As of 14AUG2013 I, Bakenokawa, am trying to get a better set up for modding, which will include this mod. For those of you who have waited so patiently, I apologize. School and a Summer internship kind of got in the way of updating. As soon as I can I will update this mod!
[s]News:[/s]
[s]Hello Hello! Good news all! I have just put finished getting a preliminary version of an island creating tool out! Woo! Currently the recipe is very simple and probably has some cost-balance issues. But that aside I have finished the new version and am posting for all to enjoy! See more in the post below to understand the changes I have been making!
Introductions/Permissions:
Hello Minecraftia!
I am Bakenokawa, a relatively new modder, but I have been with MC since Beta. So One of my favorite things from Beta was the "gargamel seed". Epic mountains and in general a very fun terrain seed.
While I was playing such a map I happened upon a hunk of rock floating in midair! I was enthralled, and I am sure you can guess that I had my house in and on that island in a heart beat. Ever since I have been trying to find such features in the terrain, but they are hard to come by. Especially now that the "Anvil" world storage is in place, you can't even use MCEdit to bring your old island's back. Now, I have brought them back!
When I first found HogofWar's Floating Island Mods, which was hosted by Scokeev9 at the time, I was exstatic! I could now simply generate a plethora of these terrain gems out of thin air! Sadly when Minecraft updated, floating Island's did not.
It took me a while to get my feet under me as a modder, but when I did my first goal was to re-establish Floating Islands!
I acquired HogofWar's permission (below), and began working.
--Instructions on how to get the source code, which he had unfortunately misplaced--
As for the additions I made for the Dungeon modification of floating islands all I did was make a smaller semi-sphere inside the semi-sphere, and fill it with air, then place the mob spawner at the lowest point and the chest under it (so you have to break the mob spawner to get to it).
If you need any help with little bits, come onto #risucraft on irc.esper.net (if you know how to use IRC), I still frequent there (even though I don't make mods anymore, and pinging me (saying "Hogofwar" without the quotes will alert me, as long as I am not away) will bring my attention.
So without further ado: Floating Islands v2.0 for Minecraft 1.4.2, now you get to chose where the islands go!
v2.0::http://www.mediafire...8vl79g2bnx0qqn2 [1.4.2]
- Added and Item called "Creator", made with just a stick in the crafting grid. Right click on a block and the island will generate from the point, beware you will fall into the crater it leaves behind but there is water at the bottom so fear not!
- Currently this is a preliminary version and so regular island generation has been turned off. In the future this will be re-enabled and the crafting recipe for "Creator" will be adjusted appropriately.
- Please see the screenshot section for some additional warnings!
Now as an added bonus I am publishing another small mod on the side for those who has supported Floating Islands thus far!
Bakenokawa's Utilities mod: http://www.mediafire...6s53urmyv3g533p
- Adds recipes such that you can now craft most any tool of any material in the inventory crafting grid!
- Adds 1 new item "Pole" which is crafted from 2 stick, so that you can create the new recipies like so:
[X][X] where X is whatever material you wanted
[X][P] and P is pole. This recipe should create a X Pickaxe
The hoe is not added, and the sword recipe is like this:
[ ][X] X is the material of the sword
[S][X] and S is a stick
- Additionally, for those of us who are a bit lazy and don't want to climb back to the surface for sticks while mining, 2 cobblestone can now form 2 sticks... So the total worth of a cobblestone pickaxe would be 5 cobblestone.
- finally, for those who tend to set-up shop in the nether, netherrack now has a fuel value roughly 2x that of coal, for your furnaces.
v2.0b Updated to 1.4.5
v2.0 Added an Item so you can pick where the islands will generate
v1.0. Updated to MC 1.4.2, now relies on ForgeModLoader
-- ModLoader Versions--
v4a. updated to MC1.3.2
v3. Amplified the config File, added Clusters!
v2. Added config file!
v1. get source code from old versions
--Planned Features--
- Bringing Clustering Back!
- Chain/archipelago option (as a pattern for the Cluster generation)
- Make Ocean Islands ( not giant floating water cubes!)
- Island Drift! (Prevent those spawning havens underneath the islands! )
- Bedrock underpinnings! (So you don't fall through!)
