I'm thinking about making the mod's source available. Now, this doesn't mean I'd let people redistribute the code or a reobfuscated version of it (At least outside of this thread), but people would be allowed to tinker with it without having to decompile with the mod in the jar (And possibly causing problems). I can't figure out what's causing the chunk generation bug, which really ruins the mod, and who knows, maybe someone else could.
I've tried pretty much everything I can think of to fix it, but nothing worked. Not to mention, I've started working on a new game called Crimson Vice, and that's been my main focus lately. I mean, a person can only work on a Minecraft mod for so long without getting bored, or moving on to something else.
So when 1.4 is out, and I update the mod, I might release the source with it.
How 'bout a city biome. it would generate cement as the ground, iron block skyscrapers with glass pane windows, small parks, roads made out of asphalt, factories with redstone circuits turning pistons on and off, like a real factory.
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Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Really neat mod. To bad its SSP and not for SMP. Seems like you spent more time trying to make it incompatible with most mods as a troll. Well played sir!
Really neat mod. To bad its SSP and not for SMP. Seems like you spent more time trying to make it incompatible with most mods as a troll. Well played sir!
The Meaning of Life, the Universe, and Everything.
Location:
owenton
Join Date:
7/31/2012
Posts:
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Minecraft:
Caideenah
Member Details
I would love to see someone who could make underground worlds like goblin cities or ancient sunken cities. I feel like caves should have tangle roots and worms, maybe even glow worms. There should be a block called "loose dirt" that will crumble under your feet. There are never dead trees or hollow trees, which feels so unnatural. Finding a fallen tree or hollow tree could be an easy way to find a little treasure.Ravens often pack shiny things to nests. And what about those fungi that grow on the sides of trees. Those were always so interesting. Native American villages and painted horses would be nice. The deepest parts of the ocean, down where its very dark, the fish would glow. I would love to see whales. Water plants grown in underwater gardens at the bottom of the ocean would inspire building under water. Lotus blossoms would make a nice add to go with Lilly pads... and frogs. It would be nice to see the wind actually move things rather than simply just hearing it in some add-ins. Cherry blossoms blowing in the wind, or tumbleweeds in the desert. Strong winds might even cause trees to fall or break. *sigh* I have so many ideas, but i just don't understand the code.
I know what you mean about the game getting boring. Thats why we need people like you who can add ideas and content. If you ever left we would miss you an awful lot.
So apparently in the 1.4 pre-release that was released a few hours ago, one of the Building Terrain freezes was fixed. I thought it was a bug with the mod, but I'm glad it turned out to be a Minecraft bug. Who knows, maybe the chunk generation bug will somehow be fixed in 1.4 as well!
- Added Maple Woods biome. Similar to the Maple Forest from my old ExtraBiomes RPG add-on.
- Removed Sea biome. After thinking about it, I came to the conclusion that it's a pretty useless biome, and doesn't really look that nice anyway.
- Added deep sinkholes to the Deadlands biome. They go down very deep, so be careful!
- Reduced the amount of trees and jagged rocks in the Coast biome.
- Reduced the amount of trees in the Oasis biome.
Also, when I update the mod to 1.4, I'm going to make the Dark biome world type only generate the Bog, Ominous Woods, and Swampland biome, in celebration of Halloween. It'll be temporary of course, and last a week or so.
Any possible ETA on when the multiplayer version will be released? Or are you waiting for the 1.4 bukkit update before starting the grueling process of making it bukkit compatible?
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You think slipping your pisser into a chicks stinking pisshole is better than exploring an endless world and building great wonders and adventuring?
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The interent: Where men are men, women are men and kids are FBI agents
I seem to be having ID conflicts with the items added from this mod with others that I have. Is there a list of the IDs you use, or a way to edit them? Not sure if editing them is possible with the terrain gen part, but if I t least knew which your mod used, I could edit the other mods around it.
I seem to be having ID conflicts with the items added from this mod with others that I have. Is there a list of the IDs you use, or a way to edit them? Not sure if editing them is possible with the terrain gen part, but if I t least knew which your mod used, I could edit the other mods around it.
Check the opening post for a list of block and biome IDs.
Yes... They still have a eternal winter. They still drink vodka all day long. They still walk's on streets with bear on leash, which play on balalayka. And of course at the weekend, they repair nuclear reactor with hammer and screwdriver at home.
Add a flat biome with many floating islands. Add Slender Forest. Just for Halloween. Refer to my older post for Slenders forest. I'post poctures of the sky island biome if I can put my new pokemon game down. Add a supplement mod like mo creatures with all sorts of animals.
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I watch the Gingecast.......
I support the K7 projects.
I'm thinking about making the mod's source available. Now, this doesn't mean I'd let people redistribute the code or a reobfuscated version of it (At least outside of this thread), but people would be allowed to tinker with it without having to decompile with the mod in the jar (And possibly causing problems). I can't figure out what's causing the chunk generation bug, which really ruins the mod, and who knows, maybe someone else could.
I've tried pretty much everything I can think of to fix it, but nothing worked. Not to mention, I've started working on a new game called Crimson Vice, and that's been my main focus lately. I mean, a person can only work on a Minecraft mod for so long without getting bored, or moving on to something else.
So when 1.4 is out, and I update the mod, I might release the source with it.
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
- Added Lush Swamp biome.
- Tweaked Redwood Forest, Shrubland, and Wetlands.
Check out my Let's Play Series:
Yeah, I just love trolling! lol xD!
**** off.
I know what you mean about the game getting boring. Thats why we need people like you who can add ideas and content. If you ever left we would miss you an awful lot.
- Added Maple Woods biome. Similar to the Maple Forest from my old ExtraBiomes RPG add-on.
- Removed Sea biome. After thinking about it, I came to the conclusion that it's a pretty useless biome, and doesn't really look that nice anyway.
- Added deep sinkholes to the Deadlands biome. They go down very deep, so be careful!
- Reduced the amount of trees and jagged rocks in the Coast biome.
- Reduced the amount of trees in the Oasis biome.
Also, when I update the mod to 1.4, I'm going to make the Dark biome world type only generate the Bog, Ominous Woods, and Swampland biome, in celebration of Halloween. It'll be temporary of course, and last a week or so.
Also, ice is showing up as mossy cobble to me.
Edit: Sorry, my fault. I downloaded something wrong and it messed up my texture pack. It's all good now.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
Check the opening post for a list of block and biome IDs.
Wow, I really missed that? man thats bad...
I take it changing those values might not be a good idea? Id have to do it manually if it is okay, but I don't see a config file.
(And with Timber Mod?)
EDIT: I think it may just be a minecraft bug. I force updated and it is still doing it.
I support the K7 projects.