January 11th - Initial Release
January 12th - Fixed Particle error, block material mixup
January 14th - Package updated to a less-stupid archive format, waiting on MCP for next update
January 14th(2) - Released 1.1 update
January 15th - New Generation Code, Generate in Slime Chunks, Colored Phosphorus, Netherrack Phosphorus
January 17th - Nether Generation Code/Rules, Removed Stick Recipe (Whoops), Netherrack Phosphorus drops Netherrack
Janurary 18th -
Placed phosphorus is colorable
Phosphorus colors adjusted slightly
Placed phosphorus doesn't explode (Unless something else explodes on it)
Phosphorus formation frequency has been reduced
Phosphorus now has a slight sizzling particle effect
Phosphorus (the item) no longer uses the Light Gray Dye texture, but instead the egg-spot texture.
New Recipes:
Phosphorus is dye-able using Red, Magenta, Purple, Blue, Cyan, Green, Lime, and Orange dyes
Four Phosphorus combined will produce one dye of the appropriate color, except for Blue (Lapis)
Four Phosphorus around one sand will yield three gunpowder
One Phosphorus with one bonemeal yields two of the appropriate (Non-lapis) dyes
Four Phosphorus around one Smoothstone yields a cavern block
One Phosphorus and one stick yield three torches
Phosphorus can be used as a very-low-grade fuel (Two phosphorus = Three Sticks)
January 15th: Color Update!
While playing mine-craft, I couldn't help but find cave formations, while very interesting, rather unexciting, so I decided that for my first attempt at modding I'd like to create some form of phosphorescent blocks and formations. After a few days reapplying my knowledge to java and learning the source, this is what I came up with: Phosphorescent caverns!
Phosphorescent formations will come off what would normally be regular stone blocks in select chunks, inside caves or under outcroppings, on average one in twenty fiveten chunks will have the ability to spawn phosphorus formations, of which about half successfully do. Formations spawn initially in columns before propagation, so if you find one formation, there is likely to be another one either directly above or below. Additionally, with the colored update, chunks that spawn phosphorus are slime chunks.
Contents:
This mod adds two new blocks and one new item (ID's 160, 161, and 891 respectively), in addition to one recipe
There is one new terrain texture used in the mod, caverns/block.png (If your so inclined to swap it out with something more befitting your texture pack)
The two new types of blocks are named Cavern and Phosphorus respectively, however you should never be able to obtain the blocks themselves (Cavern drops cobblestone, Phosphorus drops the item version)
The phosphorus formation blocks will drop up to four Phosphorus, which can be placed back in the world for a temporary (Albeit unstable) light source, or as an alternative to coal for torches. Phosphorus itself is not currently colored, however I intend to introduce colored phosphorus in a later update. Phosphorus has eight colors, as always, the color will be blended with nearby phosphorus creating gradients.
Colors are, Red, Magenta, Purple, Blue, Cyan, Green, Lime, Orange
Phosphorus will only generate certain colors in certain biomes, as noted by this chart:
Formation propagation takes place over multiple ticks, but on freshly created worlds it may cause a performance spike for the first few seconds as it propagates. Formation is handled in a recursive function like the internal feature generators.
Installing:
The process resembles any other modloader mod, simply ensure you have installed modloader and insert the contents of the zip into your minecraft.jar (Everything into the root, including the caverns folder)
Compatibility:
I've confirmed it works with fresh modloader installations on 1.0.0, and I tried to pick a unpopular sounding range for my block/item ID's, but there is always the possibility that those ID's are being used in some super-popular mod I'm not aware of! This is my first mod release, so I'm not sure if I missed some helpful guide somewhere on how to choose your block ID's.
Similar to other world-feature modifications, phosphorus will only generate for new, unexplored chunks.
License:
You may redistribute this mod in packages with permission. You may make and post videos of this mod, reviews, whathaveyou. You may not decompile the mod, if your that curious as to how I went about anything I'll have my source available upon request, you'll find I'm not picky.
Looking forward to feedback from people, particular questions I have in mind are if formations are too common, too rare, should put off more or less light, and any behavior suggestions for placed phosphorus.
Thank you, I'm -super- paranoid I've done something terribly wrong. I have past Java and low-level 3D experience, but I'm still quite paranoid! I hope you get some enjoyment out of it, at-least.
Oh! I hadn't even been aware of MCP-patcher until now. My archive was compressed using 7zip, if you want to expand it and then re-compress it using another archiving utility, that will probably resolve it- If you know a particular compression program that MCPatcher works well with, I'll happily update the package!
