This cute little robot acts much the same as a wolf.
Right clicking an NBot with an Item or Block will cause the NBot to carry it for you.
If the block or item has an associated block then the NBot will begin to periodically search for that block.
If it is found in the local area the NBot will turn green and begin to direct you to it.
NBots will also attack any enemies within range.
If you give the NBot an item that has damage, ie a sword, it will deal the damage of that item. Otherwise the NBot will deal 1 damage.
CleverTNT is a block that once activated will destroy blocks according to a selected pattern. It also has the abillity to replace destroyed blocks with other blocks.
Clever TNT has several preset patterns including tunnels, bridges, minecart track tunnels and stairs.
You can design your own patterns by following the examples in the NodeOptions_CleverTNT file.
This mod allows you to craft a feather armour suit. For each piece of the feather armour you have equipped you will get another jump. Allowing you to jump mid-air.
With all four pieces equipped you get another bonus jump. Fly like never before!
This mod includes three types of throwable explosives. Each detonator can also be fired from dispensers.
Thermal Detonator: a small explosion that also causes fire to spawn. Great for burning down forrests.
Solar Detonator: a burst of light so birght it'll damage any mob (or player) within a certain range. This will not destroy any Blocks.
Nukeulator: a large explosion, used to move lots of earth, fast.
This pack adds a lot of useful stuff. This includes:
Compacter: Using volcanic pressure this is used much like a furnace. Will compact netherrack into nether ingots, and obsidian into obsidian ingots.
Nether/Obsidian Ingot: Used to create Nether/Obsidian armour and tool sets.
Nether armour and weapons are slightly better then Stone/Leather, but not as good as Iron.
Obsidian armour and weapons are the best, better than Diamond. Obsidian armour will make you invulnerable to most damage.
Nether Blaze and Obsidian Blaze weapons are crafted with blaze rods instead of sticks. These tools are faster than their non-blaze counterparts but also don't last as long.
Right clicking with most blaze tools will spawn fire.
Kimberlite: A block that spawns naturally in the nether, can be compacted into diamonds.
Blaze Nests: Naturally spawns in the nether, summons blaze. Drops Blaze Bits when broken.
Blaze Bits: Can be crafted into blaze rods. Compacts to gunpowder.
Mesh: allows you to craft chainmail armour. Crafted using 5 Iron Ingots.
Crossbow & Bolts: Don't like the new charge to fire bow? This is the solution. The crossbow will fire bolts with ust a right click of your mouse.
This mod only adds one type of block, the rune block.
Rune blocks bestow powers to the player. The powers will be stronger and last longer if the player is a higher level.
As well as adding rune blocks, this mod also adds some structures that are generated with the world.
Giant snowball towers, under water domes, stone ruins, large spires, mystic fountains and pyramids are now scattered throughout minecraftia.
Most of these structures also have a chance of containing a rune block.
This pack contains Lazer bridges, gravity lifts and teleporters.
Laser bridges create an easy way for you to make a bridge from here to there.
They can also be disguised as other blocks, simply by right clicking the Bridge Control block with the block you wish to disguise it as.
There are four types of laser bridge. Normal, Acceleration, Death and Trick.
Gravity lifts are very simmilar to lazer bridges, except when stood in they push an entity in the direction they are facing.
(Yes that means player, items, mobs, and even minecarts!)
Teleporters are the fastest way of travelling form A to B. Set up a receiver node of a particular colour. Then activate a sender node with the correct key item.
You and all entities within a 5 block radius will be teleported to the closest receiver node of that colour.
This mod contains only Decorative things.
Fluro Blocks are lit blocks. The only difference between these and glowstone is there is a fluroBlock for each colour of wool.
The Clock Block is exactly that, it tells you what the time of day is. It also emmits a feint glow.
Illumination tubes are like torches, except they can be placed on the roof and under water.
This mod adds magic crystals to the world of minecraftia.
Harness the power of the crystals to form magic wands that will give you the abillity to do a range of things, from instantly growing plants to shooting fireballs!
