Are Custom Biome Tree's working? I cant seem to get them to work. When I have both notch+custom trees ON I only get Notch trees, and when I turn Notch trees off I get NO tree's. Wierdness? Anyone getting it to work?
Are Custom Biome Tree's working? I cant seem to get them to work. When I have both notch+custom trees ON I only get Notch trees, and when I turn Notch trees off I get NO tree's. Weirdness? Anyone getting it to work?
The custom trees are only an early test-version, I haven't used them for a while now but I had them work earlier.
What version of the mod are you using? And have you placed any tree-files in the tree plugins folder?
Nvm, I figured out what I was doing wrong (I'm an idiot it seems), I had used the "save-as" command in notepad, which saves it as a .txt and not a .ini, so the mod wasn't reading it properly. All figured now.
Another question about the tree mod now tho, I assume we can only modify the vertical height and thickness of the tree's at the moment, it isn't possible to add branches or anything yet? I've gotten pretty good at making 'sausage tree's'.
Also, I was under the impression custom biome trees weren't in the latest version? As I just get normal notch trees all the time. What's with all the talk above about adding them?
Not sure, but according to the current title of the topic:
BiomeTerrainMod update (Custom Trees now in!)
they were added.
Any chance we could get an update R-T-B? is it providing more trouble than expected to fix it for 1.3?
Minecraft is unplayable for me without this mod. Is OP still even around?
He needs to either update this immediately, or Notch needs to add a feature in which I can role back a MC version.
Actually technically he has. The new launcher asks you if you want to update before it updates, just download it. Though i guess that doesnt help if youve already done it :s if you did some searching around you could probably snag the 1.2_02 .minecraft folder off of a pirated version, even if youve boughten the game. Only thing i could think of.. or try to ask someone in the forums for one.
I finally got my computer back, only to have a long term power outage due to a snow storm. :sad.gif: That's why I've been silent.
Power is restored in my area, and I'll be doing a release tonight. The release tree will now be broken into two branches, the "stable" branch which will have less features but more consistency, and the bleeding edge "beta" branch which will have the latest features but will also have the latest bugs. :smile.gif:
Both branches will be doing a release tonight. The stable branch will have the tree subsytem removed for the time being for performance considerations. The beta branch will basically be what we had before but 1.3 ready.
I finally got my computer back, only to have a long term power outage due to a snow storm. :sad.gif: That's why I've been silent.
Power is restored in my area, and I'll be doing a release tonight. The release tree will now be broken into two branches, the "stable" branch which will have less features but more consistency, and the bleeding edge "beta" branch which will have the latest features but will also have the latest bugs. :smile.gif:
Both branches will be doing a release tonight. The stable branch will have the tree subsytem removed for the time being for performance considerations. The beta branch will basically be what we had before but 1.3 ready.
Thanks!
Extremely glad to hear that and glad to hear your power is back/ect!
I appreciate your continued efforts on this
Since you did have a bukkit-specific version of your mod before, is there any chance that you will tie into bukkit's new multiworld functionality to enable different worlds to use different terrain parameters? That would be mind-blowingly amazing.
Since you did have a bukkit-specific version of your mod before, is there any chance that you will tie into bukkit's new multiworld functionality to enable different worlds to use different terrain parameters? That would be mind-blowingly amazing.
According to the guy on here, it sounds like it's possible already that it would support multiworld, since it stores the ini settinsg inside the world folder? Once it updates to 1.3, I'll test it out -- if it works it will indeed be awesome
once the world is generated the biome settings are copied into that worlds folder and it checks them when generating terrain
the biome settings file that you edit is only used when create a new world
i don't know what plugin your using for multi world support so that would effect how you create them i suppose
the way i do it you need to stop the server then either edit the server properties file and set the world to a name that does not yet exist or rename your current worlds folder name either way once you start the server it will not be able to find the world folder and so generate a new world according to the settings
then according to the plugin you use import the world maps
According to the guy on here, it sounds like it's possible already that it would support multiworld, since it stores the ini settinsg inside the world folder? Once it updates to 1.3, I'll test it out -- if it works it will indeed be awesome
Notch has thrown me for a loop with the new save format. In addition, Bukkit has sealed their class package files, preventing easy modification. Also, there is nearly no easy way to determine the path from which the server save folder is located. I tried using the Jar path but a million exceptions are thrown, In short: this is gonna take a while. :sad.gif:
I really could use some skilled outside developers about now. This is starting to reach the limit of my Java knowledge. Don't worry, I won't give up, but this definitely won't be happening tonight, and worse yet, I have no frickin clue how bukkits new worlds work. Oh god almighty am I confused right now. :sad.gif:
In the event that I fail to update this in a timely fashion, the source is available for anyone to tamper with. I just hope I can figure out these massive changes short of a rewrite.
