AudioMod is now an optional mod; if you don't have it installed, leave the useSound option in the options file alone. If you do have it intalled, you can set useSound to true, and the meteors will use their custom sounds.
Also a couple new options in the options file, particularly one to turn the entire mod off and another to help fine-tune how often meteorites show up. Don't confuse the numbers you're using for meteorRarity and meteorRarity2.
The option for the summoner should now disable the usage of a sprite slot, but that still might be an issue. Let me know how it goes.
It will still complain about a sprite conflict; again, it is conflicting with *itself*, so gleefully ignore it.
The Meaning of Life, the Universe, and Everything.
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Q1. In options file, does the ore array supports custom ores added by other mods?
Q2. How does the ore spawn work?
a) on a crashed chunk of meteor, will contain all the ores given in the array according to the rate?
:cool.gif: or each meteor will be made of one of the ore given in the array depending on rate, and will spawn that specific ore only?
Q1. In options file, does the ore array supports custom ores added by other mods?
Provided you know their blockIDs, yep, should work. I personally haven't tested it, but I don't know of a reason it wouldn't.
Q2. How does the ore spawn work?
a) on a crashed chunk of meteor, will contain all the ores given in the array according to the rate?
:cool.gif: or each meteor will be made of one of the ore given in the array depending on rate, and will spawn that specific ore only?
It will determine a random block from the array for each block generated.
So you could wind up with an ore chunk spawned that has coal, diamond, and iron.
If you run into any issues with it, please let me know so that I can at least attempt to fix them.
I have also begun work on the next project idea. However, I'll continue to pay attention to any issues with rust monster (and make modifications if necessary) and implement improvements if I find the time and inclination to do so.
I like the meteor mod and it sounds great. I have only tested this with the summoning rod, so I can't speak for natural occurring meteors. But I have gradually reduced the chance for coal ore to be spawned, yet I only ever get coal when I use the rod. I reduced the chance for regular coal ore to 5 but it's still all I ever got. Then I changed the options so coal would not spawn, and so iron was first up. Only Iron would spawn from ores. So it seems your setup to have multiple ores chances to spawn forces the first item in the list to be the only thing spawned when using the rod.
Also, if the meteor is size 10, thus its radius 15, why am I damaged from so far away? I used the portal gun to get far away from the explosion area, in some cases very far away, yet I would almost always still take a small hit.
The Meaning of Life, the Universe, and Everything.
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Re-tested meteors.
Minecraft 1.4 , Modloader+Audiomod for 1.4
( Other mods: Risugami Shelf, Recipe book; IndustrialCraft 5.12; Minecarts Advanced; ModOptions API, Nature Overhaul; GLSL Shaders, HD texture installed via Xau's HD patcher )
a) Only coal spawns, i have seen 50+ meteor crash sites and they have only coal , nothing else.
:cool.gif: Meteor spawn at day is significantly lower than night ( ignoring the rates )
c) Seems like lunarRock setting is 'true' regardless the options.txt
d) On the test run no meteor spawned in day, only spawned at night and was too frequent ( with default rates )
e) Unusual artifacts like 1 block of dirt floating in midair at different layers all over the world.
f) Meteor sound does not play ( sound file was copied as instructed )
how rare is it for a meteor to spawn? i didn't set the lunar rock option to true and the first and second rarity are both set to 1 while maximum meteorites is set to 100
how rare is it for a meteor to spawn? i didn't set the lunar rock option to true and the first and second rarity are both set to 1 while maximum meteorites is set to 100
There is a 1:meteorRarity chance for a meteor to spawn. When the meteor is asked if it can spawn at a given location, determines a random number between 1 and meteorRarity, and if it is 1, it will continue to attempt to spawn.
meteorRarity2 is a parameter I admittedly do not understand terribly well, but I do know that, the lower it is, the less likely meteors are to spawn. Wolves, for instance, have that variable set to 2, I believe. The default for most mobs and creatures is 10.
So setting both parameters to one will ensure that, if a meteor attempts to spawn, it will, but meteors won't attempt to spawn very often.
Also a new option in the options file, singleOre, which determines whether or not the ore-chunk generated by the meteor will consist of a single ore type.
Hmm i cant seem to install this mod. Ive downloaded and copied the files from the most recent Modloader 1.4_01, Meteorite v3.2 and Rustmonster v1.1, but the stuff isnt coming up in-game. :sad.gif:
I'd recommend playing around with the meteorite options file. Increase the chances for meteors to spawn, and see if they start showing up.
Both the meteors and the rust monsters are, by default, relatively rare. Meteors have minimal chances for spawning, and rust monsters have pretty demanding spawn requirements (compared to most other default mobs).
sigh ive instllledt the class files and the folder and
i cant craft the spawner or get any meteors
EDIT: i am a noob when i installed sombiecraft it got rid of modloader HERP DERP
still dose not work
Rollback Post to RevisionRollBack
You just lost the game.oh right and snape killed dumbledore
Awesome, I am glad to see the Meteorite update. Just a question, either with or without the Single Player Commands (which I do use), would there be a way to set the Meteor Spawner Staff to have a farther range, just as itself? Everything else using normal distance reach but when you hold the staff it has a longer range...?
