You invested your time in removing it completely, why you left buckets, chests optional then?
In the case of buckets, damage to existing worlds. HCB and non-HCB designs clash horribly with each other.
In the case of chests, because it's an SMP-specific feature that is highly dependent on the gameplay style of the individual server. Hardcore chests are better in anarchy play, and normal ones are better on cooperative servers. There's also the potential for people losing a large number of important possessions when the option goes into effect so I figured it was best to give server ops the option so that they could give people a chance to collect their stuff after the update was released.
Generally, I only provide options when a new feature would impact existing in-game designs to prevent breaking people's builds. I also only include options when I feel they are truly necessary as options inevitably increase the time it takes to maintain the mod down the road. This is also why I don't support extraneous modes of play like creative or adventure. The more options and optional modes I support, the more the mod's development is slowed down.
So a while back I said I was running the latest Optifine alongside BTW with no apparent problems, and then a chicken decided to check if there was any food on the ground to eat. The resulting crash is how I learned that BTW and Optifine both rely on a modified jw.class file (seemingly the only conflict). Derp.
I decided to double-check the class files BTW modifies so I could avoid such derps in the future. I discovered there don't appear to be any class file conflicts with Biomes O' Plenty. Are there other issues besides conflicting item/block ID's and modified class files that can cause BTW features to not work before I assume everything is A-OK just because I don't notice any problems when playing?
So a while back I said I was running the latest Optifine alongside BTW with no apparent problems, and then a chicken decided to check if there was any food on the ground to eat. The resulting crash is how I learned that BTW and Optifine both rely on a modified jw.class file (seemingly the only conflict). Derp.
I decided to double-check the class files BTW modifies so I could avoid such derps in the future. I discovered there don't appear to be any class file conflicts with Biomes O' Plenty. Are there other issues besides conflicting item/block ID's and modified class files that can cause BTW features to not work before I assume everything is A-OK just because I don't notice any problems when playing?
Assuming you don't overwrite any class files or block/item IDs I would say you're safe. But BTW edits a lot of class files so be sure you aren't overwriting any.
Honestly beds are a painful way to do spawn resets in adventure maps anyway since they only work at night. Better idea: Pester Mojang into adding spawn setting functionality into their fancy command block thingy.
I'm pretty sure Mojang is already putting it in. I know they're putting in a command to set your spawnpoint and that all commands except a few work with command blocks, so it only makes sense that you'll be able to do that.
Posting this here since registering on the btw forums is disabled.
I'm having tons of trouble trying to get mcpatcher to work with this. Followed the instructions to the tee and keep getting a black screen on start up. Tried downloading new files, clean minecraft, making sure nothing in mods folder, and everything I could think of but absolutely no luck. Using the same files I can install it manually and everything works fine but I can't use my texture packs. One thing I have noticed is that when I hit patch is shows around 11 conflicts instead of the 1 I see in screenshots and the tutorial video. Am I just completely missing something here?
What do you think of the Airships mod idea? Not as a suggestion or the mod itself, but as a method of flight that requires in-game work and crafting to achieve? Since it is better to work through the tiers to get automation contraptions rather than just be given a block that spits out infinite diamonds when you punch it, is it similarly acceptable to achieve the majesty of flight through elbow grease and complicated machinery?
Posting this here since registering on the btw forums is disabled.
I'm having tons of trouble trying to get mcpatcher to work with this. Followed the instructions to the tee and keep getting a black screen on start up. Tried downloading new files, clean minecraft, making sure nothing in mods folder, and everything I could think of but absolutely no luck. Using the same files I can install it manually and everything works fine but I can't use my texture packs. One thing I have noticed is that when I hit patch is shows around 11 conflicts instead of the 1 I see in screenshots and the tutorial video. Am I just completely missing something here?
I'd recommend repackaging the original BTW archive so that it only contains the files that you'd put into the jar with manual installation.
First I'd recommend just doing manual installation (add modloader, add BTW, delete META-INF, and launch) and then maybe revert back to a virgin jar and go from there once you've determined everything works.
I've got everything Frakenstein'd together and it works fine. I used MCP for faster modding and then I launch via MagicLauncher for the extra launch options (memory controls and whatnot) using the modified jar and everything works perfectly for me.
Make sure ModLoader is loaded first, and BTW is loaded last.
