a casual suggestion for the future, I understand how tricky coding can be.
Come to think of it, what I'm suggesting is more like a whole new mod, more like a full ice age mod. maybe even with a woolly mammoth mob :wink.gif:
I plan on taking a crack at this idea after jeb completes the modding api.
Woolly mammoth mob...? Isn't EvilMinecraft doing that or something?
Anyway, one point I've had from the start is "no new blocks/items/entities, keep saves safe". But I've already tricked out metadata as hard as possible, so maybe...
BlockSnowBlock, metadata 0 (since I can't seem to get ModLoader.AddRecipe() to acknowledge setting metadata for vanilla block output) - The current snow blocks. Crafted, gravity-ignorant. Might possibly (if I can figure out how to do so for a vanilla block) change the texture a bit (snow bricks for igloos???), to differentiate it from...
BlockSnowBlock, metadata 1 - What a max-height BlockSnow could convert to. Non-crafted, affected by gravity, default texture.
What classes does Cubic Chunks touch? I know it's OptiFine incompatible (last I checked), and therefore I can't test with it, but as long as it and Winter Mode don't share classes, should already work.
Edit: Just thought of a problem with converting full-thickness BlockSnow into BlockSnowBlocks. Blocks like fences, slabs, plants, anything that's not a solid block. If I implement a no-matter-what "if(metadata == 7) this.blockID = BlockSnowBlock;", that'll put random fullsnow blocks on plants and fences all of a sudden. Visually, it'll look like the snow block just spontaniously shifted up one. On the other hand, if it overwrites the block below for cases like this, it'll break so many people's creations.
This mod is da bomb. I've looked everywhere for this kind of thing, and your mod is the best one out there! For you!
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Christianity in a nutshell: We have all sinned, so we deserve eternity in hell. But God (God the Father, God the Son, and the Holy Spirit) loved us so much he sent His Son to die for us, to take the punishment meant for us. All we need to do is accept it, and we have heaven headed our way.
It does, doesn't it? I especially like how it makes Japanese villages look (which is why I chose one for my demo video, I just wish Millenaire didn't tank my framerate so hard...)
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
but is it possible to make the snow grow more and more until it reaches the point where I can't open my door? XD that would be awesome
Well... it would be trivial to make sure naturally-formed BlockSnowBlock (metadata 1 per earlier post) didn't exceed a certain level (maybe 4 blocks thick?)... Okay, added to the list of ideas for the "Snow Mayhem" mode (which will be toggled off by default).
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Well... it would be trivial to make sure naturally-formed BlockSnowBlock (metadata 1 per earlier post) didn't exceed a certain level (maybe 4 blocks thick?)... Okay, added to the list of ideas for the "Snow Mayhem" mode (which will be toggled off by default).
That would be pretty neat, yeah. Would it be possible to turn thunderstorms into blizzards?
A hundred errors?! *says in ProtonJon's voice*
Oooooohkay then, Java question: Does having anything other than variable declarations (public static final BiomeGenBase someBiome) in the top of a class (between "class className {" and "public className(int constructorArg)") cause everything to segfault like this normally? Of the list of errors it gave me in the MCP console (only showed me the last 40 errors because the Windows console is limited to 200 lines), the majority of them involved "missing ;" even though the line it showed had one already.
Maybe if I have just one set of non-initializing BiomeGenBase instance declarations in the top, and then in the constructor define them based on if(freezeAllTheBiomes)...
Edit: Not quite. Making them empty declarations and initializing in the if statement cut down on the errors, but it's still saying "illegal start of type if(freezeAllTheBiomes"... And I just noticed the class contructor is only called from within BiomeGenBase itself... But I think I just had an idea for how to exploit that.
Edit++: "abstract class BiomeGenBase cannot be instantiated", "cannot assign a value to final variable biomeName". Oh really? Let's see what happens if I deabstract and de-final them :tongue.gif:
Edit+=2: Nope.avi. It compiled this time, but freezeAllTheBiomes still has no effect.
Edit^3: Possible idea. Maybe MLProp (the ModLoader class that creates and reads config files) takes a delayed amount of time to retrieve the value, and BiomeGenBase reads the default value (in this case "true") from the class, so by the time MLProp has updated mod_AdvancedWinterMode.freezeAllTimeBiomes, BiomeGenBase has already done its thing. I'll try some System.out.printlns to see if that's the case, and if so, I'll ask Risugami how to make the config file run before other base Minecraft classes.