- Terra-forming cubes!( to allow you to gen. an islands where ever you are!)
Videos:
Many Thanks to Piedudeaus , who made a brief video of this mod for minecraft 1.0.0
Screenshots:
--V2.0--
See above for details but here are some of the screens for what you can expect:
This is what a perfect generating island will, eventually look like once the bogs of this version are worked out. Currently the crater will not fill completely with water...
This is what a typical island will look like now: With water only in the bottom of the crate, but very often deep enough to catch you.
Now from time to time you could generate and island but see not crater. While I do not know what really causes this, please be advised that the water is simply a block or so beneath the surface.
Please be careful as you can generate floating lakes if you generate an island off another island, that is if you aren't careful...
One final note of warning, the generation may be a bit... buggy, as seen below the island may appear with a hat. That hat will disappear upon reloading the world, which allows for a minor mining exploit. Admittedly I haven't tried this but if you want whatever ore if in that hat I suggest you get it before you exit the world.
Before:
This one is more of a shoe...
After:
--V1.0--
The new forge edition! woot! I will be putting development screenshots up in the near future so that everyone may enjoy some of the antic I get to experience while I debug the code. Perhaps certain bugs will lead to new features!
--Development Screenshots--
These are all from the debug phase of the coding I was doing. Most were taken the same day as the release as they contain identifiable islands with some funny errors!
So Here is an early stage of the debug process. As you can tell the majority of the island is missing. Only the spherical cap actually generated, but somehow the cylinder part was overwritten wtih air blocks... Very strange...
Sometime Later I managed to get the cylinder generating( something was off with the new positions in the Y axis) Sadly this is still not complete as you can see there is roughly a 2 block gap between the cylinder and cap.
So while toggling about with the cap heights, I ended up generating them above their cylinders XP Here are a couple of them.
So While I was debugging I got a little lost and started to replace sections of the generation with glowstone so I could try to find where the code errors were. Here was the result... The RNG Gods of Minecraft were not pleased with my offerings
As I got closer and closer, the islands started working better. Here were some of the best of the lot.
Now by far my favorite bug of the evening occured when I was trying to optimize certain aspects. I was trying to make the code easier for me to follow by reducing the variables. Well, incidently I ended up creating an entirely new kind of island, and it took me several new worlds to figure out the cause.
Here is an early example of what may later be tamed into a more natural looking island chunk:
Old versions:
--V4a--
"Mod udpated to 1.3.2, no new features just yet!"
--V3--
"New to Version 3 are clusters! Here you see a cluster of 5, although I am interested in seeing what the sand will do once you start digging... Hmmm"
"Here we see two clusters of two, along with a couple of solo islands, just to show that both kinds will still generate in the world. I always did like the duo-clusters when you were lucky enough for them to occur in the original version."
"And finally we see here a set of 5 and a set of 3, which occurred in close proximity. I very much liked the way the ground looks beneath the set of 5. Not having it so dark that monsters spawn outright is nice... Hmm I make try to make that a new feature. "
--V2--
"These four where genrated in the same world as the previous, but with an altered Config. Minimum Size was near 20, and spawn rate was near 6 ( see config from more details). Warning: Lag spiked with these!"
Old Versions:
[1.4.2]
V1.0:: http://www.mediafire...5xks6rkv5s59om2
- Requires ForgeModLoader! [Woot! Finally got it updated!]
- No README availible at this time.
- New Config is ready for use. Config Comments coming soon.
--Cluster Generation is disabled at this time even though the variables are in the config.
[1.3.2]
V4a:: http://www.mediafire...995jvmz0focaa52
-Requires ModLoader!
-Still working on a README.txt, please refer to the V3 version of this document if you need further help.
[1.2.5]
V3 http://www.mediafire...yw8l3d6122cm2x3
-almost 100 downloads!
- New as of V3, please delete your old config! There were a lot of changes to the file and I am not certain that it will work as expected unless you delete the old version!
-follow instructions in the README.txt included with the .zip
- Island Drift! (Prevent those spawning havens underneath the islands!
- Bedrock underpinnings! (So you don't fall through!)
- Terra-forming cubes!( to allow you to gen. an islands where ever you are!)
- Nether islands! (For your new Nether home!)
