Also then if combining two shards make 1 cave torch? It gives out 1/4 light of a lantern
Personal Fishing Spot
Sorry to disappoint you there, I don't want to add any new blocks or items unless it is necessarry, as many people don't like too much new blocks and items, I even considered removing a few.
Sorry to disappoint you there, I don't want to add any new blocks or items unless it is necessarry, as many people don't like too much new blocks and items, I even considered removing a few.
Exactly. Most difficult are the first steps.
Sure, thanks for that!
Yep. Also, I'm not planning to convert any od my mods to Forge.
Thanks!
"Updated by... ummmm... I don't remember his name..."
Oh, also, once you get to making the biomes not perfectly squared-off, perhaps some sort of underground ocean biome? I dunno. It'd be pretty hard to explore, but maybe if there were veins down there or something? Adding an underwater dungeon seems a little repetitive and over the top.
._. Is it just me or is all the major criticism coming from people with under 10 posts....
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Eh, I've been playing Minecraft for a long time. I just never bothered with the forums because for a long time I had trouble using the login service this forum uses.
Oh, also, once you get to making the biomes not perfectly squared-off, perhaps some sort of underground ocean biome? I dunno. It'd be pretty hard to explore, but maybe if there were veins down there or something? Adding an underwater dungeon seems a little repetitive and over the top.
I would like to add support of biomes, and to be honest, there is only one thing that is stopping me. Especially if some modder who would be able to help me is reading this, please, help. I have problem with forcing my ChunkManager (which is only slightly changes default WorldChunkManager) to use my biomes. I think the problem is somewhere in getBiomesForGeneration and getBiomeGenAt methods.
I found one way to for it use my biomes, but if you wanted to play different world after you finish playing mine, you would need to restart minecraft.
Also, I'm basically done with all stuff I wanted for the new update, but I would like to add some more minor details.
Also, I'm posting poll in a few minutes and I would like to know what you think
I really like the difficulty of this. I was hoping to play this SMP with my friends, which will hopefully come soon (I got tons of errors when I put this into my server).
I decided to play this on Easy and it still turned out to be too difficult to play without dying a few times. Perhaps it was because I spawned incredibly far away from even a hut (which only had metal in it - no food). It wasn't the darkness that made it difficult - it was the combination of having no food AND having wood spawn on the ceiling/walls (I spawned far away from a jungle cave). I had to spend about 90% of my food bar just finding my first logs. Once I had those, I was able to make a hut with a chest so I could die and respawn.
Suggestions:
-I really like the stalagmites and stalagtites, but I think the cave torch should look different. Perhaps it could look like a bundle of sticks placed vertically on the ground, as if you wrapped them together to increase the brightness.
-Spawning with no food could be partially helped by adding a new "cave mushroom" that can be cooked and eaten for 3 food. The Cave Mushroom uncooked will poison (hp) for a few seconds and restore half the food. The cave mushroom could spawn randomly as long as it does not spawn within, say, 30 blocks of another cave mushroom, so it would require exploration to harvest. The initial density could be a bit higher though, for players just starting out or exploring new areas.
Red/brown mushrooms would grow out of control in the darkness of the cave, which would ruin the difficult nature of getting food.
-I noticed something odd about the lighting glitch. I could fix it around lava pits and such by placing a torch and removing it. But if I went out of render distance and came back, the glitch would be back. Perhaps there is some way to simulate placing/removing a light source to fix the glitch? I have played on other generated maps that did not have this issue, but they did also not have the same scale of caves that this mod does.
Comments:
I have been playing on this with Industrialcraft which has been immensely fun. I did notice that the IC2 ores do not spawn like the vanilla ones, but it hasn't been a huge break in the experience.
Fishing is definitely the most effective method early on. Fighting zombies is too tiring and unless you are very lucky you won't find any by searching around. Switch to zombies once you have some equipment and you are tired of fishing, hopefully you will get a potato or carrot alongside the rotten meat.
I really like the atmosphere this mod (and description) creates. I like feeling like the entire world is against me.
Suggestions:
-I really like the stalagmites and stalactites but I think the cave torch should look different. Perhaps it could look like a bundle of sticks placed vertically on the ground, as if you wrapped them together to increase the brightness.
I definitely like that idea, it's much more realistic, but, ehh, the stalagmites and stalactites are already weird by glowing and giving glow shards, so I'd put this as a low priority (But still considerable) idea.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
I really like the difficulty of this. I was hoping to play this SMP with my friends, which will hopefully come soon (I got tons of errors when I put this into my server).
