Quick question. A mod I use includes a generator for a "cave world", which basically generates normal terrain inside a giant adminium box (bedrock both above and below.) Busting through the bedrock above or below reveals nothing but void. I know a lot of BTW blocks and mechanics are dependent on being able to "see" the sky (hemp growth before light blocks, etc), so would those blocks consider the void to be "sky"?
Quick question. A mod I use includes a generator for a "cave world", which basically generates normal terrain inside a giant adminium box (bedrock both above and below.) Busting through the bedrock above or below reveals nothing but void. I know a lot of BTW blocks and mechanics are dependent on being able to "see" the sky (hemp growth before light blocks, etc), so would those blocks consider the void to be "sky"?
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
Well that's the thing, the sky isn't "void" it's the sky. BTW treats it as the sky. If they changed the sky in a weird way then BTW might not handle it well, if they didn't then it might. It's impossible to tell as BTW wasn't built with other mods in mind, especially ones with unclear behavior like this.
Well, at least, after the 1.4, we'll be able to have some nice decoration on our bases, castles and bunkers: heads on stakes.
I think this block has a lot of potential... Dispensers firing stakes, sharpened stakes in mob traps, maybe a crossbow using the stake as ammo? Who knows what kind of wicked use can be coded by his Evilness Himself, aka Flowerchild?
These aren't like that. They're like surveying stakes, not spikes. That was my first though, too, though
Quick question: does updating the mod to the new release with hardcore beds cause your spawn point to revert to original as if you'd never made a bed, or does it retain the spawn point from your current bed and make that unchangeable?
Quick question. A mod I use includes a generator for a "cave world", which basically generates normal terrain inside a giant adminium box (bedrock both above and below.) Busting through the bedrock above or below reveals nothing but void. I know a lot of BTW blocks and mechanics are dependent on being able to "see" the sky (hemp growth before light blocks, etc), so would those blocks consider the void to be "sky"?
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
Well that's the thing, the sky isn't "void" it's the sky. BTW treats it as the sky. If they changed the sky in a weird way then BTW might not handle it well, if they didn't then it might. It's impossible to tell as BTW wasn't built with other mods in mind, especially ones with unclear behavior like this.
Just try it.
I am going to hazard to guess that the sky check is a "no blocks above" test. I believe the sky is nothing more than a skybox. The void is more or less the lack of a skybox (The effect of damaging entities that go to low being resource management). That said don't quote me on this, I know next to nothing about MC's code. Like Mason said, test it.
That sounds pretty great. You can basically play on Hardcore, with a fixed difficulty (no more "oh christ cave spiders [profanity="[profanity="fuck"]"] you *peaceful*"), but without the unfortunate side effect of having 20 hours of base-building wasted when your finger slips off the control key and you fall 80 blocks and splatter all over the pavement.
Yeah, I hear that. As hardcore a kinda guy I am, vanilla hardcore mode just has no appeal to me whatsoever. The thought that death due to a bug or something could wipe out an entire world is just not my idea of fun.
I *very* rarely die in MC, but still, knowing it's a possibility for something like the above to happen makes it a no-go for me.
The new feature you've added to Hardcore Chickens (I don't know what it is) seems to crash Minecraft for me when I feed the chickens, it crashes right at the moment they would eat the seeds. It's an Optifine HD_U_B2 Issue because the crash doesn't occur when it isn't installed.
I'm aware of your view on making the mod compatible with others and that's fair enough of course, I just though you should know, because Optifine is practically a requirement for some people and has some great features. I don't know if this would be a simple problem to fix?
Either way, I'll paste my report below incase it is of some use...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to [removed] for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 9e1f8fe4 --------
Generated 02/10/12 22:48
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_02, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 381923496 bytes (364 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.2
mod_FCBetterThanWolves 4.20
- Is Modded: Very likely
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- World BTW Temp Entities: 0 total; []
- World BTW Temp Players: 0 total; []
- World BTW Temp Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.IllegalAccessError: tried to access method jw.i()F from class mo
at mo.i(EntityChicken.java:319)
at mo.CheckForLooseFood(EntityChicken.java:247)
at mn.d(EntityAnimal.java:105)
at mo.d(EntityChicken.java:73)
at jw.h_(EntityLiving.java:688)
at up.a(World.java:2082)
at gr.a(WorldServer.java:577)
at up.g(World.java:2046)
at up.h(World.java:1919)
at gr.h(WorldServer.java:458)
at net.minecraft.server.MinecraftServer.q(SourceFile:440)
at net.minecraft.server.MinecraftServer.p(SourceFile:383)
at axv.p(IntegratedServer.java:122)
at net.minecraft.server.MinecraftServer.run(SourceFile:316)
at ep.run(SourceFile:539)
--- END ERROR REPORT c949c1fe ----------
By the way, I'm exstatic that you removed the beds functionality. I reset the world on the server I run when you made this mod SMP, in my previous world I had banned beds and I really felt a little sting when I had to have them enabled again. So cheers
Why would he help you when you know it's pretty much incompatible with everything. You said this is an optifine issue therefore you should probably go to the optifine thread if you want it sorted.
