Have you considered not having any input for that bacteria type? If it just "follows" the trail of food, why have blocks specified for it to eat? Let it eat everything, I say. You'd lose some good stuff, but that's the trade off for having insta-tunnel bacteria doing the hard work of mining so many blocks for you.
Yeah, there probably isn't a way to guide it without using the food, is there? Tunneling around placing the food kinda defeats the purpose of having the bacteria do the work. But I also like the idea of not having to tell it what to eat, just let it eat anything, or include items in the crafting recipe, or even how you grow it, to make it eat or not eat certain items. Don't know how hard it would be, but growing it on a certain ore or material (diamond, for instance) would make it not eat that material. Or, even better, growing it on a material would make it seek out that material.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Okay, so you mean it just eats everything?
Maybe combine that with the 50-70% drops??
Yep. Needs no input at all (not even redstone to start it off, come to think of it). Place down the caver bacteria and it will instantly just eat/destroy anything in it's small radius; maybe the radius could be a block or two smaller than what we saw in the video above (radius is 4 in the video, yeah? could we see a test of 3?). It would only eat stuff in that small area and then stop unless it finds that food block and repeats. Simple, right? I don't think you are wanting complexity for this.
As far as drops, the lazy/greedy miner in me wants to say 'Yes, drops X% of blocks', but to help compromise with the people who are always saying things are too overpowered, maybe just having all the blocks get destroyed is the way to go. It's essentially the same thing that happens when caves are generated my Minecraft, right? There's nothing in the empty space of a cave, and the bacteria is just meant to let you create your own. Losing the materials that were in the bacteria's path is a fair way of balancing things out a bit, I think.
Besides, if all I have to do is dig a 2x1 corridor in any direction I want, placing food blocks behind me every so often to have a cave dig itself behind me, there will still be more than enough ores to find without just giving them to me. Even digging a simple 3x3 tunnel for any significant length can be very tedious with a pickaxe. I'd gladly trade away whatever materials I would have found by digging the cave myself just so I didn't have to bother.
Well I can't think of one at the moment.
How would the bacteria know where to go?
Just dig straight down? I don't know how that would be useful...
Also you just have to dig a small tunnel to get the bacteria do the massive ones, right?
Well, the growing on some ore would be theoretically possible, but would you use it for all bacteria or just the caver? I think it would be odd to change the mechanic anyways, I mean why should you be forced to grow a different type of must just for another bacteria type?
So what about specifying ONE material that SHOULD not be eaten (70% chance?) and the bacteria eat everything else?
Combining that with the 40%? drops of the blocks may be a good idea,
Sounds like unnecessary complexity to me. You would be able to direct things well enough by where you placed the food, and unless you've reconsidered making bacteria that will just grow in a specified direction until stopped, the caver is a perfectly adequate solution in my mind.
Growing on different materials or changing recipes around sounds like an interesting idea, but not one I'd want complicating the caver colony or slowing down the mod's progress. Might be a cool idea for a fourth type, though; a bacteria you can 'grow' on an ore instead of mining it. As if the ore were the Must. Over a few in-game days, the bacteria produces additional ores. Something similar to how melons & pumpkins currently grow in vanilla Minecraft, or crystals grow in real life. Interesting idea, but maybe outside the scope of your mod.
Also, you mentioned wanting to add new types in a prior post... any other ideas of yours you care to share? =)
Well I can't think of one at the moment.
How would the bacteria know where to go?
Just dig straight down? I don't know how that would be useful...
Also you just have to dig a small tunnel to get the bacteria do the massive ones, right?
Yeah, I don't know how it could be done, I was thinking whatever Minecraft itself uses to create caves, just have the bacteria follow the same pattern.
Well, the growing on some ore would be theoretically possible, but would you use it for all bacteria or just the caver? I think it would be odd to change the mechanic anyways, I mean why should you be forced to grow a different type of must just for another bacteria type?
So what about specifying ONE material that SHOULD not be eaten (70% chance?) and the bacteria eat everything else?
Combining that with the 40%? drops of the blocks may be a good idea,
No, just the caver could be grown using a material that it either seeks out, or avoids, or like you said, doesn't eat at all. Just ideas tossing around really.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I concur! Just setting a radius counter looked too boring though, so I had the idea to set the radius to 3 but add a 30% chance for the counter not to decrease, the result is what you can see in the video...
In some parts I think it looks to random so I might play around with those values, I might post a video with a comparison between the radii and randomizations soon.
Ah. Seems like you've already got a good solution worked out then. =)
But other than that I think it's somehow the beauty of the bacteria that you can train what things to eat and what not. It would be a bit of a pitty if I would remove that possiblity from other types of bacterium colonies.
I agree. There's no reason to change the behavior of the other bacteria types, and I wasn't suggesting they change at all. Just was tossing out the idea of the caver bacteria eating everything, simply growing/eating from food point to food point; mostly because I assumed the simplicity of it would be desirable on your end coding things. But as just another minecraft player, I'd be fine with the caver type lacking the ability to train what to eat and what not to. It would be a little to easy if my cave not only dug itself, but also left floating ores along its path, ya know?