Edit*4: Crap. MLProp isn't the problem. ModLoader doesn't even start until all Minecraft base classes initialize first (which in retrospect actually does make sense...) Oh boy... I just had a potentially VERY GAME BREAKING idea: to make freaking sure freezeAllTheBiomes is set based on the config file, since I un-final'd the biome definitions three ideas ago, I could move the biome definitions into mod_AdvancedWinterMode, into the mod constructor, where I know for sure from the println test that the toggle has been MLProp'd by then. But is it really that worth it, risking the mother of all IllegalArgumentExceptions just to make frozen biomes toggleable? Either way, .
Edit the Final: You're not gonna believe this.
Chunks generated with freezeAllTheBiomes=true on the left, freezeAllTheBiomes=false on the right. It looks like there's patches of snow in the swamp, but that's actually sand. You can see the water isn't frozen.
And before I forget to mention it again: No matter what you set it to, Taiga biomes will be frozen. This is because they were always supposed to be, but for some reason weren't in 1.0. I went ahead and fixed that. And obviously, biomes that are snowy in vanilla will be snowy either way.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Okay, hold on. Do you mean:
*Weather always active, but actual snowfall limited to biomes that are frozen in vanilla, and all other biomes are rainy? I just finished adding a toggle for that yesterday (see post above you). Once I finish making sure it works and run a reobf, I'll upload to Dropbox later today.
*Weather always active, visual snowfall effect in all biomes, but only biomes frozen in vanilla actually have snow form? That's kind of impossible, since I don't know which class actually controls weather (I'm using a very ugly hack via WorldInfo and BiomeGenBase for constant-weather and snowfall-everywhere respectively). If you want it to appear as the snowfall effect everywhere, but only actually have snow in vanilla-frozen biomes, the only thing you can do is a texture swap.
Delete rain.png from minecraft.jar\environment, make a copy of snow.png in the same folder, and rename the copy to rain.png. Then go to \config\mod_AdvancedWinterMode.cfg in the .minecraft folder (not minecraft.jar), and change freezeAllTheBiomes to false. (Won't work in the current version, I'll upload the working version later today.) Note: Rainfall particles/sounds will still be visible in the relevant biomes despite the "snow" appearance, and there still won't be any weather in deserts if you do it this way.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Graphics bug that's been in Minecraft probably since Alpha. It's been noted on the wiki for wheat and other multi-stage blocks too. Basically, the blocks ARE internally updating (not fast enough for my liking though, since snow placement happens really fast but snow-thickness increasing is based on the same per-tick-random-block-update system that makes Netherwart take hours to grow, but at least snow ALWAYS updates when selected instead of Netherwart's 5% probability). It's just that the logic code sometimes forgets to tell the rendering code to check for tile updates. Adding/removing a block yourself forces the rendering to reevaluate the area. OptiFine helps a little bit, but doesn't fix it completely.
Japanese, actually, though I've gotten a little rusty at it lately (ironically due to Minecraft). I just thought it'd be funny to write the update-date with kanji :tongue.gif:
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I'm not updating the mod until after Minecraft 1.1 releases (and ModLoader, and Minecraft Coder Pack, and OptiFine, and TooManyItems), but adding toggles for most features is planned. Including the possibility of merging the dev branches into one mod, with a "Classic" preset (Simple Winter Mode, only the behaviors from before Alpha 1.2.0) and "Modern" (insert Sonic Generations reference here), where you can toggle all the extra features.
Also gonna try to hunt down which class actually places the snow (can't do a Ctrl-F over the whole codebase since I use Notepad++ and can't get Eclipse to work for some reason) and put snow buildup in there to make it faster. Probably also find how to fix the graphics bugs...
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I grew up in western NY also. Yeah, thundersnow is some really freaky kind of weather, it's like all hell breaking loose.
...
My suggestion for the mod would be for more snow accumulation than just 1/2 a block. Unlimited if possible. When the snow is multiple blocks thick, and you dig out under it, it should fall like the sand does. Also when the snow gets really deep (8-10 blocks) the bottom block would turn to glacial ice, which of course, wouldn't be affected by gravity.
Another thing is snow should also accumulate under trees, but at a slower rate.
I also agree that tall grass and flowers need to be covered by snow, as well as the ground around things like fences, I notice din a screenshot that snow is just on top of the fence post and not on the ground.
-Muad'Dib
Unlimited accumulation would fill up the world pretty fast.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Snow accumulation per block is limited to 16 steps, because that's how metadata works. I tried adding a toggle for setting the max number of steps yourself, and it made ModLoader unhappy. So I added "thinSnow" as a toggle. Enabled by default, you get the way it is now, with thickness steps of pressurePlate. Disable it, you get vanilla's snow thickness steps, which DO reach one full block.