- Glow-stone anti-spawning protocol (No more Monstrous craters!)
- Future: A New decoration/structure to generate in world ( this may become a separate mod).
-- Far Future: A item which would allow you to control other structure generation, such as villages or strongholds.
Completed Features:
- Added an Item which allows you to control Island Generation!
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
And nice update, looks like it has all the features from when I made it now, wonder what more you will add!
Thank you very much. I hope to add something worthwhile!
I have a few planned features listed in the change log( at the end).
If anyone has ideas, please feel free to send a pm with them!
Thank you for your support!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Just wanted to let you all know that I have completed the first of the test phases on a new batch of code for the Floating islands.
This new batch will include the following:
A Vastly superior config file, allowing for a much greater control of the island generation by the user.
A New feature: Cluster Generation!
This feature causes groups of the floating islands to appear, ranging from 2 islands up to a user-configurable number, default at 5.
This part of the code can be enables or disabled through the config file very easily. In addition, most every feature of the cluster can
be configured. Anything from the frequency of cluster generation , to the height separation between the islands!
The ETA for the release is this Sat. 5/26 or before!
Hope to hear feedback on this new installment of the mod!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Alright! Version 3 is now ready for download! It introduces "Clusters" which are fully customizable ( are at least darn close).
I hope you all enjoy! I am looking for more ideas, so please if anything occurs to you I would love to hear from you!
Some new planned features are:
- Island Drift! (Prevent those spawning havens underneath the islands!
- Bedrock underpinnings! (So you don't fall through!)
- Terra-forming cubes!( to allow you to gen. an islands where ever you are!)
Just wanted to let you all know that I have completed the first of the test phases on a new batch of code for the Floating islands.
This new batch will include the following:
A Vastly superior config file, allowing for a much greater control of the island generation by the user.
A New feature: Cluster Generation!
This feature causes groups of the floating islands to appear, ranging from 2 islands up to a user-configurable number, default at 5.
This part of the code can be enables or disabled through the config file very easily. In addition, most every feature of the cluster can
be configured. Anything from the frequency of cluster generation , to the height separation between the islands!
The ETA for the release is this Sat. 5/26 or before!
Hope to hear feedback on this new installment of the mod!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
This mod looks neat gonna try it out now! But I have a question, do you now how to code new structures?
Hey! Sorry for the late reply, and the answer to your questions is no not yet, I am actually working on learning how to do that.
One of the mods I have coming down the pipe includes a set of 5 structures which are supposed to be generated a set distance from the player. At the moment I am not able to control their generation as well.
However as a work around you can use the gnerateSurface() function in modloader as a standby, you just need the java code to place the blocks, which I think you could get easily by using Schematics to Java program( sorry I don't know the exact name).
I hope you enjoy the mod, and good luck with you mod!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I was expectting a sky dimension worldgen option mod, but oh well.
I will consider looking into that for a later update, hopefully this mod will sate some of your desire for floating islands galore. Hope you enjoy. Please Keep checking back, I will be updating as I am able.
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Hey I have many questions and a suggestion. The suggestion is put [1.2.5] In the title because it can be a bit confusing to tell what version the mod is for when the only spot it is mentioned is in the tags. My question is do dungeons spawn in the spheres? If so is it a config setting, like number of islands that form with dungeons, with the ability to turn off dungeons entirely or to make it so all spheres spawn with a dungeon. Also can you make like ruins and other kinds of dungeons spawn too, because that would be cool (like a ruined hut or tower). Also to fix the extreme mob spawns under the spheres you could make them spawn glowstone in the hole they left behind (As a config setting of course). Maybe even make them spawn spheres in the nether/end (although that might cause some interesting effects in the nether and the end kinda already does make floating islands). I think i am kinda going of on a long train of thought (tangent) now, but I don't care if my ideas get shot down, It is your mod now right? Anyway great job.