Make the rust monster actively seek out and destroy iron and gold ore blocks (and their drops).
Gold does not oxidize (i.e. rust). In fact, iron is the only metal that rusts.
Also, I'd disagree with that; cave exploring is he only really efficient way to get iron, and if these things destroy all of it before you can even get there, it'll be far to difficult to obtain iron.
Rollback Post to RevisionRollBack
Quote from dusty328 »
This man really is a genius. Never have i seen such a clear and well written forum post.
Meteorite is now MC 1.4 compatible. Huzzah!
AudioMod is now an optional mod; if you don't have it installed, leave the useSound option in the options file alone. If you do have it intalled, you can set useSound to true, and the meteors will use their custom sounds.
Also a couple new options in the options file, particularly one to turn the entire mod off and another to help fine-tune how often meteorites show up. Don't confuse the numbers you're using for meteorRarity and meteorRarity2.
The option for the summoner should now disable the usage of a sprite slot, but that still might be an issue. Let me know how it goes.
It will still complain about a sprite conflict; again, it is conflicting with *itself*, so gleefully ignore it.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Q2. How does the ore spawn work?
a) on a crashed chunk of meteor, will contain all the ores given in the array according to the rate?
:cool.gif: or each meteor will be made of one of the ore given in the array depending on rate, and will spawn that specific ore only?
Provided you know their blockIDs, yep, should work. I personally haven't tested it, but I don't know of a reason it wouldn't.
It will determine a random block from the array for each block generated.
So you could wind up with an ore chunk spawned that has coal, diamond, and iron.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Let me know what you think.
If you run into any issues with it, please let me know so that I can at least attempt to fix them.
I have also begun work on the next project idea. However, I'll continue to pay attention to any issues with rust monster (and make modifications if necessary) and implement improvements if I find the time and inclination to do so.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Also, if the meteor is size 10, thus its radius 15, why am I damaged from so far away? I used the portal gun to get far away from the explosion area, in some cases very far away, yet I would almost always still take a small hit.
Minecraft 1.4 , Modloader+Audiomod for 1.4
( Other mods: Risugami Shelf, Recipe book; IndustrialCraft 5.12; Minecarts Advanced; ModOptions API, Nature Overhaul; GLSL Shaders, HD texture installed via Xau's HD patcher )
a) Only coal spawns, i have seen 50+ meteor crash sites and they have only coal , nothing else.
:cool.gif: Meteor spawn at day is significantly lower than night ( ignoring the rates )
c) Seems like lunarRock setting is 'true' regardless the options.txt
d) On the test run no meteor spawned in day, only spawned at night and was too frequent ( with default rates )
e) Unusual artifacts like 1 block of dirt floating in midair at different layers all over the world.
f) Meteor sound does not play ( sound file was copied as instructed )
Ore generation has been changed, and should now generate all of the ores listed in the options file at the indicated rarities.
The ore chunk generation should now generate the ore blocks in either a perfect or near-perfect sphere (as was originally intended).
I am looking into the other issues mentioned in the past few posts.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
There is a 1:meteorRarity chance for a meteor to spawn. When the meteor is asked if it can spawn at a given location, determines a random number between 1 and meteorRarity, and if it is 1, it will continue to attempt to spawn.
meteorRarity2 is a parameter I admittedly do not understand terribly well, but I do know that, the lower it is, the less likely meteors are to spawn. Wolves, for instance, have that variable set to 2, I believe. The default for most mobs and creatures is 10.
So setting both parameters to one will ensure that, if a meteor attempts to spawn, it will, but meteors won't attempt to spawn very often.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Updated to MC 1.4_01.
Also a new option in the options file, singleOre, which determines whether or not the ore-chunk generated by the meteor will consist of a single ore type.
-----
RustMonster v1.1 is live.
Updated to MC 1.4_01.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I'd recommend playing around with the meteorite options file. Increase the chances for meteors to spawn, and see if they start showing up.
Both the meteors and the rust monsters are, by default, relatively rare. Meteors have minimal chances for spawning, and rust monsters have pretty demanding spawn requirements (compared to most other default mobs).
If you're still having issues, let me know.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
i cant craft the spawner or get any meteors
EDIT: i am a noob when i installed sombiecraft it got rid of modloader HERP DERP
still dose not work
If you want to make them, you need to set the meteorSummoner option to "true" in the options file.
Also, as has been stated, by default, meteor spawning is relatively rare.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Gold does not oxidize (i.e. rust). In fact, iron is the only metal that rusts.
Also, I'd disagree with that; cave exploring is he only really efficient way to get iron, and if these things destroy all of it before you can even get there, it'll be far to difficult to obtain iron.