Why would he help you when you know it's pretty much incompatible with everything. You said this is an optifine issue therefore you should probably go to the optifine thread if you want it sorted.
I don't expect him to help, but it may be a simple problem to fix. As they say knowledge is power. I'm merely drawing his attention to the fact that this feature seems to break compatibility with Optifine.
Now seeing as Optifine has a hell of a lot of good optimisation features in it, especially for people who can't afford high end computers, and the fact that until this feature was implemented, they worked just fine together (minues the missing particles), I thought that perhaps there might be a simple fix.
It isn't an issue with Optifine, it's something v4.20 of this mod has obviously done to break the compatibility. I'm just informing FlowerChild so he can perhaps have a look at the problem if it's fixable and if he has the inclination to do so.
I don't expect him to help, but it may be a simple problem to fix. As they say knowledge is power. I'm merely drawing his attention to the fact that this feature seems to break compatibility with Optifine.
Seeing it is an optifine issue and the mod author of optifine makes his mod compatible with other mods more so the f*rge mods it is up to optifine to fix the issue. But the author of optifine edits 7 base classes that BTW also alters optifine broke compatibility when it started editing base classes to add fluffy features ontop of the performance features. ie, Connected textures, Random Mobs, Better Skies etc...
I don't expect him to help, but it may be a simple problem to fix. As they say knowledge is power. I'm merely drawing his attention to the fact that this feature seems to break compatibility with Optifine.
Now seeing as Optifine has a hell of a lot of good optimisation features in it, especially for people who can't afford high end computers, and the fact that until this feature was implemented, they worked just fine together (minues the missing particles), I thought that perhaps there might be a simple fix.
It isn't an issue with Optifine, it's something v4.20 of this mod has obviously done to break the compatibility. I'm just informing FlowerChild so he can perhaps have a look at the problem if it's fixable and if he has the inclination to do so.
Everybody knew there is an incompatibility with optifine. Incompatibilities means breaking features. Play in full screen if on windows pc. I go from 50ish fps to 70+ just like that.
Everybody knew there is an incompatibility with optifine. Incompatibilities means breaking features. Play in full screen if on windows pc. I go from 50ish fps to 70+ just like that.
Personally I'm not interested in the performance increases. It's mainly Mipmap Levels I want, because minecraft looks like [profanity="[profanity="shit"]"]e without it. There's a few other features of Optifine that I also feel are invaluable but mipmaps are the main thing I've been spoiled by. Ah well I guess I'll have to just to try not to look into the distance lest I become dizzy from the horrible noise effect from the far away textures.
I'll continue to hold out hope that he implements a fix for it though
Seeing it is an optifine issue and the mod author of optifine makes his mod compatible with other mods more so the f*rge mods it is up to optifine to fix the issue. But the author of optifine edits 7 base classes that BTW also alters optifine broke compatibility when it started editing base classes to add fluffy features ontop of the performance features. ie, Connected textures, Random Mobs, Better Skies etc...
FYI. until this release, Optifine (B2) and all of the features you list, worked perfectly with Better than Wolves. With the exception of particles, which I could live without (although with the addition of the ender goggles, particles did become slightly more "necessary")
FYI. until this release, Optifine (B2) and all of the features you list, worked perfectly with Better than Wolves. With the exception of particles, which I could live without (although with the addition of the ender goggles, particles did become slightly more "necessary")
No, I think your concept of "perfectly" may be based on limited knowledge of BTW. There are several aspects of BTW that were broken by an Optifine install (or the other way around), unless you were very careful about how you installed it.
There's an entire thread about this on the BTW tech-support forum. I suggest you check it out.
There's an entire thread about this on the BTW tech-support forum. I suggest you check it out.
Since I have been permanently banned from BTW Forums can someone post that thread here. I use Optifine because I cant play Minecraft without Sonics Unbelievable Shaders.
Kibble? That's where 9/10 of my bones from my mobtrap go.
Kibble which leads of course to Pigs, for tallow, for dynamite for mining charges.
Useless? I think not.
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
Jungle and desert temples often have bones inside the chests, so they're available in peaceful mode.
Well that's the thing, the sky isn't "void" it's the sky. BTW treats it as the sky. If they changed the sky in a weird way then BTW might not handle it well, if they didn't then it might. It's impossible to tell as BTW wasn't built with other mods in mind, especially ones with unclear behavior like this.