Edit: I so went on a tangent
Hey I have many questions and a suggestion. The suggestion is put [1.2.5] In the title because it can be a bit confusing to tell what version the mod is for when the only spot it is mentioned is in the tags. My question is do dungeons spawn in the spheres? If so is it a config setting, like number of islands that form with dungeons, with the ability to turn off dungeons entirely or to make it so all spheres spawn with a dungeon. Also can you make like ruins and other kinds of dungeons spawn too, because that would be cool (like a ruined hut or tower). Also to fix the extreme mob spawns under the spheres you could make them spawn glowstone in the hole they left behind (As a config setting of course). Maybe even make them spawn spheres in the nether/end (although that might cause some interesting effects in the nether and the end kinda already does make floating islands). I think i am kinda going of on a long train of thought (tangent) now, but I don't care if my ideas get shot down, It is your mod now right? Anyway great job.
Edit: I so went on a tangent
Wow! I am sorry I missed this! So Guru, if you are still online at all, please know your ideas will be added to the planned feature list. But at the moment I will try to address your questions:
1. No, my islands to not currently generate with a spawner inside of them. They are basically hunks of the earth heaved into the heavens.
2. The spawning area underneath the spheres was a side-effect of the generation and I will begin working on the glow-stone fix and then eventually an island drift fix for the islands which would expose the crater to sunlight, though it might still cause the ground beneath the island to be a spawning haven... I will give this problem some thought.
3. Nether Sphere: I had tried this idea in the preliminary tests of version 3 but found that it was somewhat ineffective. The nether is much smaller than the over world and is in essence a giant cave with a roof to the world. I will look into the possibility of generating smaller spheres, perhaps creating small scale nether-fortresses on them.
4. Finally, thank you for all your ideas, they will be added to the planning queue shortly! Thank you for your enthusiasm!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Hello Again to all! I have finally updated! I apologize for the wait, I was horribly distracted by a certain Feed the Beast Modpack. Anyway, I have checked the DL link this time and I know that it is working and I am slowly working on getting some development screens online to share. In the meantime I hope you will all enjoy this mod, and enjoy some happy hunting!
Hey Baken! just a thought here.... what if floating ruins generated as well? It's just an idea but I think it'd be a neat addition.
Hmm! That sounds very interesting, I will add it to the planned features list, though I may need some time to produce something worthwhile. I think I may have even run into a bug in the code which could be used to really get that 'ruins' feeling to work. I will look into it. Thank you BlackBird!
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I have just finished improving my mod, I am publishing a preliminary version of the changes in v2.0! It is still for MC 1.4.2 but it adds an Item which allows the player to control where the islands generate!!! As of right now, I have been testing it to adjust the feature and other such tasks but I thought everyone might enjoy a nice Early Christmas gift during Finals week! I hope you all enjoy, please be sure to include feedback and suggestions for the final recipe(right not it's just a stick).
Good luck!
-Bakenokawa
-Edit-
If you have any troubles with the mod please post them like this:
Mod Version:
Your Minecraft Version:
Description of Error/Bug: (1 paragraph, 4-5 sentences please)
ForgeModloader.txt from .minecraft in spoiler tags:
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Glad you moved to forge, this was one of the first mods that I had a positive experience on the thread, I also forgot about it and kinda broke my login, I couldn't login, I must have been derping. Anyway I am a basic coder, I don't know java but I do know how functions work so why not call the dungeon function while generating your spheres. Or you could dissect the dungeon code for dungeons, mineshafts, and strongholds, and use similar generation.
Edit: Perhaps throw a nether star or two into the island creating tool to make it not too cheap, and also perhaps the longer you hold the click button with it the higher the island goes. It shouldn't create dungeons either and it needs a name I'd say perhaps Bakenokawa's (insert cool name here) or Bakenokawa's cool magic stick thingy. Maybe just "Cool magic stick thingy".
Edit 2: Just noticed the fact the tool has a name, However I will continue to call it "Cool magic stick thingy"
Glad you moved to forge, this was one of the first mods that I had a positive experience on the thread, I also forgot about it and kinda broke my login, I couldn't login, I must have been derping. Anyway I am a basic coder, I don't know java but I do know how functions work so why not call the dungeon function while generating your spheres. Or you could dissect the dungeon code for dungeons, mineshafts, and strongholds, and use similar generation.
Edit: Perhaps throw a nether star or two into the island creating tool to make it not too cheap, and also perhaps the longer you hold the click button with it the higher the island goes. It shouldn't create dungeons either and it needs a name I'd say perhaps Bakenokawa's (insert cool name here) or Bakenokawa's cool magic stick thingy. Maybe just "Cool magic stick thingy".