There are 22 different wands to be crafted.
---- INSTALL INSTRUCTIONS ----
Install Modloader
Install Minecraft Forge
Move the contents of the .rar file into your minecraft.jar
Try running the game. If everything works fine then awesome.
What if everything doesn't work fine?
in the rar, browse to the folder /NodePack/Resources/Options/
Copy all of the files from here (there should be four).
Move them into a folder in your .minecraft directory at the following location:
{stuff goes here}/.minecraft/mods/NodePack/
Try running the game. If everything works fine then awesome.
What if everything doesn't work fine AGAIN?
You've done it wrong OR
Somethings wrong! Let me know about it and I'll fix it ASAP.
---- CHANGE LOG ----
Change Log for The Node Pack from Beta 1.6 -> 1.0.0
Removed the redirection of System.out and System.err
reorganised the different node packs
reorganised code structure
Incorperated the minecraft forge
The NBot
Added new friendly mob the NBot
Cute!
Craftable mob that activates once item is right clicked
NBots will follow the player and attack enemies
If an NBot is holding an item it will deal the damage dealt by that item.
If an NBot is holding a block that it knows how to search for, it will search for that block.
CleverTNT
Added the CleverTNT mod.
Block crafted with one TNT block surrounded by diamond.
Activated by left-clicking with flint and steel.
Right click with an item to change Length.
Right click with empty hand to change pattern.
Abillity to define you own patterns in the options file.
Chicken Suit
Added the Chicken Suit mod.
Crafted like normal armour but out of feathers.
Each piece worn gives the player an extra jump (mid air).
When the whole set is worn player gets an extra bonus jump.
When worn, the player will take no fall damage and fall slower (glide).
Holding LEFT-SHIFT will allow you to fall at normal speed.
Detonator Pack
Added the Detonator Pack mod
Added Thermal Detonator: Small explosion 1/4 chance of turning broken block into fire. Short Fuse.
Added UV Detonator: Slightly larger range, damages all entities but no blocks broken. Shorter Fuse.
Added Nukeulator: 10 block radius. HUGE EXPLOSION! Long Fuse.
Detonators crafted using sticks, will be replaced with blaze rod in 1.9.
Recipe:
-X-
YZY
-Y-
X = pocket sundial
Y = blaze rods
Z = gunpowder,lightstone dust,tnt.
Detonators can be launched from a dispenser
Node Utillity Belt (formerly: Kimberlite Pack, Tool Pack, Armour Pack, Crossbow and Bolts)
Removed block: Kimberlite Ore
Added block: Blaze Nest
Found naturally in the Nether
Can spawn at any height
Less common than Kimberlite
Randomly spawn blaze when player is within 32 blocks
Drops blaze bits when broken
Blaze Bits can be crafted into Blaze Rods
Blaze Bits can be compacted into Gunpowder
Changes to Kimberlite block
Is now rarer
Only spawns in the bottom half of the Nether
Can now be directly compacted into Diamonds
Can be smelted into Clay
Has a more "Nethery" texture
Obsidian tools now last more than double diamond
Pickaxes now also effective against
Iron Bars, Iron Doors, Furnaces, Dispensers, Peat, Kimberlite, Compacters, Stone Bricks
Spades now also effective against
Soul Sand
Axes now also effective against
Wooden Doors
Wooden Stairs
Added new tool sets: Nether Blaze, Obsidian Blaze
Currently crafted with dirt instead of sticks (will be replaced by blaze rod)
Much faster then their non-Blaze counterparts
Less uses then their counterparts
Set hit entities on fire
Right click takes 5 uses and spawns fire, similar to flint and steel. (all except for hoe)
Obsidian armour now makes you invulnerable
Bolts can now be launched from dispensers.
