Well good to hear that you still have lots of ideas to implement. Slow is fine id rather wait then update with every new version and run into bugs because updates were put out to quickly for proper testing.
Anyone have any good textures pack suggestions to go along with this?
just came here from the topic that got you to update it, i played around with all the mods at one point, then got greedy and decided to decompile your mod and see how you did it (don.t worry i won't release anything). I quite admire your code, and i realised how messy i am with mine. One of the best things about the dwarven mod, is that the textures are fine. Way back when i tried to create this mod, i couldn't get the textures to resize so i ended up using a texture resize mod that the community offered. Keep going with these mods and if your daily life isn't to time consuming, try to expand a little. I don't mean this as a sort of demand, but even little things like some of risu's mods. The bridge block variant and the block distortion are just little fun things that only change a tiny bit in game.
To me, the size of the OP is what gets me to the last page to comment, and any mod takes space on that. Just some tips, i am currently working on a sort of mod collection now and have about 20+ mods ready for it, most aren't game changing, but are almost just little Easter eggs. Then some are things like new map types and there is even an apocalypse mode which adds things like an item that uses the onitemrightclick thing to spawn a small house. I recommend striving for the bigger things first, like new dimensions and world generating. I don't mean take 6 months to make something like the Aether (although that would be good), but try making a new portal and a dimension with a few changes.
EDIT:just sort of realised that this pretty much needs paragraphs, largest comment i ever made .
Now that's a post I can appreciate. Very informative and way better than "AWESOME MOD!!1" And hey if you want to decompile and change things, I really don't care on two conditions. 1.) give me a mention 2.) do it better than me
I really try to work a lot on this mod so that it comes out bug free...damn just realized I need to get back to the guys that help me find bugs to see if we are good for an update lol(still 1.2.3)...and I sacrifice some of my free time to work on this because it is fun for me.
Right now I'm almost done with world gen, just a few little things left to do honestly and then I will move onto flora and fauna more to make the underground feel more alive.
*Side note: honestly I think that for a while the over-world will be flat because I hate how the rock layer flow with the land underneath. with the new map height it is terrible.
EDIT: And of course MC updates to 1.2.5 (no news yet though oddly enough since updating minecraft from the executable works fine and says 1.2.5 afterwards) Modloader is updated already and The Forge is not. I'll push out an update today or tomorrow (1.2.3)if forge does not get updated by then.
guy"s"? Who else do you have helping you? there are a few bugs I need to tell you about. I know our not on now Volgon, so tell me if you want the list here or not. (not really a list, but I have a few useful and annoying bugs you should hear about, even though you said "It should be fine now" about two of them)
there are a few bugs I need to tell you about.(not really a list, but I have a few useful and annoying bugs you should hear about, even though you said "It should be fine now" about two of them)
Not sure if volgon wants them listed, but list them, if he skips over them i'll tell him. (or remind him, think of it as motivation) I made a decent bit of sprites and some of the mob textures/models. i think eightblade has contributed too, check the first post for the list that volgon has made.
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It wants a hug ;D
Goto mah profile, I can't put the other link here D:
Right now I'm almost done with world gen, just a few little things left to do honestly and then I will move onto flora and fauna more to make the underground feel more alive.
Is this simpler things or related to bringing back aspects from MC Geology? On that note, any pictures of this cavern mentioned in OP? Gone through nearly all of the pages and haven't seen one.
Is this simpler things or related to bringing back aspects from MC Geology? On that note, any pictures of this cavern mentioned in OP? Gone through nearly all of the pages and haven't seen one.
I'm mostly just trying to make the world normal but with more underground(so there are hills and valleys and lakes)
Which things were you refering to in MCGeology. The only feature that I remember were the pebbles and they were annoying.
I've been meaning to get some screenshots, but again I just haven't had time.
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If you want to get my attention Quote me(MCforums will send me a message)
I'm mostly just trying to make the world normal but with more underground(so there are hills and valleys and lakes)
That seems easy enough. The only problem I would have doing that is I don't know how to save height levels of above 128 in the chunk array.
I was working on an underground dimension of sorts terrain generation and I haven't had any difficulty adjusting the level of terrain. As far as I know rivers and lakes still work fine.
I actually did get access to 128+ for chunk gen, but the terrain gen is stretched a bit and with the underground flowing with the terrain it just looks terrible. I'm working on something for it though. I'll make some time after class to work on it.
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If you want to get my attention Quote me(MCforums will send me a message)
Assuming you are doing this in a ChunkProvider file, mind explaining how you did so? If you elaborate on what you mean by it flowing terribly with the terrain I can try to help with that.
I made some changes to provideChunk(int par1, int par2) and generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) mostly. I actually have to thank the creator of Wedge for the help.
It seems you have removed this part which checks to see if it should generate terrain there according to the perlin noise. Does that mean you're just generating completely flat terrain up to level 196?
I have got it generating properly above 128 without crashing now but one part of your code leaves me confused. What exactly does this section in your provideChunk method do? I don't seem to notice any difference with or without it.
It seems you have removed this part which checks to see if it should generate terrain there according to the perlin noise. Does that mean you're just generating completely flat terrain up to level 196?
Yea unfortunately, I wasn't really sure how to tackle that issue honestly. I tried to look for a range for each stone layer, but It looked terrible with the extended chunk.
I have got it generating properly above 128 without crashing now but one part of your code leaves me confused. What exactly does this section in your provideChunk method do? I don't seem to notice any difference with or without it.