Edit 2: Just noticed the fact the tool has a name, However I will continue to call it "Cool magic stick thingy"
XD That is quite entertaining, I will certainly ponder that possibility for a future name. Anyway about the dungeon creation, I think that code might be very useful indeed. Although having looked at the stronghold code, I wasn't able to get much useful out of it aside from figuring out how they prevent the world from generating with more than 3...
Anyway, those features may come later, but I am also trying to work on another mod, which should be rather fun, and some of the pieces will be appearing in the "Utils" mod I have posted here as well. Really the Utils is kind of my playground modpack, just trying to find useful features to add.
Thank you for the ideas, Guru, and welcome back!
Rollback Post to RevisionRollBack
[!]Please visit my WIP page!I am working on updating my Floating Islands mod and developing a new one! Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Introductions/Permissions:
Hello Minecraftia!
I am Bakenokawa, a relatively new modder, but I have been with MC since Beta. So One of my favorite things from Beta was the "gargamel seed". Epic mountains and in general a very fun terrain seed.
While I was playing such a map I happened upon a hunk of rock floating in midair! I was enthralled, and I am sure you can guess that I had my house in and on that island in a heart beat. Ever since I have been trying to find such features in the terrain, but they are hard to come by. Especially now that the "Anvil" world storage is in place, you can't even use MCEdit to bring your old island's back. Now, I have brought them back!
When I first found HogofWar's Floating Island Mods, which was hosted by Scokeev9 at the time, I was exstatic! I could now simply generate a plethora of these terrain gems out of thin air! Sadly when Minecraft updated, floating Island's did not.
It took me a while to get my feet under me as a modder, but when I did my first goal was to re-establish Floating Islands!
I acquired HogofWar's permission (below), and began working.
So without further ado: Floating Islands v2.0 for Minecraft 1.4.2, now you get to chose where the islands go!
Download:
v2.0b:: http://www.mediafire...9dps4i8p3fd4233
- Updated to 1.4.5
v2.0::http://www.mediafire...8vl79g2bnx0qqn2 [1.4.2]
- Added and Item called "Creator", made with just a stick in the crafting grid. Right click on a block and the island will generate from the point, beware you will fall into the crater it leaves behind but there is water at the bottom so fear not!
- Currently this is a preliminary version and so regular island generation has been turned off. In the future this will be re-enabled and the crafting recipe for "Creator" will be adjusted appropriately.
- Please see the screenshot section for some additional warnings!
Now as an added bonus I am publishing another small mod on the side for those who has supported Floating Islands thus far!
Bakenokawa's Utilities mod: http://www.mediafire...6s53urmyv3g533p
- Adds recipes such that you can now craft most any tool of any material in the inventory crafting grid!
- Adds 1 new item "Pole" which is crafted from 2 stick, so that you can create the new recipies like so:
[X][X] where X is whatever material you wanted
[X][P] and P is pole. This recipe should create a X Pickaxe
The hoe is not added, and the sword recipe is like this:
[ ][X] X is the material of the sword
[S][X] and S is a stick
- Additionally, for those of us who are a bit lazy and don't want to climb back to the surface for sticks while mining, 2 cobblestone can now form 2 sticks... So the total worth of a cobblestone pickaxe would be 5 cobblestone.
- finally, for those who tend to set-up shop in the nether, netherrack now has a fuel value roughly 2x that of coal, for your furnaces.
I hope you enjoy!
old versions:
[1.4.2] http://www.mediafire...lhgzmge0ltzju2b
Change Log:
Videos:
Many Thanks to Piedudeaus , who made a brief video of this mod for minecraft 1.0.0
Screenshots:
--V2.0--
See above for details but here are some of the screens for what you can expect:
This is what a perfect generating island will, eventually look like once the bogs of this version are worked out. Currently the crater will not fill completely with water...
This is what a typical island will look like now: With water only in the bottom of the crate, but very often deep enough to catch you.
Now from time to time you could generate and island but see not crater. While I do not know what really causes this, please be advised that the water is simply a block or so beneath the surface.
Please be careful as you can generate floating lakes if you generate an island off another island, that is if you aren't careful...