Thanks for letting us in the forum take part in your creative process. Very cool. I'm looking forward to seeing how it goes.
When you implement these new bacteria, what version of Minecraft will the mod updates be compatible with? Are you basically just preparing for 1.8 at this point, or will these changes also come into the 1.7.2 and/or 1.6.4 versions?
an idea I had was a "biome replacer" colony, only for VERY specific blocks, like if you use netherrack, everywhere it spreads, the biome changes to the "hell" biome, and there will be random fires. That MIGHT be too hard, but it would be fun to experiment w/ tho. MSG me if you think it's even possible.
For the mining bacteria, here is a good description of it(if it exists): the crafting recipe must have a few diamond pickxes and tnt in it. It would only eat up what is in a 3x3/5x5 square and will keep eating until it hits a jammer or you use the item jammer. the mining bacteria also eats everything that stands in its way, so your items might be lost if it happens to eat into a dungeon with the chests on that side (or it could be where it drops all the ores and the items from chests anywhere). You put it in the middle on a side of a, for example, stone wall, and it starts eating up that side and what is in front of it too.
Edit: just watched both the yogscast's videos about this mod. You can replace the blocks with the purple stuff. So that could mean you could replace the colony with its own block.
I've got the latest version of both your mod and forge and I get black screened and crash.
Error Log:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 5/05/14 11:56 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: bacteriamod.Bacteria
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:499)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:202)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:465)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: bacteriamod.Bacteria
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:489)
... 10 more
Caused by: java.lang.NoClassDefFoundError: cpw/mods/fml/common/ICraftingHandler
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 38 more
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.ICraftingHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 138838048 bytes (132 MB) / 476184576 bytes (454 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.156.1060 Minecraft Forge 10.12.1.1060 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.2.156.1060} [Forge Mod Loader] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed
Forge{10.12.1.1060} [Minecraft Forge] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed
TeNNoX_Bacteria{2.0.2} [Bacteria] ([1.5.2] Bacteria Mod v2.0.2.zip) Unloaded->Errored
I'm sorry but I can't fix any errors for older versions as I lost the source code and had to rewrite most parts of the code for 1.6/1.7
Please consider using the newest version of the Bacteria Mod (Version v2.3.2)
I think you got confused by the file order in the download section, so I changed it.
Hahaha yeah, sorry. I assumed that in dropbox top=newest, but apparently that isn't the case Thank you anyway
I would love to see a 1.6.4 version without Achievements. I recently had a crash that talked about the 'Must' achievement taking up another slot. I'd post the crash report, but I dont have it anymore. When I get a crash report, I delete the crash report folder, delete a few mods, delete my world save and start over.
Did you try changing the Achievement ID in the config file?
No. When I get a crash, I dont spend much time trying to figure out what happened and just delete some mods to make it go away. I will give it a shot now because I freaking love this mod.
Really awesome mod, though a bit overpowered, maybe add a chance for the bacteria to "die out" so that it doesn't get out of control? and add a config file to modify the chances of that happening?
Really awesome mod, though a bit overpowered, maybe add a chance for the bacteria to "die out" so that it doesn't get out of control? and add a config file to modify the chances of that happening?
I'm talking about balancing the mod, making it far less op, and preventing griefers from wrecking an entire server with 1 block.
A: Why would you install this on a server if you think it could be used to grief?
B: Why not make a controlled area for letting the Replacer Colony do it's work?
C: Why would you even want to make the regular Bacteria Colony to begin with for the same reasons as question A?
The only thing I'd like to see changed about this is maybe a new Bacteria that can eat Bedrock, so maybe it'd be the normal recipe with a Diamond Block. But that's a thin maybe.
Actually, that idea isnt really useful. I mean, I just now thought 'What practical use would removing bedrock have?'
The only thing I'd like to see changed about this is maybe a new Bacteria that can eat Bedrock, so maybe it'd be the normal recipe with a Diamond Block. But that's a thin maybe.
Actually, that idea isnt really useful. I mean, I just now thought 'What practical use would removing bedrock have?'
Except for gaining access to the roof of the nether, not much, unless you want to make a trap to drop people into the void.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Except for gaining access to the roof of the nether, not much, unless you want to make a trap to drop people into the void.
I use Rei's Minimap, and that has the issue of showing a large dark grey screen in the Nether due to the Bedrock above, and that was my original thinking, but then I remembered LexManos making that YUNoMakeGoodMap mod for Bacon_Donut's Sky Factory pack.
Ah yeah, I haven't used Rei's map in a while, since I'm playing Attack of the B-Team mostly and it has Map Writer which does pretty good in the nether.
Most people want access to the roof of the nether for a safe place to fight withers.
Another thing I would think to remove bedrock would be to have a smooth floor of it in a normal world, instead of the jagged one that normally forms.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Have you considered not having any input for that bacteria type? If it just "follows" the trail of food, why have blocks specified for it to eat? Let it eat everything, I say. You'd lose some good stuff, but that's the trade off for having insta-tunnel bacteria doing the hard work of mining so many blocks for you.