Oh! I hadn't even been aware of MCP-patcher until now. My archive was compressed using 7zip, if you want to expand it and then re-compress it using another archiving utility, that will probably resolve it- If you know a particular compression program that MCPatcher works well with, I'll happily update the package!
Winrar is the program I use with MCPatcher.
Ok I got it to work. I downloaded 7zip, extracted the files and created a winRAR.zip and threw the files in there.
Ok I got it to work. I downloaded 7zip, extracted the files and created a winRAR.zip and threw the files in there.
Definitely noted. I'll be sure to archive with Winrar for future versions to make sure MCPatcher can handle it. Thanks a ton for that!
As for slime chunks, that's a really good idea, but looking at the code for it, slimes will spawn in approximately one out of ten chunks, where phosphorus formations I currently have setup to occur in about one in twenty five, so binding them to slime chunks may make them too common? Additionally, formations spread, just because a chunk has a phosphorus block in it, doesn't ensure it can spawn slimes. I do -really- like the idea though- I'd just need to come up with some mechanic to prevent the underground from being flooded with phosphorus! Any ideas to this end would be greatly appreciated
Wow. Just wow. This has easily doubled the grandness and wonderfulness of the natural caverns that first got me hooked on Minecraft. This looks so amazing. But here is a suggestion: maybe could you add some variations to the phosphorous like small crystal formations or something else? That would really add a lot to the feel. But keep up the great work! This will surely become one of the greats of mods.
Rollback Post to RevisionRollBack
Pretty cool, huh? Oh yeah, it is awesome. You may be thinking, what is awesome? Well, physics.
Hello again everyone, I apologize for the update delay! I'd been playing with having Phosphorus generate only in slime chunks and found a nice distribution of it, but managed to break my setup when updating to Minecraft 1.1 (Mistakenly thought MCP had updated for 1.1, whoops!) - With that in mind, seeing as I'm waiting on the MCP update, I've updated the package to a more common compression scheme so hopefully MCPatcher will tolerate it, and I should have a 1.1 version out reasonably promptly.
As for any help texturing, I'd love any contributions on that ground! As I previously mentioned, the current texture is stored in your minecraft.jar under caverns/block.png, so feel free to play with it, if you manage anything good, I'd love to see!
All that said, I've found myself a little dissatisfied with the behavior of the Phosphorus Item/Block, and I'm leaning towards reworking it as a simpler place-on-surface lightsource, but I'm still toying with that.
Things I'm working on, and would be delighted for opinions to:
Changing the renderer on the user placed-phosphorus, hoping to get it to look more akin to phosphorus-colored redstone
Making some other formation types, seeing if I can manage a good glowing crystal
Animated texture on the phosphorus, to make it less static
Biome-specific coloration, akin to grass. Considering directly multicolored, but at the moment I use metadata to aide propegation- Would it work better biome colored, or just with a variety of formation colors?
Latest Change: January 18th, Completely reworked placeable phosphorus, dye integration, colored placable phosphorus
Mod Spotlight by Nathias:
January 12th - Fixed Particle error, block material mixup
January 14th - Package updated to a less-stupid archive format, waiting on MCP for next update
January 14th(2) - Released 1.1 update
January 15th - New Generation Code, Generate in Slime Chunks, Colored Phosphorus, Netherrack Phosphorus
January 17th - Nether Generation Code/Rules, Removed Stick Recipe (Whoops), Netherrack Phosphorus drops Netherrack
Janurary 18th -
Placed phosphorus is colorable
Phosphorus colors adjusted slightly
Placed phosphorus doesn't explode (Unless something else explodes on it)
Phosphorus formation frequency has been reduced
Phosphorus now has a slight sizzling particle effect
Phosphorus (the item) no longer uses the Light Gray Dye texture, but instead the egg-spot texture.
New Recipes:
Phosphorus is dye-able using Red, Magenta, Purple, Blue, Cyan, Green, Lime, and Orange dyes
Four Phosphorus combined will produce one dye of the appropriate color, except for Blue (Lapis)
Four Phosphorus around one sand will yield three gunpowder
One Phosphorus with one bonemeal yields two of the appropriate (Non-lapis) dyes
Four Phosphorus around one Smoothstone yields a cavern block
One Phosphorus and one stick yield three torches
Phosphorus can be used as a very-low-grade fuel (Two phosphorus = Three Sticks)
January 15th: Color Update!
While playing mine-craft, I couldn't help but find cave formations, while very interesting, rather unexciting, so I decided that for my first attempt at modding I'd like to create some form of phosphorescent blocks and formations. After a few days reapplying my knowledge to java and learning the source, this is what I came up with: Phosphorescent caverns!