There goes my hope of this mod being available when I get up tomorrow.
I so badly want a great ocean in which to put my Fort Boyard:
I know it's possible with other mods, such as "Infiniteocean" or something. I'm sure there's something with that name at least. I've also tried finding a spot in the normal world, but I never seem to find a naturally generated ocean big enough for it.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
Actually, I just made a breakthrough on the path issue. It's simply that I had a space in my pathname, aparently Java turns that into a "%20" and windows hates that.
Nvm, I figured out what I was doing wrong (I'm an idiot it seems), I had used the "save-as" command in notepad, which saves it as a .txt and not a .ini, so the mod wasn't reading it properly. All figured now.
Another question about the tree mod now tho, I assume we can only modify the vertical height and thickness of the tree's at the moment, it isn't possible to add branches or anything yet? I've gotten pretty good at making 'sausage tree's'.
Not sure, but according to the current title of the topic:
they were added.
Any chance we could get an update R-T-B? is it providing more trouble than expected to fix it for 1.3?
He needs to either update this immediately, or Notch needs to add a feature in which I can role back a MC version.
Actually technically he has. The new launcher asks you if you want to update before it updates, just download it. Though i guess that doesnt help if youve already done it :s if you did some searching around you could probably snag the 1.2_02 .minecraft folder off of a pirated version, even if youve boughten the game. Only thing i could think of.. or try to ask someone in the forums for one.
Power is restored in my area, and I'll be doing a release tonight. The release tree will now be broken into two branches, the "stable" branch which will have less features but more consistency, and the bleeding edge "beta" branch which will have the latest features but will also have the latest bugs. :smile.gif:
Both branches will be doing a release tonight. The stable branch will have the tree subsytem removed for the time being for performance considerations. The beta branch will basically be what we had before but 1.3 ready.
Thanks!
Extremely glad to hear that and glad to hear your power is back/ect!
I appreciate your continued efforts on this
Since you did have a bukkit-specific version of your mod before, is there any chance that you will tie into bukkit's new multiworld functionality to enable different worlds to use different terrain parameters? That would be mind-blowingly amazing.
However, it doesn't seem to be working right now :sad.gif:
According to the guy on here, it sounds like it's possible already that it would support multiworld, since it stores the ini settinsg inside the world folder? Once it updates to 1.3, I'll test it out -- if it works it will indeed be awesome
Yes, it does indeed sound like it =) looking forward to the update even more now to try.
Any ETA mr. R-T-B?
Stupidity on the rise with a 40% chance of shitstorms.
haha, gotcha, didn't think of the time difference =)
Notch has thrown me for a loop with the new save format. In addition, Bukkit has sealed their class package files, preventing easy modification. Also, there is nearly no easy way to determine the path from which the server save folder is located. I tried using the Jar path but a million exceptions are thrown, In short: this is gonna take a while. :sad.gif:
I really could use some skilled outside developers about now. This is starting to reach the limit of my Java knowledge. Don't worry, I won't give up, but this definitely won't be happening tonight, and worse yet, I have no frickin clue how bukkits new worlds work. Oh god almighty am I confused right now. :sad.gif:
In the event that I fail to update this in a timely fashion, the source is available for anyone to tamper with. I just hope I can figure out these massive changes short of a rewrite.
There goes my hope of this mod being available when I get up tomorrow.
I so badly want a great ocean in which to put my Fort Boyard:
I know it's possible with other mods, such as "Infiniteocean" or something. I'm sure there's something with that name at least. I've also tried finding a spot in the normal world, but I never seem to find a naturally generated ocean big enough for it.
It's better to ask a stupid question than not knowing the answer.
No worries, tonights release is still on then.