That parses the chunk into an ExtendedBlockStorage instances, I talked to the creator of Wedge and that is what he said I needed to do. Otherwise what is expected is a 16x128x16 byte array and not a 16x256x16 byte array. I couldn't get the terrain to generate properly without it(the terrain would generate once and then again on top of it starting at 128 or it would be fragmented)
Rollback Post to RevisionRollBack
If you want to get my attention Quote me(MCforums will send me a message)
Yea unfortunately, I wasn't really sure how to tackle that issue honestly. I tried to look for a range for each stone layer, but It looked terrible with the extended chunk.
I'm not sure what you mean with that last part. Just seeing the different layers in say a mountain looked terrible?
I'm not sure what you mean with that last part. Just seeing the different layers in say a mountain looked terrible?
Oh no that part was beautiful honestly. The part that I couldn't work out was getting all layers to gen in a reasonable fashion. And when I added the cavern layer, it would dip down from Y-64 to bedrock and It looked terrible. I had it fine when a chunk was 128 tall.
This is really my first experience with programming so It is difficult to say the least. (and it shows in this cruddy little mod T_T )
Rollback Post to RevisionRollBack
If you want to get my attention Quote me(MCforums will send me a message)
It seems simple enough to change from stone to your blocks based on the layer without impacting the terrain at all. I'm not certain that I'm following what your problem is.
Anyone have any good textures pack suggestions to go along with this?
To me, the size of the OP is what gets me to the last page to comment, and any mod takes space on that. Just some tips, i am currently working on a sort of mod collection now and have about 20+ mods ready for it, most aren't game changing, but are almost just little Easter eggs. Then some are things like new map types and there is even an apocalypse mode which adds things like an item that uses the onitemrightclick thing to spawn a small house. I recommend striving for the bigger things first, like new dimensions and world generating. I don't mean take 6 months to make something like the Aether (although that would be good), but try making a new portal and a dimension with a few changes.
EDIT:just sort of realised that this pretty much needs paragraphs, largest comment i ever made
I really try to work a lot on this mod so that it comes out bug free...damn just realized I need to get back to the guys that help me find bugs to see if we are good for an update lol(still 1.2.3)...and I sacrifice some of my free time to work on this because it is fun for me.
Right now I'm almost done with world gen, just a few little things left to do honestly and then I will move onto flora and fauna more to make the underground feel more alive.
*Side note: honestly I think that for a while the over-world will be flat because I hate how the rock layer flow with the land underneath. with the new map height it is terrible.
EDIT: And of course MC updates to 1.2.5 (no news yet though oddly enough since updating minecraft from the executable works fine and says 1.2.5 afterwards) Modloader is updated already and The Forge is not. I'll push out an update today or tomorrow (1.2.3)if forge does not get updated by then.
Goto mah profile, I can't put the other link here D:
Not sure if volgon wants them listed, but list them, if he skips over them i'll tell him. (or remind him, think of it as motivation) I made a decent bit of sprites and some of the mob textures/models. i think eightblade has contributed too, check the first post for the list that volgon has made.
Goto mah profile, I can't put the other link here D:
Also I'm finishing up the last touches on the 1.2.5 update so it should be coming out any moment now.
EDIT: Updated
Is this simpler things or related to bringing back aspects from MC Geology? On that note, any pictures of this cavern mentioned in OP? Gone through nearly all of the pages and haven't seen one.
I'm mostly just trying to make the world normal but with more underground(so there are hills and valleys and lakes)
Which things were you refering to in MCGeology. The only feature that I remember were the pebbles and they were annoying.
I've been meaning to get some screenshots, but again I just haven't had time.
That seems easy enough. The only problem I would have doing that is I don't know how to save height levels of above 128 in the chunk array.
I was working on an underground dimension of sorts terrain generation and I haven't had any difficulty adjusting the level of terrain. As far as I know rivers and lakes still work fine.
Assuming you are doing this in a ChunkProvider file, mind explaining how you did so? If you elaborate on what you mean by it flowing terribly with the terrain I can try to help with that.
I made some changes to provideChunk(int par1, int par2) and generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) mostly. I actually have to thank the creator of Wedge for the help.
It seems you have removed this part which checks to see if it should generate terrain there according to the perlin noise. Does that mean you're just generating completely flat terrain up to level 196?
I have got it generating properly above 128 without crashing now but one part of your code leaves me confused. What exactly does this section in your provideChunk method do? I don't seem to notice any difference with or without it.
Yea unfortunately, I wasn't really sure how to tackle that issue honestly. I tried to look for a range for each stone layer, but It looked terrible with the extended chunk.
That parses the chunk into an ExtendedBlockStorage instances, I talked to the creator of Wedge and that is what he said I needed to do. Otherwise what is expected is a 16x128x16 byte array and not a 16x256x16 byte array. I couldn't get the terrain to generate properly without it(the terrain would generate once and then again on top of it starting at 128 or it would be fragmented)
I'm not sure what you mean with that last part. Just seeing the different layers in say a mountain looked terrible?
Oh no that part was beautiful honestly. The part that I couldn't work out was getting all layers to gen in a reasonable fashion. And when I added the cavern layer, it would dip down from Y-64 to bedrock and It looked terrible. I had it fine when a chunk was 128 tall.
This is really my first experience with programming so It is difficult to say the least. (and it shows in this cruddy little mod T_T )