Phosphorescent formations will come off what would normally be regular stone blocks in select chunks, inside caves or under outcroppings, on average one in
twenty fiveten chunks will have the ability to spawn phosphorus formations, of which about half successfully do. Formations spawn initially in columns before propagation, so if you find one formation, there is likely to be another one either directly above or below. Additionally, with the colored update, chunks that spawn phosphorus are slime chunks.Contents:
This mod adds two new blocks and one new item (ID's 160, 161, and 891 respectively), in addition to one recipe
There is one new terrain texture used in the mod, caverns/block.png (If your so inclined to swap it out with something more befitting your texture pack)
The two new types of blocks are named Cavern and Phosphorus respectively, however you should never be able to obtain the blocks themselves (Cavern drops cobblestone, Phosphorus drops the item version)
The phosphorus formation blocks will drop up to four Phosphorus, which can be placed back in the world for a temporary (Albeit unstable) light source, or as an alternative to coal for torches.
Phosphorus itself is not currently colored, however I intend to introduce colored phosphorus in a later update.Phosphorus has eight colors, as always, the color will be blended with nearby phosphorus creating gradients.Colors are, Red, Magenta, Purple, Blue, Cyan, Green, Lime, Orange
Phosphorus will only generate certain colors in certain biomes, as noted by this chart:
Formation propagation takes place over multiple ticks, but on freshly created worlds it may cause a performance spike for the first few seconds as it propagates.Formation is handled in a recursive function like the internal feature generators.Installing:
The process resembles any other modloader mod, simply ensure you have installed modloader and insert the contents of the zip into your minecraft.jar (Everything into the root, including the caverns folder)
Compatibility:
I've confirmed it works with fresh modloader installations on 1.0.0, and I tried to pick a unpopular sounding range for my block/item ID's, but there is always the possibility that those ID's are being used in some super-popular mod I'm not aware of! This is my first mod release, so I'm not sure if I missed some helpful guide somewhere on how to choose your block ID's.
Similar to other world-feature modifications, phosphorus will only generate for new, unexplored chunks.
License:
You may redistribute this mod in packages with permission. You may make and post videos of this mod, reviews, whathaveyou. You may not decompile the mod, if your that curious as to how I went about anything I'll have my source available upon request, you'll find I'm not picky.
Looking forward to feedback from people, particular questions I have in mind are if formations are too common, too rare, should put off more or less light, and any behavior suggestions for placed phosphorus.
Thank you, I'm -super- paranoid I've done something terribly wrong. I have past Java and low-level 3D experience, but I'm still quite paranoid! I hope you get some enjoyment out of it, at-least.
java.util.zip.ZIPException: invalid CEN header (bad compression method)
and so I'm not able to install it.
Oh! I hadn't even been aware of MCP-patcher until now. My archive was compressed using 7zip, if you want to expand it and then re-compress it using another archiving utility, that will probably resolve it- If you know a particular compression program that MCPatcher works well with, I'll happily update the package!
Winrar is the program I use with MCPatcher.
Ok I got it to work. I downloaded 7zip, extracted the files and created a winRAR.zip and threw the files in there.
I like this idea very much. It would be a good way to find and mark slime chunks. Would this be possible to implement?
Definitely noted. I'll be sure to archive with Winrar for future versions to make sure MCPatcher can handle it. Thanks a ton for that!
As for slime chunks, that's a really good idea, but looking at the code for it, slimes will spawn in approximately one out of ten chunks, where phosphorus formations I currently have setup to occur in about one in twenty five, so binding them to slime chunks may make them too common? Additionally, formations spread, just because a chunk has a phosphorus block in it, doesn't ensure it can spawn slimes. I do -really- like the idea though- I'd just need to come up with some mechanic to prevent the underground from being flooded with phosphorus! Any ideas to this end would be greatly appreciated
If I ever die of some tragic event that includes losing various limbs, my last words will be "Niblets, Wiggle them."
Odd idea. But awesome! It would add to the mystic and slightly alien feel.
As for any help texturing, I'd love any contributions on that ground! As I previously mentioned, the current texture is stored in your minecraft.jar under caverns/block.png, so feel free to play with it, if you manage anything good, I'd love to see!
All that said, I've found myself a little dissatisfied with the behavior of the Phosphorus Item/Block, and I'm leaning towards reworking it as a simpler place-on-surface lightsource, but I'm still toying with that.
Things I'm working on, and would be delighted for opinions to: