Okay, progress report: I've got most of the new features done. The only ones left are:
*BlockSnow (not BlockSnowBlock) being affected by gravity. Basically need to integrate a lot of BlockSand code into it.
*Players on Snow Mayhem mode standing in the snow without wearing leather armor take frostbite damage (food exhaustion). Hoo boy. Need to figure out how to access the correct EntityPlayer, then it's just a matter of checking game.theWorld.canLightingStrikeHere(entityplayer.currentPositionXYZ) and entityplayer.whatchaWearing(), then calling entityplayer.foodStats.addExhaustion(someNumber).
*Trampling snow by walking in it. Currently working, apart from the small matter of it checks every tick. Just standing in the snow for a second "tramples" it to nothingness. What I can tell is, there's two Block methods that can potentially work: onEntityCollidedWithBlock, which I'm using now and runs every tick and is how Soul Sand works, and the weirdly-named func_43001_a, which is how farmland trampling works, but seems to depend on a player actually standing ON the block, not just in it (and BlockSnow lacks a collision box for practical reasons).
Once I get these figured out, along with a few other minor things, and do some playtesting and screencaps, I'll upload the new version, and finally clean up the OP. Aiming to have it done by Wednesday-ish, depending on how long it takes to hunt down those methods (and whether or not Curse's servers get creepabombed again like they were earlier today).
Edit: A wild realization appears. Related to frostbite, BlockSnow.onEntityCollidedWithBlock has potential. I can if(entity instanceof EntityPlayer) and go from there. Especially because, if you think about it, it's fairly unlikely for a player to be visible to the sky and not standing in snow. Other than swimming in water, walking on hardcoded-snow-proof blocks like ice, hanging out under a nonsolid block like a torch... Never mind that, I'll handwave it as it being a combination of being snowed on and standing in cold snow that causes frostbite :biggrin.gif: One down, two to go, and falling snow merely requires a lot of code reuse, meaning the only remaining big task is fixing snow trampling.
Edit 2: Also, a change to how I'm implementing it. The base frostbite rate will be half that of food poisoning. For each piece of leather armor worn (each piece protects the same against frostbite, and remaining durability is ignored), it cuts the frostbite rate by 25% (1/8th that of food poisoning). So, no leather armor at all means one point of food loss every four seconds (1/4 FP/sec). Two pieces of leather armor, 1 FP every 8 sec. Full leather armor set, no weather-related FP loss at all. I could make it so wearing non-leather (metal or diamond) armor increases it (since cold metal is more painful than direct exposure), but I don't think I will. This isn't EvilMinecraft. (Though I did get an offer to join the EVMC team after Evil_Notch saw my mod... Don't worry, I'll finish this update first, since it's almost done already.)
Edit 3: Having trouble getting the frostbite code to actually run... Trying to use System.out.println()s to figure out where it's derping. Also, I'm just removing the snow-trampling entirely, it's too much trouble. Once I get the frostbite code working, I'll do the gravity-aware snow, and that should be that.
Edit 4: Crap. I think there's something wrong with instanceof, because 1) when I added "&& entity instanceof EntityLiving" to the snow-slowdown code, it stopped working, and since the frostbite code requires "entity instanceof EntityPlayer", it never runs.
Edit 5: Well, #risucraft and #mcp-modding combined weren't able to riddle out the cause of my instanceof troubles. So, since the snow-slowdown code doesn't require limiting to EntityPlayer (and frostbite does), I'll go ahead and comment out the frostbite stuff for now (like I did with the snow trampling), add the sand-fall code, do more testing, and update. I will add those features later, but not in this version.
Edit the Final: Eh... I don't think I need to do gravity-affected snow this time around. I'll save it for the next version. So I just need to bugtest, screencaps, and rewrite the entire OP. Basically, trying to release v2 this afternoon.
How did the guy from the vid fall thru the roof???
Explosives. It's basically a rule of GameChap mod reviews that SOMETHING must explode or catch fire and destroy a house... usually his own. Bertie typically comes up with a silly explanation for it (like in the particle-emitters review, it was that the Critical Hit Emitter overloaded), but you can almost always see it was TNT. Heck, there's an empty space below the house specifically for blowing it up.
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Explosives. It's basically a rule of GameChap mod reviews that SOMETHING must explode or catch fire and destroy a house... usually his own. Bertie typically comes up with a silly explanation for it (like in the particle-emitters review, it was that the Critical Hit Emitter overloaded), but you can almost always see it was TNT. Heck, there's an empty space below the house specifically for blowing it up.