Bolts can now deal critical hits (1 in 10 chance)
Node Structures (formerly: Ruins and Spires)
Added new biome specific ruins
Mountain Biome - Spires
Plains Biome - Ruins
Dessert Biome - Pyramid
Swamp Biome - Fountain
Ocean Biome - Under Water Domes
Tundra Biome - Giant Snowballs
Added block: (PREFIX) Rune
Found generated as part of certain structures
Activated when right clicked or stepped on
Bestows a rune power based on its (PREFIX)
The rune power's duration and multiplier are based on the players level
New ideas and suggestions are always welcome.
If you're not happy with any of the proposed changes, drop me a PM or reply to this thread.
I apologise in advance if any of these mods seem familiar to your own. I can assure you they are entirely my own work. I haven't intentionality copied anyone.
Hope you enjoy!
Thanks to razer, nameless023 and DE3000 for their help and ideas.
Great release - thanks, OP.
One question: Is it possible for me to pull only the ruins generation from your pack, or is it too interconnected with other mods? If so, which files (besides WorldGenRuins.class) would I be needing?
Thanks!
Great release - thanks, OP.
One question: Is it possible for me to pull only the ruins generation from your pack, or is it too interconnected with other mods? If so, which files (besides WorldGenRuins.class) would I be needing?
Thanks!
Thanks :biggrin.gif:
You can. mod_NodeGenerator.class, mod_NodePack.class and WorldGenRuins.class should be all you need. As well as installing modloader.
Edit: Forgot about the mod_NodePack.class, used for trace output to a file. Would probably crash without that one. My bad.
nice mod and i have a question by any chance could you teach me how to use java and make mods to minecraft or tell me how you learned ive searched this forum google and youtube and havent found anything please help
Just did what you said to add in ruins only... I'm not getting any sort of errors, but at the same time, I just ran around for a good while in a new world, and I'm not seeing anything that I wouldn't normally see... did I misunderstand? I thought there would be ruins (of some degree) on the surface...
OMG I was waiting for something like this for years! One tip ask mismit to move your thread to the released mods section. Then more people will be able to see it. Great mod BTW.
Rollback Post to RevisionRollBack
The winds of Anger blows out the lamp of Intelligence!
Why the hell are all the images for the blocks screwed up? I'm getting the purple blocks from hell instead of cool looking items. PLEASE respond soon
EDIT: actually it's whenever i install a mod so FIX PLEASE!
Rollback Post to RevisionRollBack
I am a noob, go easy on me.
[Sheep] approves of:
[Sheep] also approves of
Humans+
Dr.Z Mo' Creatures
Quote from G@ngst@ »
Can som1 te11 me h0w to 1nsta11 moods?!?!? [Diamond] [Diamond] [Furnace] [SSSS] [iapprove]
And i w@NT TO reQUEST IF SOME1 COULD MAKE ME A MOD TO AD MOR ANIMALS INTO THE GAME
Very nice!
Question though, would I need to start a new world for the crystals and ruins to take effect?
oh and what files would I exclude from the install to leave the obsidian and nether tools out
Just did what you said to add in ruins only... I'm not getting any sort of errors, but at the same time, I just ran around for a good while in a new world, and I'm not seeing anything that I wouldn't normally see... did I misunderstand? I thought there would be ruins (of some degree) on the surface...
The ruins are generated approximately 150 blocks apart. When a chunk fits this criteria there is a one in four chance a ruin will spawn. As well as this if the terrain is not suitable because of too much slope the ruin will also not be generated. I didn't want to overpopulate the world with ruins so this is why I have chosen these numbers. To make sure that no ruins have spawned then please open NodePack_log.txt which you should find in the same directory as your minecraft.exe and search for the term "ruin block placed at:". If your text file contains none of these lines then please let me know.
If you think the ruins should be closer together or more common then please let me know also.
OMG I was waiting for something like this for years! One tip ask mismit to move your thread to the released mods section. Then more people will be able to see it. Great mod BTW.
Thanks and thanks for your advice, will do.