D_B
To tell them how to live is to prevent them living.
Yep. Needs no input at all (not even redstone to start it off, come to think of it). Place down the caver bacteria and it will instantly just eat/destroy anything in it's small radius; maybe the radius could be a block or two smaller than what we saw in the video above (radius is 4 in the video, yeah? could we see a test of 3?). It would only eat stuff in that small area and then stop unless it finds that food block and repeats. Simple, right? I don't think you are wanting complexity for this.
As far as drops, the lazy/greedy miner in me wants to say 'Yes, drops X% of blocks', but to help compromise with the people who are always saying things are too overpowered, maybe just having all the blocks get destroyed is the way to go. It's essentially the same thing that happens when caves are generated my Minecraft, right? There's nothing in the empty space of a cave, and the bacteria is just meant to let you create your own. Losing the materials that were in the bacteria's path is a fair way of balancing things out a bit, I think.
Besides, if all I have to do is dig a 2x1 corridor in any direction I want, placing food blocks behind me every so often to have a cave dig itself behind me, there will still be more than enough ores to find without just giving them to me. Even digging a simple 3x3 tunnel for any significant length can be very tedious with a pickaxe. I'd gladly trade away whatever materials I would have found by digging the cave myself just so I didn't have to bother.
Sounds like unnecessary complexity to me. You would be able to direct things well enough by where you placed the food, and unless you've reconsidered making bacteria that will just grow in a specified direction until stopped, the caver is a perfectly adequate solution in my mind.
Growing on different materials or changing recipes around sounds like an interesting idea, but not one I'd want complicating the caver colony or slowing down the mod's progress. Might be a cool idea for a fourth type, though; a bacteria you can 'grow' on an ore instead of mining it. As if the ore were the Must. Over a few in-game days, the bacteria produces additional ores. Something similar to how melons & pumpkins currently grow in vanilla Minecraft, or crystals grow in real life. Interesting idea, but maybe outside the scope of your mod.
Also, you mentioned wanting to add new types in a prior post... any other ideas of yours you care to share? =)
Yeah, I don't know how it could be done, I was thinking whatever Minecraft itself uses to create caves, just have the bacteria follow the same pattern.
No, just the caver could be grown using a material that it either seeks out, or avoids, or like you said, doesn't eat at all. Just ideas tossing around really.
D_B
To tell them how to live is to prevent them living.
Ah. Seems like you've already got a good solution worked out then. =)
I agree. There's no reason to change the behavior of the other bacteria types, and I wasn't suggesting they change at all. Just was tossing out the idea of the caver bacteria eating everything, simply growing/eating from food point to food point; mostly because I assumed the simplicity of it would be desirable on your end coding things. But as just another minecraft player, I'd be fine with the caver type lacking the ability to train what to eat and what not to. It would be a little to easy if my cave not only dug itself, but also left floating ores along its path, ya know?
Thanks for letting us in the forum take part in your creative process. Very cool. I'm looking forward to seeing how it goes.
When you implement these new bacteria, what version of Minecraft will the mod updates be compatible with? Are you basically just preparing for 1.8 at this point, or will these changes also come into the 1.7.2 and/or 1.6.4 versions?
Edit: just watched both the yogscast's videos about this mod. You can replace the blocks with the purple stuff. So that could mean you could replace the colony with its own block.
Error Log:
// Don't be sad, have a hug! <3
Time: 5/05/14 11:56 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: bacteriamod.Bacteria
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:499)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:202)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:465)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: bacteriamod.Bacteria
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:489)
... 10 more
Caused by: java.lang.NoClassDefFoundError: cpw/mods/fml/common/ICraftingHandler
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 38 more
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.ICraftingHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 138838048 bytes (132 MB) / 476184576 bytes (454 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.156.1060 Minecraft Forge 10.12.1.1060 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.2.156.1060} [Forge Mod Loader] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed
Forge{10.12.1.1060} [Minecraft Forge] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed
TeNNoX_Bacteria{2.0.2} [Bacteria] ([1.5.2] Bacteria Mod v2.0.2.zip) Unloaded->Errored
Hahaha yeah, sorry. I assumed that in dropbox top=newest, but apparently that isn't the case Thank you anyway
I'm talking about balancing the mod, making it far less op, and preventing griefers from wrecking an entire server with 1 block.
B: Why not make a controlled area for letting the Replacer Colony do it's work?
C: Why would you even want to make the regular Bacteria Colony to begin with for the same reasons as question A?
The only thing I'd like to see changed about this is maybe a new Bacteria that can eat Bedrock, so maybe it'd be the normal recipe with a Diamond Block. But that's a thin maybe.Actually, that idea isnt really useful. I mean, I just now thought 'What practical use would removing bedrock have?'
Except for gaining access to the roof of the nether, not much, unless you want to make a trap to drop people into the void.
D_B
To tell them how to live is to prevent them living.
Most people want access to the roof of the nether for a safe place to fight withers.
Another thing I would think to remove bedrock would be to have a smooth floor of it in a normal world, instead of the jagged one that normally forms.
D_B
To tell them how to live is to prevent them living.