Just try it.
These aren't like that. They're like surveying stakes, not spikes. That was my first though, too, though
EDIT: DIAMOND MINER!
I am going to hazard to guess that the sky check is a "no blocks above" test. I believe the sky is nothing more than a skybox. The void is more or less the lack of a skybox (The effect of damaging entities that go to low being resource management). That said don't quote me on this, I know next to nothing about MC's code. Like Mason said, test it.
Yeah, I hear that. As hardcore a kinda guy I am, vanilla hardcore mode just has no appeal to me whatsoever. The thought that death due to a bug or something could wipe out an entire world is just not my idea of fun.
I *very* rarely die in MC, but still, knowing it's a possibility for something like the above to happen makes it a no-go for me.
I'm aware of your view on making the mod compatible with others and that's fair enough of course, I just though you should know, because Optifine is practically a requirement for some people and has some great features. I don't know if this would be a simple problem to fix?
Either way, I'll paste my report below incase it is of some use...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to [removed] for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 9e1f8fe4 --------
Generated 02/10/12 22:48
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_02, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 381923496 bytes (364 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.2
mod_FCBetterThanWolves 4.20
- Is Modded: Very likely
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- World BTW Temp Entities: 0 total; []
- World BTW Temp Players: 0 total; []
- World BTW Temp Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.IllegalAccessError: tried to access method jw.i()F from class mo
at mo.i(EntityChicken.java:319)
at mo.CheckForLooseFood(EntityChicken.java:247)
at mn.d(EntityAnimal.java:105)
at mo.d(EntityChicken.java:73)
at jw.h_(EntityLiving.java:688)
at up.a(World.java:2082)
at gr.a(WorldServer.java:577)
at up.g(World.java:2046)
at up.h(World.java:1919)
at gr.h(WorldServer.java:458)
at net.minecraft.server.MinecraftServer.q(SourceFile:440)
at net.minecraft.server.MinecraftServer.p(SourceFile:383)
at axv.p(IntegratedServer.java:122)
at net.minecraft.server.MinecraftServer.run(SourceFile:316)
at ep.run(SourceFile:539)
--- END ERROR REPORT c949c1fe ----------
By the way, I'm exstatic that you removed the beds functionality. I reset the world on the server I run when you made this mod SMP, in my previous world I had banned beds and I really felt a little sting when I had to have them enabled again. So cheers
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
Why would he help you when you know it's pretty much incompatible with everything. You said this is an optifine issue therefore you should probably go to the optifine thread if you want it sorted.
I don't expect him to help, but it may be a simple problem to fix. As they say knowledge is power. I'm merely drawing his attention to the fact that this feature seems to break compatibility with Optifine.
Now seeing as Optifine has a hell of a lot of good optimisation features in it, especially for people who can't afford high end computers, and the fact that until this feature was implemented, they worked just fine together (minues the missing particles), I thought that perhaps there might be a simple fix.
It isn't an issue with Optifine, it's something v4.20 of this mod has obviously done to break the compatibility. I'm just informing FlowerChild so he can perhaps have a look at the problem if it's fixable and if he has the inclination to do so.
Seeing it is an optifine issue and the mod author of optifine makes his mod compatible with other mods more so the f*rge mods it is up to optifine to fix the issue. But the author of optifine edits 7 base classes that BTW also alters optifine broke compatibility when it started editing base classes to add fluffy features ontop of the performance features. ie, Connected textures, Random Mobs, Better Skies etc...
Everybody knew there is an incompatibility with optifine. Incompatibilities means breaking features. Play in full screen if on windows pc. I go from 50ish fps to 70+ just like that.
Personally I'm not interested in the performance increases. It's mainly Mipmap Levels I want, because minecraft looks like [profanity="[profanity="shit"]"]e without it. There's a few other features of Optifine that I also feel are invaluable but mipmaps are the main thing I've been spoiled by. Ah well I guess I'll have to just to try not to look into the distance lest I become dizzy from the horrible noise effect from the far away textures.
I'll continue to hold out hope that he implements a fix for it though
FYI. until this release, Optifine (B2) and all of the features you list, worked perfectly with Better than Wolves. With the exception of particles, which I could live without (although with the addition of the ender goggles, particles did become slightly more "necessary")
No, I think your concept of "perfectly" may be based on limited knowledge of BTW. There are several aspects of BTW that were broken by an Optifine install (or the other way around), unless you were very careful about how you installed it.
There's an entire thread about this on the BTW tech-support forum. I suggest you check it out.
Since I have been permanently banned from BTW Forums can someone post that thread here. I use Optifine because I cant play Minecraft without Sonics Unbelievable Shaders.