One final note of warning, the generation may be a bit... buggy, as seen below the island may appear with a hat. That hat will disappear upon reloading the world, which allows for a minor mining exploit. Admittedly I haven't tried this but if you want whatever ore if in that hat I suggest you get it before you exit the world.
Before:
This one is more of a shoe...
After:
--V1.0--
The new forge edition! woot! I will be putting development screenshots up in the near future so that everyone may enjoy some of the antic I get to experience while I debug the code. Perhaps certain bugs will lead to new features!
--Development Screenshots--
These are all from the debug phase of the coding I was doing. Most were taken the same day as the release as they contain identifiable islands with some funny errors!
So Here is an early stage of the debug process. As you can tell the majority of the island is missing. Only the spherical cap actually generated, but somehow the cylinder part was overwritten wtih air blocks... Very strange...
Sometime Later I managed to get the cylinder generating( something was off with the new positions in the Y axis) Sadly this is still not complete as you can see there is roughly a 2 block gap between the cylinder and cap.
So while toggling about with the cap heights, I ended up generating them above their cylinders XP Here are a couple of them.
So While I was debugging I got a little lost and started to replace sections of the generation with glowstone so I could try to find where the code errors were. Here was the result... The RNG Gods of Minecraft were not pleased with my offerings
As I got closer and closer, the islands started working better. Here were some of the best of the lot.
Now by far my favorite bug of the evening occured when I was trying to optimize certain aspects. I was trying to make the code easier for me to follow by reducing the variables. Well, incidently I ended up creating an entirely new kind of island, and it took me several new worlds to figure out the cause.
Here is an early example of what may later be tamed into a more natural looking island chunk:
Old versions:
--V4a--
"Mod udpated to 1.3.2, no new features just yet!"
--V3--
"New to Version 3 are clusters! Here you see a cluster of 5, although I am interested in seeing what the sand will do once you start digging... Hmmm"
"Here we see two clusters of two, along with a couple of solo islands, just to show that both kinds will still generate in the world. I always did like the duo-clusters when you were lucky enough for them to occur in the original version."
"And finally we see here a set of 5 and a set of 3, which occurred in close proximity. I very much liked the way the ground looks beneath the set of 5. Not having it so dark that monsters spawn outright is nice... Hmm I make try to make that a new feature. "
--V2--
"These four where genrated in the same world as the previous, but with an altered Config. Minimum Size was near 20, and spawn rate was near 6 ( see config from more details). Warning: Lag spiked with these!"
Old Versions:
[1.4.2]
V1.0:: http://www.mediafire...5xks6rkv5s59om2
- Requires ForgeModLoader! [Woot! Finally got it updated!]
- No README availible at this time.
- New Config is ready for use. Config Comments coming soon.
--Cluster Generation is disabled at this time even though the variables are in the config.
[1.3.2]
V4a:: http://www.mediafire...995jvmz0focaa52
-Requires ModLoader!
-Still working on a README.txt, please refer to the V3 version of this document if you need further help.
[1.2.5]
V3 http://www.mediafire...yw8l3d6122cm2x3
-almost 100 downloads!
- New as of V3, please delete your old config! There were a lot of changes to the file and I am not certain that it will work as expected unless you delete the old version!
-follow instructions in the README.txt included with the .zip
V2: http://www.mediafire...xv91dzb5y57pmig
- Almost 50 downloads!
Thank you for your support! I hope you enjoy!
Planned Features:
Completed Features:
Legal:
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Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Awesome i loved his mods...
Excellent, I hope then that I will be able to live up to his ability.
Thank you very much. I hope to add something worthwhile!
I have a few planned features listed in the change log( at the end).
If anyone has ideas, please feel free to send a pm with them!
Thank you for your support!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Just wanted to let you all know that I have completed the first of the test phases on a new batch of code for the Floating islands.
This new batch will include the following:
A Vastly superior config file, allowing for a much greater control of the island generation by the user.
A New feature: Cluster Generation!
This feature causes groups of the floating islands to appear, ranging from 2 islands up to a user-configurable number, default at 5.
This part of the code can be enables or disabled through the config file very easily. In addition, most every feature of the cluster can
be configured. Anything from the frequency of cluster generation , to the height separation between the islands!