However, a possible workaround would be that when a BlockSnow reaches metadata 7 (max thickness), it replaces itself with a full BlockSnowBlock (the kind you craft with snowballs), allowing snow to futher accumulate on top. But like SOTMead said, it'd be game- and world-breaking, even at the current crappy snow buildup rate. I *could* add it in a future version as a toggle, though... "Snow Mayhem" mode, anyone?
Snow IS on the ground around fence posts and plant life in the current Advanced version (Simple, which will soon be renamed Classic, will always be only the Minecraft Alpha behaviors.) You might have been looking at a WIP screenshot. Also, snow does kind of creep under overhangs, but not by much. How it is is that when a snow block that is being snowed on (logic ftw) reaches a certain thickness (4, iirc), and is selected to update again, it checks adjacent blocks for if(!is(BlockSnow) && !is(beingSnowedOn)) (lol pseudocode), and if so, place a small amount of snow there. It's not really that noticeable because of how arghslow per-tick-random-block-choice updating is, but it is there.
Finally, I had already planned to make BlockSnow (the non-crafted kind) gravity-affected, so instead of going poof, it falls. I'll have to copy a LOT of BlockSand code for that, but it should be doable. The crafted snow block will remain as gravity-ignorant as always. If I do that, I'll have to add in an extra check: if the falling BlockSnow lands on another BlockSnow, add the falling snow thickness metadata to the lower snow. If that puts it over 7, do the "BlockSnow -> BlockSnowBlock" thing I mentioned.
Also, snow thicknesses from 4 to 7 will slow walking speed (from a tiny bit at thickness 4 to Soul Sand slow at 7). Again, these features will be toggleable.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Well, not truly unlimited accumulation, as the snow gets deeper and deeper, and/or as it gets close to the world height there would mathematically less and less of a chance of that block accumulating more snow. When thickness reaches 16, replace it with a snow block.
There could be 3 types of snow block. A normal snow block (subject to gravity), a dense snow block (not subject to gravity, and darker/bluer in color), and a glacial ice block ...different from the regular ice block, bluer in color, with properties like stone, it wouldn't shatter like the regular ice.
Additionally, compatability with the cubic chunks mod, that could allow for really thick, antarctic glaciers. (but that's probably a whole other Pandora's box.)
This is just a casual suggestion for the future, I understand how tricky coding can be.
Come to think of it, what I'm suggesting is more like a whole new mod, more like a full ice age mod. maybe even with a woolly mammoth mob :wink.gif:
I plan on taking a crack at this idea after jeb completes the modding api.
-Muad'Dib
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Woolly mammoth mob...? Isn't EvilMinecraft doing that or something?
Anyway, one point I've had from the start is "no new blocks/items/entities, keep saves safe". But I've already tricked out metadata as hard as possible, so maybe...
BlockSnowBlock, metadata 0 (since I can't seem to get ModLoader.AddRecipe() to acknowledge setting metadata for vanilla block output) - The current snow blocks. Crafted, gravity-ignorant. Might possibly (if I can figure out how to do so for a vanilla block) change the texture a bit (snow bricks for igloos???), to differentiate it from...
BlockSnowBlock, metadata 1 - What a max-height BlockSnow could convert to. Non-crafted, affected by gravity, default texture.
What classes does Cubic Chunks touch? I know it's OptiFine incompatible (last I checked), and therefore I can't test with it, but as long as it and Winter Mode don't share classes, should already work.
Edit: Just thought of a problem with converting full-thickness BlockSnow into BlockSnowBlocks. Blocks like fences, slabs, plants, anything that's not a solid block. If I implement a no-matter-what "if(metadata == 7) this.blockID = BlockSnowBlock;", that'll put random fullsnow blocks on plants and fences all of a sudden. Visually, it'll look like the snow block just spontaniously shifted up one. On the other hand, if it overwrites the block below for cases like this, it'll break so many people's creations.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
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It does, doesn't it? I especially like how it makes Japanese villages look (which is why I chose one for my demo video, I just wish Millenaire didn't tank my framerate so hard...)
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
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Well... it would be trivial to make sure naturally-formed BlockSnowBlock (metadata 1 per earlier post) didn't exceed a certain level (maybe 4 blocks thick?)... Okay, added to the list of ideas for the "Snow Mayhem" mode (which will be toggled off by default).
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
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That would be pretty neat, yeah. Would it be possible to turn thunderstorms into blizzards?
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/