Quote from xXUniqueEnigmaXx »
nice mod and i have a question by any chance could you teach me how to use java and make mods to minecraft or tell me how you learned ive searched this forum google and youtube and havent found anything please help
I learned java the hard way (by doing it for 3 years at uni). But I did find this post to be fairly helpful in my mod development viewtopic.php?f=25&t=103030&p=1531779#p1533688. As well as reading through the API for ModLoader. Also reading through the decompiled minecraft class files and trying to figure out what's going on is a good place to start.
Why the hell are all the images for the blocks screwed up? I'm getting the purple blocks from hell instead of cool looking items. PLEASE respond soon
EDIT: actually it's whenever i install a mod so FIX PLEASE!
Do you mean this happens to you when you are using other mods, not only mine? If so then I really have no idea about that, sorry.
Quote from Valance »
Your mod looks very interesting!
But as far as I could see, you didn't include the crystal part :sad.gif: Isn't it ready, or did you just forgot to include it?
You are correct, thank you. I will add that now. re-download the nodepack in a minute or two and it'll have the crystal pack included.
[EDIT] Added the crystals now, should be there.
Quote from Quizdonkey »
Very nice!
Question though, would I need to start a new world for the crystals and ruins to take effect?
oh and what files would I exclude from the install to leave the obsidian and nether tools out
Yes and no. Both should work for existing worlds as long as you walk into newly generated terrain. in other words you'd have to go wandering out pretty far. So if you'd rather not go exploring in your world then you can try a new world.
As far as removing the obsidian and nether tools, there's a few classes that are used for these. try removing the following classes:
EnumNewToolMaterial, ItemNewAxe,ItemNewHoe, ItemNewPickaxe,ItemNewSpade,ItemNewSword, ItemNewTool, mod_NodeArmourPack, mod_NodeToolPack.
This should remove all nether and obsidian ingot related material.
Short of that or if that doesn't work. Wait until I release the other parts of the node pack as separate mods and then only download the bits you want.
Quote from Pewman »
good job! these seem very nice. can you give me a pack that gives me the crossbow, bolts, and the illumination tube? just those? thanks in advance!
Quote from Demon_Child »
any chance i can get the illumination tube and the crossbow mods seperately?
Just did what you said to add in ruins only... I'm not getting any sort of errors, but at the same time, I just ran around for a good while in a new world, and I'm not seeing anything that I wouldn't normally see... did I misunderstand? I thought there would be ruins (of some degree) on the surface...
The ruins are generated approximately 150 blocks apart. When a chunk fits this criteria there is a one in four chance a ruin will spawn. As well as this if the terrain is not suitable because of too much slope the ruin will also not be generated. I didn't want to overpopulate the world with ruins so this is why I have chosen these numbers. To make sure that no ruins have spawned then please open NodePack_log.txt which you should find in the same directory as your minecraft.exe and search for the term "ruin block placed at:". If your text file contains none of these lines then please let me know.
If you think the ruins should be closer together or more common then please let me know also.
I just checked out the NodePack_log (odd place to find it, but oh well) - it's completely blank. As far as the placement, it seems a bit sparse, but it's hard to say without actually seeing it in action. Depending on the actual size of the ruins, perhaps consider having the presence of a ruin add a modifier to the chance of spawning one in the vicinity, so that they might be sparse, but they'll be grouped (like a civilization). Again, without seeing it in action, it's hard to say
I just checked out the NodePack_log (odd place to find it, but oh well) - it's completely blank. As far as the placement, it seems a bit sparse, but it's hard to say without actually seeing it in action. Depending on the actual size of the ruins, perhaps consider having the presence of a ruin add a modifier to the chance of spawning one in the vicinity, so that they might be sparse, but they'll be grouped (like a civilization). Again, without seeing it in action, it's hard to say :smile.gif:
That's very strange that the log is blank. I will try installing the ruincraft pack separately on my comp and see if that yields any information on what's going on. Will post again when I've had a look.
I do already have it that when it places one ruin it can randomly spawn up to 16. Obviously due to the randomness and nature of my algorithm it will never spawn 16. However I have witnessed it spawn up to four next to each other before.