I decided to play this on Easy and it still turned out to be too difficult to play without dying a few times. Perhaps it was because I spawned incredibly far away from even a hut (which only had metal in it - no food). It wasn't the darkness that made it difficult - it was the combination of having no food AND having wood spawn on the ceiling/walls (I spawned far away from a jungle cave). I had to spend about 90% of my food bar just finding my first logs. Once I had those, I was able to make a hut with a chest so I could die and respawn.
Suggestions:
-I really like the stalagmites and stalagtites, but I think the cave torch should look different. Perhaps it could look like a bundle of sticks placed vertically on the ground, as if you wrapped them together to increase the brightness.
-Spawning with no food could be partially helped by adding a new "cave mushroom" that can be cooked and eaten for 3 food. The Cave Mushroom uncooked will poison (hp) for a few seconds and restore half the food. The cave mushroom could spawn randomly as long as it does not spawn within, say, 30 blocks of another cave mushroom, so it would require exploration to harvest. The initial density could be a bit higher though, for players just starting out or exploring new areas.
Red/brown mushrooms would grow out of control in the darkness of the cave, which would ruin the difficult nature of getting food.
-I noticed something odd about the lighting glitch. I could fix it around lava pits and such by placing a torch and removing it. But if I went out of render distance and came back, the glitch would be back. Perhaps there is some way to simulate placing/removing a light source to fix the glitch? I have played on other generated maps that did not have this issue, but they did also not have the same scale of caves that this mod does.
Comments:
I have been playing on this with Industrialcraft which has been immensely fun. I did notice that the IC2 ores do not spawn like the vanilla ones, but it hasn't been a huge break in the experience.
Fishing is definitely the most effective method early on. Fighting zombies is too tiring and unless you are very lucky you won't find any by searching around. Switch to zombies once you have some equipment and you are tired of fishing, hopefully you will get a potato or carrot alongside the rotten meat.
I really like the atmosphere this mod (and description) creates. I like feeling like the entire world is against me.
I probably won't add new type of mushroom, but I may add vanilla red and brown ones. I think that they wouln't grow out of control, because I can control their spawn rate.
The lighting glitch in underground is caused by the amount of generation. And generating another source of light whouldn't help at all. Think about it - it generates the whole lava pool, one lava block at a time. So generating more sources of light wouldn't make any difference.
IC2 ores won't spawn like vanilla ores and I can't do anything about it, because the generation code for these ores is in IC2 mod.
I definitely like that idea, it's much more realistic, but, ehh, the stalagmites and stalactites are already weird by glowing and giving glow shards, so I'd put this as a low priority (But still considerable) idea.
I think that too and I was thinking about removing the shards. I would probably keep the glowing effect of stalagmites and stalactites to prevent darkness, but I would remove the shards and lanterns.
What do you think abou that?
Btw. It seems that library is the favourite choice. Too bad, I already had plans for Inn before I posted the poll But we'll see what I add.
I think that too and I was thinking about removing the shards. I would probably keep the glowing effect of stalagmites and stalactites to prevent darkness, but I would remove the shards and lanterns.
What do you think abou that?
Btw. It seems that library is the favourite choice. Too bad, I already had plans for Inn before I posted the poll But we'll see what I add.
If you remove the shards and lanterns, then the players' world playing now may be ruined after updating. After removing shards and lanterns. My house will become dark. And the floor will have a hole on it. Also the time used on finding shards and lanterns will be wasted.
Yeah, I wasn't campaigning for their removal; they're really useful....they could be a little more realistic. Maybe.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Yeah, I wasn't campaigning for their removal; they're really useful....they could be a little more realistic. Maybe.
That's the main problem. The dropping from stalactites and stalagmites in unrealistic. But I can't figure out better way. I don't want to add new block, so maybe trading with villagers or as loot in chests? I don't know.
That's the main problem. The dropping from stalactites and stalagmites in unrealistic. But I can't figure out better way. I don't want to add new block, so maybe trading with villagers or as loot in chests? I don't know.
I think if the texture of shards looks like yellow and orange flint. They may look better. If you want I may try the sprite of it.
If it works for modloader, it works for forge
Someone read the "Hypochondriac's pocket guide to horrible diseases you probably already have"
don't click this link...
Sorry to disappoint you there, I don't want to add any new blocks or items unless it is necessarry, as many people don't like too much new blocks and items, I even considered removing a few.