What do you think of the Airships mod idea? Not as a suggestion or the mod itself, but as a method of flight that requires in-game work and crafting to achieve? Since it is better to work through the tiers to get automation contraptions rather than just be given a block that spits out infinite diamonds when you punch it, is it similarly acceptable to achieve the majesty of flight through elbow grease and complicated machinery?
I'm not familiar with the mod/concept/whatever it is, as I don't actually follow other mods very closely with a couple of exceptions.
The idea as you present it does sound cool though.
I'd recommend repackaging the original BTW archive so that it only contains the files that you'd put into the jar with manual installation.
First I'd recommend just doing manual installation (add modloader, add BTW, delete META-INF, and launch) and then maybe revert back to a virgin jar and go from there once you've determined everything works.
I've got everything Frakenstein'd together and it works fine. I used MCP for faster modding and then I launch via MagicLauncher for the extra launch options (memory controls and whatnot) using the modified jar and everything works perfectly for me.
Make sure ModLoader is loaded first, and BTW is loaded last.
Ok problem solved. All I needed to do was uncheck random mobs and make sure btw was right after modloader and not last in the list. Thanks for the help.
I'm not familiar with the mod/concept/whatever it is, as I don't actually follow other mods very closely with a couple of exceptions.
The idea as you present it does sound cool though.
There are a few mods out there that allow you to make a platform/vehicle using specific block types, and upon using a command and activating it, all connected valid blocks are able to move. These are predominantly bukkit style mods as they dont add new blocks. The movement is blocky as the vehicle isnt treated as an entity. Other mods allow you to do a similar thing, but turns the blocks into an entity for fluid movement. Upon stopping the craft and deactivating it, the craft is realigned to the grid in one of the 4 cardinal directions. Others allow for a preset vehicle shape, like some of the aircraft mods out there, or balloon mods.
All of these can be used for boat/airship mods, though I heard of a car type mod too that used minecarts and specific road blocks.
The mods require you to work for the vehicle, and once made, only permit you to pilot the vehicle, not fly like your some kind of superminer. You can float around on the vehicle and use it to reach areas for building if you wanted to, but its normally quite a bit of work so its not cheaty. They're pretty cool when used right. I always loved making my airships to work like they're little mobile bases, including storage chests, mobile bedroom, dispensers for "cannons," and a dispenser water elevator for "beaming down" to the surface. Would be sweet if you somehow could add in a BTW style idea that was similar, like a baloon airship or possible larger boats, but I for sure know you have one heck of a job as it is with the mod now. ^^;
Posting this here since registering on the btw forums is disabled.
I'm having tons of trouble trying to get mcpatcher to work with this. Followed the instructions to the tee and keep getting a black screen on start up. Tried downloading new files, clean minecraft, making sure nothing in mods folder, and everything I could think of but absolutely no luck. Using the same files I can install it manually and everything works fine but I can't use my texture packs. One thing I have noticed is that when I hit patch is shows around 11 conflicts instead of the 1 I see in screenshots and the tutorial video. Am I just completely missing something here?
In MCpatcher
Modloader.
BTWMod (make sure when you add it you select the MINECRAFT-JAR folder)
HD Textures
HD Font.
I turn all the rest off. Make sure you use that order as well.
Make sure your mods folder doesn't have anything in it except the 1.3.2 folder, which is where you put the BTWmod and Modloader zips
There are a few mods out there that allow you to make a platform/vehicle using specific block types
Yeah, I am aware of Zepplin and such, but he seemed to be describing something new in which there was an actual gameplay system behind the flight, and achieving it.
Yeah, I am aware of Zepplin and such, but he seemed to be describing something new in which there was an actual gameplay system behind the flight, and achieving it.
Like, requiring tech tree type stuff and specific crafting pieces? Yea, that sounds like the aircraft mods out there. You have to craft the pieces pretty intricatly. Gotta make frame pieces, then combine frame pieces to make sections, then engine components, then the actual engin, wheels, then landing gear, etc. The recipies are pretty rediculous when you look at the full amount of work needed. You gotta work quite a bit on some of them to get the desired result. Not sure on an example for that in particular. As for a gameplay system behind the flight itself, Im not entirely sure. I know the aircraft mod has sudo-realistic flight controls/movement, acceleration, banking, etc. Kinda like an old flight simulator in MC. Those ones sounded fun, but knowing me Id just end up crashed into the trees.