[EDIT] I've just tested it. Downloaded a clean minecraft.jar, installed modloader and then installed my ruincraft pack. It seems to work fine, the log was full of "ruin block placed at"s. I guess just try downloading and installing my mod again and create a new world and let me know if you're output file is still blank.
Is it just to prove that ore-detection is possible in a mod?
No, it wasn't. It was so that when you are exploring caves you can detect the different ores in the walls and ground. Saving you from clearing an area for nothing.
radius of three is just a little too small to be useful
even 5 would be better
but overall, looks like a good mod
I will try it out
its all encompassing enough that compatibility might be an issue
will let you know
Thanks.
I did originally have the radius at 5. But when using it I found it was a bit difficult to locate the ore. However with a radius of 3 it can still see far enough through walls and floors that it's not gonna be too far out of your way to get to. However that was just in my opinion. If you think it would be better I can increase the radius to 5.
[EDIT] Added a menu so you can choose your own search radius. From between 3 and 10 inclusive. Hopefully that'll make it seem a bit more useful!
I did think that compatibility would be an issue, especially due to the number of block Id's I use. I'm not quite sure of the best way of avoiding this tho. At least I can release separate mods so that you can get one part without the other, meaning if one part in particular clashes it wont matter too much.
-- The Node Pack --
-- Updated for 1.0.0 --
Requires Risugamis Modloader For Minecraft 1.0.0
Requires Minecraft Forge For Minecraft 1.0.0
NodePack v3.0 FULL - download here: http://www.mediafire.com/?rxjghcxahjt37tz
This pack includes:
Descriptions and zips(instead of rars) coming soon!
The NBot - http://www.mediafire.com/?89srirx9vtr9rrr
This cute little robot acts much the same as a wolf.
Right clicking an NBot with an Item or Block will cause the NBot to carry it for you.
If the block or item has an associated block then the NBot will begin to periodically search for that block.
If it is found in the local area the NBot will turn green and begin to direct you to it.
NBots will also attack any enemies within range.
If you give the NBot an item that has damage, ie a sword, it will deal the damage of that item. Otherwise the NBot will deal 1 damage.
CleverTNT is a block that once activated will destroy blocks according to a selected pattern. It also has the abillity to replace destroyed blocks with other blocks.
Clever TNT has several preset patterns including tunnels, bridges, minecart track tunnels and stairs.
You can design your own patterns by following the examples in the NodeOptions_CleverTNT file.
This mod allows you to craft a feather armour suit. For each piece of the feather armour you have equipped you will get another jump. Allowing you to jump mid-air.
With all four pieces equipped you get another bonus jump. Fly like never before!
This mod includes three types of throwable explosives. Each detonator can also be fired from dispensers.
Thermal Detonator: a small explosion that also causes fire to spawn. Great for burning down forrests.
Solar Detonator: a burst of light so birght it'll damage any mob (or player) within a certain range. This will not destroy any Blocks.
Nukeulator: a large explosion, used to move lots of earth, fast.
This pack adds a lot of useful stuff. This includes:
Compacter: Using volcanic pressure this is used much like a furnace. Will compact netherrack into nether ingots, and obsidian into obsidian ingots.
Nether/Obsidian Ingot: Used to create Nether/Obsidian armour and tool sets.
Nether armour and weapons are slightly better then Stone/Leather, but not as good as Iron.
Obsidian armour and weapons are the best, better than Diamond. Obsidian armour will make you invulnerable to most damage.
Nether Blaze and Obsidian Blaze weapons are crafted with blaze rods instead of sticks. These tools are faster than their non-blaze counterparts but also don't last as long.
Right clicking with most blaze tools will spawn fire.
Kimberlite: A block that spawns naturally in the nether, can be compacted into diamonds.
Blaze Nests: Naturally spawns in the nether, summons blaze. Drops Blaze Bits when broken.
Blaze Bits: Can be crafted into blaze rods. Compacts to gunpowder.
Mesh: allows you to craft chainmail armour. Crafted using 5 Iron Ingots.
Crossbow & Bolts: Don't like the new charge to fire bow? This is the solution. The crossbow will fire bolts with ust a right click of your mouse.
