Just incredible. Just so amazing. I don't think I'll ever go back to 1.8+ worlds again. Thank you.
One question, it's been awhile since I've played on the 1.7.3 worlds but are some of the forests supposed to be a brownish yellow? The ground and trees are sort of fall colors in spots, but the birch trees are as green as can be. Is this normal?
Thank you! While I'm all for nostalgic animal spawning, I much prefer the new spawning system and would rather have an animal farm than go around killing every respawning animal in sight.
It might be possible to make like a hybrid system. Where animals won't despawn on their own, but will respawn if dead.
Going to have to test that a lot before adding it though, to prevent it from spawning too many animals. I made the mistake of messing with the settings on the nature overhaul mod once, causing it to spawn about 5000 sheep, and had to make a mod with the sole purpose of automatically killing every sheep in sight. :/
Even worse was the fact that I was in the mines when it happened, so I spent an hour trying to fix the lag with no idea of what was happening on the surface. After reinstalling optifine a few times, I noticed there was sheep in the mines which gave me the idea to check the surface. And what a sight that was...
EDIT: Found a screenshot:
That's the highest I dared turn the render distance.
Probably a lot more difficult than it is worth, but would you consider trying to make chunks that would otherwise conflict with eachother (1.8 land and 1.7 land for example) transition to each other instead?
That is a bit difficult I'm afraid. It would probably be easier to get a terraforming mod and use that to smooth the edge.
Just incredible. Just so amazing. I don't think I'll ever go back to 1.8+ worlds again. Thank you.
One question, it's been awhile since I've played on the 1.7.3 worlds but are some of the forests supposed to be a brownish yellow? The ground and trees are sort of fall colors in spots, but the birch trees are as green as can be. Is this normal?
Do you have a screenshot? That seems a bit strange.
The birch trees are supposed to be different though.
Very awesome! I still have a save of my first world ever for Alpha 1.1.2_01, and I just tried it out. Everything works perfectly, although if you could have it so pine, birch, and in 1.2, jungle leaves were the same as oak leaves, it'd just be 20 times more amazing.
Also, I don't mean to advertise or anything, but for fans of GeruDoku/Doku's RPG who remember the version where the grass and leaves had tiny flowers on them, I've added support for my pack (See sig) that uses those for alpha gen.
Not all features that were meant to be in this update have been included, but will be added later. Things were taking so long that I've decided to release it as it is now.
Features in this update:
Generator beta 1.8.1.
A logfile for easier reporting of bugs.
A fix for the indev deep map crashes!
The ability to further customize the generators, including the ability to set the biome size in generator 1.7.3! More information is in the main post.
So I like the possibility to play with indev generation of worlds, but I haven't got all the possibility of optifine enabled :
Could it be possible to select if we want mod suport ( like old, without biome ) or vanilla suport ( witch could let to use better grass in optifine ) in indev world type.
I'm not entirely sure what you mean. If you mean the ability to turn off classic textures then that is planned, as is support for better grass.
Hi there. Fantastic work on this mod, it's truly great! I was just wondering if there was any chance you could implement the generator from the Halloween Update (aka Alpha 1.2.0)? If you could that would be incredible. Otherwise, this mod is brilliant; works like a charm.
I could have a look at it, but it will have to wait. I want to implement the features that were left out of update 6 before I start porting more generators.
Only mod of this kind I know, that simply does what it sais and works flawlessly, as far as i can see. :smile.gif: Great work DatWorldGen!
One question... how does your mod know which generator to use on worlds not generated with your mod installed? I know that you can force it with the text file when playing old worlds. I just wanted to make sure that I dont mess up my >1.1 worlds. :wink.gif:
Only mod of this kind I know, that simply does what it sais and works flawlessly, as far as i can see. :smile.gif: Great work DatWorldGen!
Thanks!
One question... how does your mod know which generator to use on worlds not generated with your mod installed? I know that you can force it with the text file when playing old worlds. I just wanted to make sure that I dont mess up my >1.1 worlds. :wink.gif:
It doesn't. There is nothing in the world files which can tell it that, which is why you need to use the text file. Update 6 will make a configuration file which will be used to determine the generator on any subsequent loads.
If you're in the nether when the world is loaded, you need to return to the main world for all of the above to apply. The mod isn't active in the nether (or in the end for that matter).
Make a backup of the world before you try to play it! Then if something goes wrong you can just restore it.
EDIT: Wait, did you mean newer worlds, as in worlds you don't want the mod to touch? It won't touch any world that doesn't either have a worldconfig.gdt, worldgen.txt or a world type added by the mod (saved in level.dat).
Yes exactly, thats what I meant. My worlds are backuped anyway... just wanted to make sure. :wink.gif:
I just tried your mod with forced 1.7.3 generation on an "old" 1.7.3 map that was messed up by the new biome code (parts of the world turned into a winter biome). The ice is still there but it doesnt regenerate anymore. So it seems you even can "fix" old worlds that were messed up by the new biome code.
Btw... just started a new 1.7.3 world. Few blocks away from where i spawned:
The crash reported by KeelgoreTrut should now be fixed.
I weren't able to make it crash for me so the fix is untested, but there was a rather obvious bug in the code where it crashed which would cause exactly that error, so I'm fairly confident it's fixed.
The crash was related to a performance improvement for 1.7.3 maps which I added in update 6. Update 6 is using a cached list of biomes, but the code depended on a guarantee that the list was new every time.
The crash reported by KeelgoreTrut should now be fixed.
I weren't able to make it crash for me so the fix is untested, but there was a rather obvious bug in the code where it crashed which would cause exactly that error, so I'm fairly confident it's fixed.
The crash was related to a performance improvement for 1.7.3 maps which I added in update 6. Update 6 is using a cached list of biomes, but the code depended on a guarantee that the list was new every time.
Seems to have fixed it right up! My save was crashing within seconds of loading and now its going without a hitch. Thanks again for by far one of my favorite mods. I'll post again if something goes awry.
This update adds an option to double the world height in the 1.7.3 generator. This only affects the air above the map, not the terrain itself, although it will prevent trees from being cut if they're too high up.
This feature has not been tested properly, so I can't guarantee that it won't cause bugs. It can be enabled by choosing "customize" when creating a new 1.7.3 world.
One question, it's been awhile since I've played on the 1.7.3 worlds but are some of the forests supposed to be a brownish yellow? The ground and trees are sort of fall colors in spots, but the birch trees are as green as can be. Is this normal?
Yes, the birch trees use a separate color on their own away from the foliagecolor.png.
Wish they didn't, but that's how they are.
It might be possible to make like a hybrid system. Where animals won't despawn on their own, but will respawn if dead.
Going to have to test that a lot before adding it though, to prevent it from spawning too many animals. I made the mistake of messing with the settings on the nature overhaul mod once, causing it to spawn about 5000 sheep, and had to make a mod with the sole purpose of automatically killing every sheep in sight. :/
Even worse was the fact that I was in the mines when it happened, so I spent an hour trying to fix the lag with no idea of what was happening on the surface. After reinstalling optifine a few times, I noticed there was sheep in the mines which gave me the idea to check the surface. And what a sight that was...
EDIT: Found a screenshot:
That is a bit difficult I'm afraid. It would probably be easier to get a terraforming mod and use that to smooth the edge.
Do you have a screenshot? That seems a bit strange.
The birch trees are supposed to be different though.
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Curse PremiumAlso, I don't mean to advertise or anything, but for fans of GeruDoku/Doku's RPG who remember the version where the grass and leaves had tiny flowers on them, I've added support for my pack (See sig) that uses those for alpha gen.
Now with beta 1.8.1 and more!
Not all features that were meant to be in this update have been included, but will be added later. Things were taking so long that I've decided to release it as it is now.
Features in this update:
Generator beta 1.8.1.
A logfile for easier reporting of bugs.
A fix for the indev deep map crashes!
The ability to further customize the generators, including the ability to set the biome size in generator 1.7.3! More information is in the main post.
I'm not entirely sure what you mean. If you mean the ability to turn off classic textures then that is planned, as is support for better grass.
I could have a look at it, but it will have to wait. I want to implement the features that were left out of update 6 before I start porting more generators.
One question... how does your mod know which generator to use on worlds not generated with your mod installed? I know that you can force it with the text file when playing old worlds. I just wanted to make sure that I dont mess up my >1.1 worlds. :wink.gif:
Thanks!
It doesn't. There is nothing in the world files which can tell it that, which is why you need to use the text file. Update 6 will make a configuration file which will be used to determine the generator on any subsequent loads.
If you're in the nether when the world is loaded, you need to return to the main world for all of the above to apply. The mod isn't active in the nether (or in the end for that matter).
Make a backup of the world before you try to play it! Then if something goes wrong you can just restore it.
EDIT: Wait, did you mean newer worlds, as in worlds you don't want the mod to touch? It won't touch any world that doesn't either have a worldconfig.gdt, worldgen.txt or a world type added by the mod (saved in level.dat).
I just tried your mod with forced 1.7.3 generation on an "old" 1.7.3 map that was messed up by the new biome code (parts of the world turned into a winter biome). The ice is still there but it doesnt regenerate anymore. So it seems you even can "fix" old worlds that were messed up by the new biome code.
Btw... just started a new 1.7.3 world. Few blocks away from where i spawned:
:biggrin.gif: Thanks again. :wink.gif:
Only option I changed was disabling villages.
Any ideas?
The game runs fine for a short while then hangs and won't go to a report or anything.
Any ideas?
Just send it by PM if you don't want to post it here.
If you have a seed and coordinates then that would help as well.
Here's the logfile, seed and coordinates
Seed: -7163022382796511959
Coordinates: x -27, y -34, x -51
The log might have some extra information because I loaded it a few times and generated a replica in creative to see if it would happen again.
http://pastebin.com/8mmVkjUu
Also if it's any importance I'm running BTW and playing via Minecraft Profile Manager
Thanks
Thanks.
I think I know what the problem is, so a fix should be up in not too long.
Thanks a million man, especially for the quick response.
The crash reported by KeelgoreTrut should now be fixed.
I weren't able to make it crash for me so the fix is untested, but there was a rather obvious bug in the code where it crashed which would cause exactly that error, so I'm fairly confident it's fixed.
The crash was related to a performance improvement for 1.7.3 maps which I added in update 6. Update 6 is using a cached list of biomes, but the code depended on a guarantee that the list was new every time.
Seems to have fixed it right up! My save was crashing within seconds of loading and now its going without a hitch. Thanks again for by far one of my favorite mods. I'll post again if something goes awry.
This update adds an option to double the world height in the 1.7.3 generator. This only affects the air above the map, not the terrain itself, although it will prevent trees from being cut if they're too high up.
This feature has not been tested properly, so I can't guarantee that it won't cause bugs. It can be enabled by choosing "customize" when creating a new 1.7.3 world.