Like, requiring tech tree type stuff and specific crafting pieces? Yea, that sounds like the aircraft mods out there. You have to craft the pieces pretty intricatly. Gotta make frame pieces, then combine frame pieces to make sections, then engine components, then the actual engin, wheels, then landing gear, etc. The recipies are pretty rediculous when you look at the full amount of work needed. You gotta work quite a bit on some of them to get the desired result. Not sure on an example for that in particular. As for a gameplay system behind the flight itself, Im not entirely sure. I know the aircraft mod has sudo-realistic flight controls/movement, acceleration, banking, etc. Kinda like an old flight simulator in MC. Those ones sounded fun, but knowing me Id just end up crashed into the trees.
Yeah, again, that's not the impression I got. Assembling a bunch of stuff in a crafting grid is very different from actually *building* something in-game, which was what I understood of what he was talking about.
Again, I'm aware of the kind of mods you are describing, but ones that are largely played in the crafting grid don't interest me much.
One in which you were to say build an air-ship out of individual parts, placing the balloon, tethering it to whatever structure you were lifting, putting props on it in the appropriate places, installed a steering mechanism, etc., all with a flight mechanic that took it all into account...well, that would be an entirely different story...and pretty cool.
One in which you were to say build an air-ship out of individual parts, placing the balloon, tethering it to whatever structure you were lifting, putting props on it in the appropriate places, installed a steering mechanism, etc., all with a flight mechanic that took it all into account...well, that would be an entirely different story...and pretty cool.
Kinda like building a snow golem/ iron golem, but then ramped up to eleven and squared?
One in which you were to say build an air-ship out of individual parts, placing the balloon, tethering it to whatever structure you were lifting, putting props on it in the appropriate places, installed a steering mechanism, etc., all with a flight mechanic that took it all into account...well, that would be an entirely different story...and pretty cool.
That does sound cool. I can't think of any mods that are currently out there with a system like that though. Not to sound like I'm suggesting something (even though I know it will), it might be something to consider when you start doing stuff with steam in the distant future.
Yeah, again, that's not the impression I got. Assembling a bunch of stuff in a crafting grid is very different from actually *building* something in-game, which was what I understood of what he was talking about.
Again, I'm aware of the kind of mods you are describing, but ones that are largely played in the crafting grid don't interest me much.
One in which you were to say build an air-ship out of individual parts, placing the balloon, tethering it to whatever structure you were lifting, putting props on it in the appropriate places, installed a steering mechanism, etc., all with a flight mechanic that took it all into account...well, that would be an entirely different story...and pretty cool.
Now that would be fun. Its like a 3D crafting recipie. However, how would one know where to place things? Might be difficult if there was a specific design (especially if it was large). If it was more general then it would be pretty customizeable. I could get behind that for sure.
In the case of buckets, damage to existing worlds. HCB and non-HCB designs clash horribly with each other.
In the case of chests, because it's an SMP-specific feature that is highly dependent on the gameplay style of the individual server. Hardcore chests are better in anarchy play, and normal ones are better on cooperative servers. There's also the potential for people losing a large number of important possessions when the option goes into effect so I figured it was best to give server ops the option so that they could give people a chance to collect their stuff after the update was released.
Generally, I only provide options when a new feature would impact existing in-game designs to prevent breaking people's builds. I also only include options when I feel they are truly necessary as options inevitably increase the time it takes to maintain the mod down the road. This is also why I don't support extraneous modes of play like creative or adventure. The more options and optional modes I support, the more the mod's development is slowed down.
I decided to double-check the class files BTW modifies so I could avoid such derps in the future. I discovered there don't appear to be any class file conflicts with Biomes O' Plenty. Are there other issues besides conflicting item/block ID's and modified class files that can cause BTW features to not work before I assume everything is A-OK just because I don't notice any problems when playing?
Assuming you don't overwrite any class files or block/item IDs I would say you're safe. But BTW edits a lot of class files so be sure you aren't overwriting any.
I'm pretty sure Mojang is already putting it in. I know they're putting in a command to set your spawnpoint and that all commands except a few work with command blocks, so it only makes sense that you'll be able to do that.
Is there a space requirement for blood wood saplings to grow?
also, my nether growth escaped my containment building while I wasn't paying attention. Any advice?
Yup, but it's not as restrictive as overworld trees.
What's wrong with free-range Groth?
The poor man might have been rather attached to his feet.
Oh well.
I'm having tons of trouble trying to get mcpatcher to work with this. Followed the instructions to the tee and keep getting a black screen on start up. Tried downloading new files, clean minecraft, making sure nothing in mods folder, and everything I could think of but absolutely no luck. Using the same files I can install it manually and everything works fine but I can't use my texture packs. One thing I have noticed is that when I hit patch is shows around 11 conflicts instead of the 1 I see in screenshots and the tutorial video. Am I just completely missing something here?
I'd recommend repackaging the original BTW archive so that it only contains the files that you'd put into the jar with manual installation.
First I'd recommend just doing manual installation (add modloader, add BTW, delete META-INF, and launch) and then maybe revert back to a virgin jar and go from there once you've determined everything works.
I've got everything Frakenstein'd together and it works fine. I used MCP for faster modding and then I launch via MagicLauncher for the extra launch options (memory controls and whatnot) using the modified jar and everything works perfectly for me.
Make sure ModLoader is loaded first, and BTW is loaded last.
I'm not familiar with the mod/concept/whatever it is, as I don't actually follow other mods very closely with a couple of exceptions.
The idea as you present it does sound cool though.
Ok problem solved. All I needed to do was uncheck random mobs and make sure btw was right after modloader and not last in the list. Thanks for the help.
There are a few mods out there that allow you to make a platform/vehicle using specific block types, and upon using a command and activating it, all connected valid blocks are able to move. These are predominantly bukkit style mods as they dont add new blocks. The movement is blocky as the vehicle isnt treated as an entity. Other mods allow you to do a similar thing, but turns the blocks into an entity for fluid movement. Upon stopping the craft and deactivating it, the craft is realigned to the grid in one of the 4 cardinal directions. Others allow for a preset vehicle shape, like some of the aircraft mods out there, or balloon mods.
All of these can be used for boat/airship mods, though I heard of a car type mod too that used minecarts and specific road blocks.
The mods require you to work for the vehicle, and once made, only permit you to pilot the vehicle, not fly like your some kind of superminer. You can float around on the vehicle and use it to reach areas for building if you wanted to, but its normally quite a bit of work so its not cheaty. They're pretty cool when used right. I always loved making my airships to work like they're little mobile bases, including storage chests, mobile bedroom, dispensers for "cannons," and a dispenser water elevator for "beaming down" to the surface. Would be sweet if you somehow could add in a BTW style idea that was similar, like a baloon airship or possible larger boats, but I for sure know you have one heck of a job as it is with the mod now. ^^;
In MCpatcher
Modloader.
BTWMod (make sure when you add it you select the MINECRAFT-JAR folder)
HD Textures
HD Font.
I turn all the rest off. Make sure you use that order as well.
Make sure your mods folder doesn't have anything in it except the 1.3.2 folder, which is where you put the BTWmod and Modloader zips
Yeah, I am aware of Zepplin and such, but he seemed to be describing something new in which there was an actual gameplay system behind the flight, and achieving it.
Like, requiring tech tree type stuff and specific crafting pieces? Yea, that sounds like the aircraft mods out there. You have to craft the pieces pretty intricatly. Gotta make frame pieces, then combine frame pieces to make sections, then engine components, then the actual engin, wheels, then landing gear, etc. The recipies are pretty rediculous when you look at the full amount of work needed. You gotta work quite a bit on some of them to get the desired result. Not sure on an example for that in particular. As for a gameplay system behind the flight itself, Im not entirely sure. I know the aircraft mod has sudo-realistic flight controls/movement, acceleration, banking, etc. Kinda like an old flight simulator in MC. Those ones sounded fun, but knowing me Id just end up crashed into the trees.
Yeah, again, that's not the impression I got. Assembling a bunch of stuff in a crafting grid is very different from actually *building* something in-game, which was what I understood of what he was talking about.
Again, I'm aware of the kind of mods you are describing, but ones that are largely played in the crafting grid don't interest me much.
One in which you were to say build an air-ship out of individual parts, placing the balloon, tethering it to whatever structure you were lifting, putting props on it in the appropriate places, installed a steering mechanism, etc., all with a flight mechanic that took it all into account...well, that would be an entirely different story...and pretty cool.
Kinda like building a snow golem/ iron golem, but then ramped up to eleven and squared?
that actually sounds both challenging AND fun!
That does sound cool. I can't think of any mods that are currently out there with a system like that though. Not to sound like I'm suggesting something (even though I know it will), it might be something to consider when you start doing stuff with steam in the distant future.
Now that would be fun. Its like a 3D crafting recipie. However, how would one know where to place things? Might be difficult if there was a specific design (especially if it was large). If it was more general then it would be pretty customizeable. I could get behind that for sure.