I had thought about that, but since I didn't physically SEE the TnT this time, I thought there was hope for some hardcore physics xD if it was a harder material I would have thought nothing of it.... Though I do feel like a freaking idiot now for trying to collapse my roof for an hour... by jumping and standing on it...
Is that suppose to happen ? I fell trought snow and fell in lava xD
Yes, BlockSnow has no collision box, and no, snow doesn't form on lava. What happened was the terrain generator created the terrain, placed snow based on that terrain, and then carved out a lava pool. Hence, floating snow with a firey surprise below.
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Glad I thought to save that banner in psd format. Will have level 3 done in a bit :smile.gif:
So yeah, choose your own adventure:
or
I know, not much variation. If anyone has any criticism - font, background, color, whatever, just let me know. I threw that together so people would find this thing quickly, but I'm not a graphic artist by any means.
Glad I thought to save that banner in psd format. Will have level 3 done in a bit :smile.gif:
So yeah, choose your own adventure:
or
I know, not much variation. If anyone has any criticism - font, background, color, whatever, just let me know. I threw that together so people would find this thing quickly, but I'm not a graphic artist by any means.
NICE! +1 for you and +1 pet and s for you sir!
Hmm if you think you come (including me) to help WackoMcGoose for the mod for faster updates? Who agrees?
Wacko... Do you forsee any issues with my installation?
I extracted MWM in to the same jar AWM was in (Too many mods to wanna start from scratch...) Deleted mod_awm turned awm off in modloader...
Seems to be working, but do you think that'll cause any issues later?
EDIT: Also... do I need to turn presets false, and override presets true to use "custom" settings?
Assuming your AWM was 1.1.0r1 (the bugfixed version, without MaterialLogicSnowable and ve.class) and not just 1.1 (the straight port), then deleting mod_AdvancedWinterMode.class and overwriting the base classes should be okay.
As for the config file, overridePresets ignores the preset modes entirely. You could turn all three preset modes on (which throws a very unusual exception normally :biggrin.gif:), and as long as overridePresets=true, it'll be fine.
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Assuming your AWM was 1.1.0r1 (the bugfixed version, without MaterialLogicSnowable and ve.class) and not just 1.1 (the straight port), then deleting mod_AdvancedWinterMode.class and overwriting the base classes should be okay.
As for the config file, overridePresets ignores the preset modes entirely. You could turn all three preset modes on (which throws a very unusual exception normally :biggrin.gif:), and as long as overridePresets=true, it'll be fine.
"We're gonna need more shovels."
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
*BlockSnow (not BlockSnowBlock) being affected by gravity. Basically need to integrate a lot of BlockSand code into it.
*Players on Snow Mayhem mode standing in the snow without wearing leather armor take frostbite damage (food exhaustion). Hoo boy. Need to figure out how to access the correct EntityPlayer, then it's just a matter of checking game.theWorld.canLightingStrikeHere(entityplayer.currentPositionXYZ) and entityplayer.whatchaWearing(), then calling entityplayer.foodStats.addExhaustion(someNumber).
*Trampling snow by walking in it. Currently working, apart from the small matter of it checks every tick. Just standing in the snow for a second "tramples" it to nothingness. What I can tell is, there's two Block methods that can potentially work: onEntityCollidedWithBlock, which I'm using now and runs every tick and is how Soul Sand works, and the weirdly-named func_43001_a, which is how farmland trampling works, but seems to depend on a player actually standing ON the block, not just in it (and BlockSnow lacks a collision box for practical reasons).
Once I get these figured out, along with a few other minor things, and do some playtesting and screencaps, I'll upload the new version, and finally clean up the OP. Aiming to have it done by Wednesday-ish, depending on how long it takes to hunt down those methods (and whether or not Curse's servers get creepabombed again like they were earlier today).
Edit: A wild realization appears. Related to frostbite, BlockSnow.onEntityCollidedWithBlock has potential. I can if(entity instanceof EntityPlayer) and go from there. Especially because, if you think about it, it's fairly unlikely for a player to be visible to the sky and not standing in snow.
Other than swimming in water, walking on hardcoded-snow-proof blocks like ice, hanging out under a nonsolid block like a torch...Never mind that, I'll handwave it as it being a combination of being snowed on and standing in cold snow that causes frostbite :biggrin.gif: One down, two to go, and falling snow merely requires a lot of code reuse, meaning the only remaining big task is fixing snow trampling.Edit 2: Also, a change to how I'm implementing it. The base frostbite rate will be half that of food poisoning. For each piece of leather armor worn (each piece protects the same against frostbite, and remaining durability is ignored), it cuts the frostbite rate by 25% (1/8th that of food poisoning). So, no leather armor at all means one point of food loss every four seconds (1/4 FP/sec). Two pieces of leather armor, 1 FP every 8 sec. Full leather armor set, no weather-related FP loss at all. I could make it so wearing non-leather (metal or diamond) armor increases it (since cold metal is more painful than direct exposure), but I don't think I will. This isn't EvilMinecraft. (Though I did get an offer to join the EVMC team after Evil_Notch saw my mod... Don't worry, I'll finish this update first, since it's almost done already.)
Edit 3: Having trouble getting the frostbite code to actually run... Trying to use System.out.println()s to figure out where it's derping. Also, I'm just removing the snow-trampling entirely, it's too much trouble. Once I get the frostbite code working, I'll do the gravity-aware snow, and that should be that.
Edit 4: Crap. I think there's something wrong with instanceof, because 1) when I added "&& entity instanceof EntityLiving" to the snow-slowdown code, it stopped working, and since the frostbite code requires "entity instanceof EntityPlayer", it never runs.
Edit 5: Well, #risucraft and #mcp-modding combined weren't able to riddle out the cause of my instanceof troubles. So, since the snow-slowdown code doesn't require limiting to EntityPlayer (and frostbite does), I'll go ahead and comment out the frostbite stuff for now (like I did with the snow trampling), add the sand-fall code, do more testing, and update. I will add those features later, but not in this version.
Edit the Final: Eh... I don't think I need to do gravity-affected snow this time around. I'll save it for the next version. So I just need to bugtest, screencaps, and rewrite the entire OP. Basically, trying to release v2 this afternoon.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Explosives. It's basically a rule of GameChap mod reviews that SOMETHING must explode or catch fire and destroy a house... usually his own. Bertie typically comes up with a silly explanation for it (like in the particle-emitters review, it was that the Critical Hit Emitter overloaded), but you can almost always see it was TNT. Heck, there's an empty space below the house specifically for blowing it up.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I had thought about that, but since I didn't physically SEE the TnT this time, I thought there was hope for some hardcore physics xD if it was a harder material I would have thought nothing of it.... Though I do feel like a freaking idiot now for trying to collapse my roof for an hour... by jumping and standing on it...
OH MY GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD
My friend next to me: Hey why is the snow is so deep!
ME: Its a mod you idiot
Friend: OMG GOTTA INSTALL IT!
Notch, REMOVE RAIN!
One more update and I am yours and stop updating me mod.
Yes, BlockSnow has no collision box, and no, snow doesn't form on lava. What happened was the terrain generator created the terrain, placed snow based on that terrain, and then carved out a lava pool. Hence, floating snow with a firey surprise below.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
So yeah, choose your own adventure:
or
I know, not much variation. If anyone has any criticism - font, background, color, whatever, just let me know. I threw that together so people would find this thing quickly, but I'm not a graphic artist by any means.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
NICE! +1 for you and +1 pet and s for you sir!
Hmm if you think you come (including me) to help WackoMcGoose for the mod for faster updates? Who agrees?
I extracted MWM in to the same jar AWM was in (Too many mods to wanna start from scratch...) Deleted mod_awm turned awm off in modloader...
Seems to be working, but do you think that'll cause any issues later?
EDIT: Also... do I need to turn presets false, and override presets true to use "custom" settings?
Assuming your AWM was 1.1.0r1 (the bugfixed version, without MaterialLogicSnowable and ve.class) and not just 1.1 (the straight port), then deleting mod_AdvancedWinterMode.class and overwriting the base classes should be okay.
As for the config file, overridePresets ignores the preset modes entirely. You could turn all three preset modes on (which throws a very unusual exception normally :biggrin.gif:), and as long as overridePresets=true, it'll be fine.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Do you need help for that? For faster updates? If you want help I can help!
Sincerely
charles0616
LAWL I MADE A LETTER
Thanks, Wacko! Keep up the awesome mod xD
In config file:
overridePresets=true
snowAllDayErryday=false
freezeAllTheBiomes=false
That'll revert biome temperatures and weather timing to vanilla behavior.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Is the new version forge compatible?
regards
jume