Exactly. Most difficult are the first steps.
Sure, thanks for that!
Yep. Also, I'm not planning to convert any od my mods to Forge.
Thanks!
"Updated by... ummmm... I don't remember his name..."
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Yeah, I forget things fast xD
Someone read the "Hypochondriac's pocket guide to horrible diseases you probably already have"
don't click this link...
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I would like to add support of biomes, and to be honest, there is only one thing that is stopping me. Especially if some modder who would be able to help me is reading this, please, help. I have problem with forcing my ChunkManager (which is only slightly changes default WorldChunkManager) to use my biomes. I think the problem is somewhere in getBiomesForGeneration and getBiomeGenAt methods.
I found one way to for it use my biomes, but if you wanted to play different world after you finish playing mine, you would need to restart minecraft.
Also, I'm basically done with all stuff I wanted for the new update, but I would like to add some more minor details.
Also, I'm posting poll in a few minutes and I would like to know what you think
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
I decided to play this on Easy and it still turned out to be too difficult to play without dying a few times. Perhaps it was because I spawned incredibly far away from even a hut (which only had metal in it - no food). It wasn't the darkness that made it difficult - it was the combination of having no food AND having wood spawn on the ceiling/walls (I spawned far away from a jungle cave). I had to spend about 90% of my food bar just finding my first logs. Once I had those, I was able to make a hut with a chest so I could die and respawn.
Suggestions:
-I really like the stalagmites and stalagtites, but I think the cave torch should look different. Perhaps it could look like a bundle of sticks placed vertically on the ground, as if you wrapped them together to increase the brightness.
-Spawning with no food could be partially helped by adding a new "cave mushroom" that can be cooked and eaten for 3 food. The Cave Mushroom uncooked will poison (hp) for a few seconds and restore half the food. The cave mushroom could spawn randomly as long as it does not spawn within, say, 30 blocks of another cave mushroom, so it would require exploration to harvest. The initial density could be a bit higher though, for players just starting out or exploring new areas.
Red/brown mushrooms would grow out of control in the darkness of the cave, which would ruin the difficult nature of getting food.
-I noticed something odd about the lighting glitch. I could fix it around lava pits and such by placing a torch and removing it. But if I went out of render distance and came back, the glitch would be back. Perhaps there is some way to simulate placing/removing a light source to fix the glitch? I have played on other generated maps that did not have this issue, but they did also not have the same scale of caves that this mod does.
Comments:
I have been playing on this with Industrialcraft which has been immensely fun. I did notice that the IC2 ores do not spawn like the vanilla ones, but it hasn't been a huge break in the experience.
Fishing is definitely the most effective method early on. Fighting zombies is too tiring and unless you are very lucky you won't find any by searching around. Switch to zombies once you have some equipment and you are tired of fishing, hopefully you will get a potato or carrot alongside the rotten meat.
I really like the atmosphere this mod (and description) creates. I like feeling like the entire world is against me.
I definitely like that idea, it's much more realistic, but, ehh, the stalagmites and stalactites are already weird by glowing and giving glow shards, so I'd put this as a low priority (But still considerable) idea.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I probably won't add new type of mushroom, but I may add vanilla red and brown ones. I think that they wouln't grow out of control, because I can control their spawn rate.
The lighting glitch in underground is caused by the amount of generation. And generating another source of light whouldn't help at all. Think about it - it generates the whole lava pool, one lava block at a time. So generating more sources of light wouldn't make any difference.
IC2 ores won't spawn like vanilla ores and I can't do anything about it, because the generation code for these ores is in IC2 mod.
And I'm glad you like the mod
I think that too and I was thinking about removing the shards. I would probably keep the glowing effect of stalagmites and stalactites to prevent darkness, but I would remove the shards and lanterns.
What do you think abou that?
Btw. It seems that library is the favourite choice. Too bad, I already had plans for Inn before I posted the poll But we'll see what I add.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
If you remove the shards and lanterns, then the players' world playing now may be ruined after updating. After removing shards and lanterns. My house will become dark. And the floor will have a hole on it. Also the time used on finding shards and lanterns will be wasted.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Changing their texture is good enough, sometimes.
That's the main problem. The dropping from stalactites and stalagmites in unrealistic. But I can't figure out better way. I don't want to add new block, so maybe trading with villagers or as loot in chests? I don't know.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
I think if the texture of shards looks like yellow and orange flint. They may look better. If you want I may try the sprite of it.
I made two sprites