The ETA for the release is this Sat. 5/26 or before!
Hope to hear feedback on this new installment of the mod!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I hope you all enjoy! I am looking for more ideas, so please if anything occurs to you I would love to hear from you!
Some new planned features are:
- Island Drift! (Prevent those spawning havens underneath the islands!
- Bedrock underpinnings! (So you don't fall through!)
- Terra-forming cubes!( to allow you to gen. an islands where ever you are!)
Hope you all enjoy!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Hey! Sorry for the late reply, and the answer to your questions is no not yet, I am actually working on learning how to do that.
One of the mods I have coming down the pipe includes a set of 5 structures which are supposed to be generated a set distance from the player. At the moment I am not able to control their generation as well.
However as a work around you can use the gnerateSurface() function in modloader as a standby, you just need the java code to place the blocks, which I think you could get easily by using Schematics to Java program( sorry I don't know the exact name).
I hope you enjoy the mod, and good luck with you mod!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I will consider looking into that for a later update, hopefully this mod will sate some of your desire for floating islands galore. Hope you enjoy. Please Keep checking back, I will be updating as I am able.
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Edit: I so went on a tangent
Wow! I am sorry I missed this! So Guru, if you are still online at all, please know your ideas will be added to the planned feature list. But at the moment I will try to address your questions:
1. No, my islands to not currently generate with a spawner inside of them. They are basically hunks of the earth heaved into the heavens.
2. The spawning area underneath the spheres was a side-effect of the generation and I will begin working on the glow-stone fix and then eventually an island drift fix for the islands which would expose the crater to sunlight, though it might still cause the ground beneath the island to be a spawning haven... I will give this problem some thought.
3. Nether Sphere: I had tried this idea in the preliminary tests of version 3 but found that it was somewhat ineffective. The nether is much smaller than the over world and is in essence a giant cave with a roof to the world. I will look into the possibility of generating smaller spheres, perhaps creating small scale nether-fortresses on them.
4. Finally, thank you for all your ideas, they will be added to the planning queue shortly! Thank you for your enthusiasm!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I totally forgot about this mod XD
EDIT: The DL link isn't working for some reason hmmmmm.
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
@BlackBird:
Hmm! That sounds very interesting, I will add it to the planned features list, though I may need some time to produce something worthwhile. I think I may have even run into a bug in the code which could be used to really get that 'ruins' feeling to work. I will look into it. Thank you BlackBird!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
I have just finished improving my mod, I am publishing a preliminary version of the changes in v2.0! It is still for MC 1.4.2 but it adds an Item which allows the player to control where the islands generate!!! As of right now, I have been testing it to adjust the feature and other such tasks but I thought everyone might enjoy a nice Early Christmas gift during Finals week! I hope you all enjoy, please be sure to include feedback and suggestions for the final recipe(right not it's just a stick).
Good luck!
-Bakenokawa
-Edit-
If you have any troubles with the mod please post them like this:
Mod Version:
Your Minecraft Version:
Description of Error/Bug: (1 paragraph, 4-5 sentences please)
ForgeModloader.txt from .minecraft in spoiler tags:
Like this
or
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)
Edit: Perhaps throw a nether star or two into the island creating tool to make it not too cheap, and also perhaps the longer you hold the click button with it the higher the island goes. It shouldn't create dungeons either and it needs a name I'd say perhaps Bakenokawa's (insert cool name here) or Bakenokawa's cool magic stick thingy. Maybe just "Cool magic stick thingy".
Edit 2: Just noticed the fact the tool has a name, However I will continue to call it "Cool magic stick thingy"
XD That is quite entertaining, I will certainly ponder that possibility for a future name. Anyway about the dungeon creation, I think that code might be very useful indeed. Although having looked at the stronghold code, I wasn't able to get much useful out of it aside from figuring out how they prevent the world from generating with more than 3...
Anyway, those features may come later, but I am also trying to work on another mod, which should be rather fun, and some of the pieces will be appearing in the "Utils" mod I have posted here as well. Really the Utils is kind of my playground modpack, just trying to find useful features to add.
Thank you for the ideas, Guru, and welcome back!
Operor non relinquo sapientia , quod is mos servo youlove ; suus quod is mos (Prov. 4:6)