This mod only adds one type of block, the rune block.
Rune blocks bestow powers to the player. The powers will be stronger and last longer if the player is a higher level.
As well as adding rune blocks, this mod also adds some structures that are generated with the world.
Giant snowball towers, under water domes, stone ruins, large spires, mystic fountains and pyramids are now scattered throughout minecraftia.
Most of these structures also have a chance of containing a rune block.
This pack contains Lazer bridges, gravity lifts and teleporters.
Laser bridges create an easy way for you to make a bridge from here to there.
They can also be disguised as other blocks, simply by right clicking the Bridge Control block with the block you wish to disguise it as.
There are four types of laser bridge. Normal, Acceleration, Death and Trick.
Gravity lifts are very simmilar to lazer bridges, except when stood in they push an entity in the direction they are facing.
(Yes that means player, items, mobs, and even minecarts!)
Teleporters are the fastest way of travelling form A to B. Set up a receiver node of a particular colour. Then activate a sender node with the correct key item.
You and all entities within a 5 block radius will be teleported to the closest receiver node of that colour.
This mod contains only Decorative things.
Fluro Blocks are lit blocks. The only difference between these and glowstone is there is a fluroBlock for each colour of wool.
The Clock Block is exactly that, it tells you what the time of day is. It also emmits a feint glow.
Illumination tubes are like torches, except they can be placed on the roof and under water.
This mod adds magic crystals to the world of minecraftia.
Harness the power of the crystals to form magic wands that will give you the abillity to do a range of things, from instantly growing plants to shooting fireballs!
There are 22 different wands to be crafted.
---- INSTALL INSTRUCTIONS ----
What if everything doesn't work fine?
What if everything doesn't work fine AGAIN?
---- CHANGE LOG ----
Change Log for The Node Pack from Beta 1.6 -> 1.0.0
The NBot
CleverTNT
Chicken Suit
Detonator Pack
YZY
-Y-
X = pocket sundial
Y = blaze rods
Z = gunpowder,lightstone dust,tnt.
Node Utillity Belt (formerly: Kimberlite Pack, Tool Pack, Armour Pack, Crossbow and Bolts)
Node Structures (formerly: Ruins and Spires)
Node Mechanics (formerly: Laser Bridge Pack, Gravity Lift Pack, Teleporter Pack)
Node Decor (formerly: Fluro Pack, Illumination Tube, Clock Block)
Node Magic (formerly: Crystal Pack, Wolf Pack)
---- OLD VERSIONS ----
Node Pack v2.3 for Minecraft BETA v1.6.6 http://www.mediafire.com/?hms8zfa7x84r0vt
Node Server Mod v2.3 for Minecraft server BETA v1.6.6 - download here: http://www.mediafire.com/?bqs846dgk2nljhk
New ideas and suggestions are always welcome.
If you're not happy with any of the proposed changes, drop me a PM or reply to this thread.
I apologise in advance if any of these mods seem familiar to your own. I can assure you they are entirely my own work. I haven't intentionality copied anyone.
Hope you enjoy!
Thanks to razer, nameless023 and DE3000 for their help and ideas.
-- NodeReaver --
One question: Is it possible for me to pull only the ruins generation from your pack, or is it too interconnected with other mods? If so, which files (besides WorldGenRuins.class) would I be needing?
Thanks!
Thanks :biggrin.gif:
You can. mod_NodeGenerator.class, mod_NodePack.class and WorldGenRuins.class should be all you need. As well as installing modloader.
Edit: Forgot about the mod_NodePack.class, used for trace output to a file. Would probably crash without that one. My bad.
EDIT: actually it's whenever i install a mod so FIX PLEASE!
[Sheep] approves of:
[Sheep] also approves of
Humans+
Dr.Z Mo' Creatures
... idiot
Question though, would I need to start a new world for the crystals and ruins to take effect?
oh and what files would I exclude from the install to leave the obsidian and nether tools out
THE STRONGEST ODOR BLOCKER IN THE GALAXY
The ruins are generated approximately 150 blocks apart. When a chunk fits this criteria there is a one in four chance a ruin will spawn. As well as this if the terrain is not suitable because of too much slope the ruin will also not be generated. I didn't want to overpopulate the world with ruins so this is why I have chosen these numbers. To make sure that no ruins have spawned then please open NodePack_log.txt which you should find in the same directory as your minecraft.exe and search for the term "ruin block placed at:". If your text file contains none of these lines then please let me know.
If you think the ruins should be closer together or more common then please let me know also.
Thanks and thanks for your advice, will do.
I learned java the hard way (by doing it for 3 years at uni). But I did find this post to be fairly helpful in my mod development viewtopic.php?f=25&t=103030&p=1531779#p1533688. As well as reading through the API for ModLoader. Also reading through the decompiled minecraft class files and trying to figure out what's going on is a good place to start.
Do you mean this happens to you when you are using other mods, not only mine? If so then I really have no idea about that, sorry.
You are correct, thank you. I will add that now. re-download the nodepack in a minute or two and it'll have the crystal pack included.
[EDIT] Added the crystals now, should be there.
Yes and no. Both should work for existing worlds as long as you walk into newly generated terrain. in other words you'd have to go wandering out pretty far. So if you'd rather not go exploring in your world then you can try a new world.
As far as removing the obsidian and nether tools, there's a few classes that are used for these. try removing the following classes:
EnumNewToolMaterial, ItemNewAxe,ItemNewHoe, ItemNewPickaxe,ItemNewSpade,ItemNewSword, ItemNewTool, mod_NodeArmourPack, mod_NodeToolPack.
This should remove all nether and obsidian ingot related material.
Short of that or if that doesn't work. Wait until I release the other parts of the node pack as separate mods and then only download the bits you want.
Thanks guys, will do that now.
I just checked out the NodePack_log (odd place to find it, but oh well) - it's completely blank. As far as the placement, it seems a bit sparse, but it's hard to say without actually seeing it in action. Depending on the actual size of the ruins, perhaps consider having the presence of a ruin add a modifier to the chance of spawning one in the vicinity, so that they might be sparse, but they'll be grouped (like a civilization). Again, without seeing it in action, it's hard to say
That's very strange that the log is blank. I will try installing the ruincraft pack separately on my comp and see if that yields any information on what's going on. Will post again when I've had a look.
I do already have it that when it places one ruin it can randomly spawn up to 16. Obviously due to the randomness and nature of my algorithm it will never spawn 16. However I have witnessed it spawn up to four next to each other before.
[EDIT] I've just tested it. Downloaded a clean minecraft.jar, installed modloader and then installed my ruincraft pack. It seems to work fine, the log was full of "ruin block placed at"s. I guess just try downloading and installing my mod again and create a new world and let me know if you're output file is still blank.
Is it just to prove that ore-detection is possible in a mod?
No, it wasn't. It was so that when you are exploring caves you can detect the different ores in the walls and ground. Saving you from clearing an area for nothing.
What makes you say it is useless?
doesnt seem that usefull
radius of three is just a little too small to be useful
even 5 would be better
but overall, looks like a good mod
I will try it out
its all encompassing enough that compatibility might be an issue
will let you know
we need Spawn Control Mod!
please click link-
viewtopic.php?f=25&t=104204
Thanks.
I did originally have the radius at 5. But when using it I found it was a bit difficult to locate the ore. However with a radius of 3 it can still see far enough through walls and floors that it's not gonna be too far out of your way to get to. However that was just in my opinion. If you think it would be better I can increase the radius to 5.
[EDIT] Added a menu so you can choose your own search radius. From between 3 and 10 inclusive. Hopefully that'll make it seem a bit more useful!
I did think that compatibility would be an issue, especially due to the number of block Id's I use. I'm not quite sure of the best way of avoiding this tho. At least I can release separate mods so that you can get one part without the other, meaning if one part in particular clashes it wont matter too much.