The Meaning of Life, the Universe, and Everything.
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Cool, thanks
Just thought of another possible addition. How about adding seaweed? There could be different kinds of seaweed. Some kinds could grow like vines or sugarcane grow. Others spawn into the world fully grown. Single strands or maybe even entire kelp forests underwater. Or seaweed that branches out as it gets closer to the surface.
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HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
The Meaning of Life, the Universe, and Everything.
Location:
Cakeville
Join Date:
10/22/2012
Posts:
430
Member Details
Wow, how could I miss that?
I guess it was a little too late last night for me to do any thinking of any kind
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HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Far as I can tell, AlgaeCraft is registering blocks not in the config file, which is making some other mods of mine a bit upset. It looks like some parts of the code forget to check the config file and therefore are happily nicking IDs from my Weeee! Flowers mod. I'd rather not have to go in and muck with the flowers' IDs again, but at this point I may have to and let AlgaeCraft have its default IDs so it stops running all over other mods' yards for now. Figured you might want to know.
From what I can see, AlgaeCraft is just overwriting its own blocks, which it's supposed to do. Are you seeing conflicts between the mods in-game? If so, make sure that you have non-conflicting IDs. Another solution might be to make sure that the block IDs of this mod aren't 256 greater than the flowers mod IDs. If you're not seeing in-game conflicts, then it's all fine.
If you plan to use the modpack for yourself and only yourself, then obviously yes. If you plan to distribute it, look at the conditions. On the main post, at the very bottom is the conditions of distributing AlgaeCraft. Here's a small segment:
If you could manage that I'd be able to uninstall my other reef mod and let Algaecraft run wild.
Done. For 1.2.3, there's a variable in the config called "reefType (0:cobble|1:sandstone|2:both)" with the default value of 0. With the value at 0, only cobble-based reefs will generate. At 1, only sandstone-based reefs will generate. At 2 or greater, both types of reefs will generate in the world.
Despite my best efforts I can't seem to get this to work reliably alongside the coral reef mod. Sometimes it works....and sometimes it doesn't... So I dunno. I'm polling my server members now to see how they feel about just keeping this installed.
OK so I think I figured it out. The two reef mods gen alongside eachother fine in a Vanilla map....but they wont gen on my server or in any of my Biomes O Plenty test maps. SO, does that mean that somehow this isn't loading alongside Biomes o Plenty even though Ocean is a vanilla biome?ALSO for reasons I cannot understand...Lobster Cage is labeled as "Hay Bale"
OK so I think I figured it out. The two reef mods gen alongside eachother fine in a Vanilla map....but they wont gen on my server or in any of my Biomes O Plenty test maps. SO, does that mean that somehow this isn't loading alongside Biomes o Plenty even though Ocean is a vanilla biome?
ALSO for reasons I cannot understand...Lobster Cage is labeled as "Hay Bale"
I don't know if Biomes o Plenty replaces/overrides the vanilla Ocean biome. If it does, then it makes sense that the reef mods won't generate. If not, then I have no idea. Are you looking in vanilla waters for the reefs? In case you didn't know, F3 lets you see what biome you're in (below x, y, z, and f, and next to lc).
As for the "Hay Bale", are you using a 1.6 snapshot/prerelease or a mod that adds Hay Bales? If so, try changing the ID of the lobster cage. If not, then I'm just as confused as you.
For anyone to reply to:
How do you guys feel about a Deep Ocean biome?
I've been working on it for a little while. I can post a couple screenshots by request. In the future, it would be used to host shipwrecks, deep-sea mobs and (in the far future) trenches leading to a "Dark Depths" dimension, which could possibly by an add-on if people don't want it as part of the normal mod. The purpose of the biome would be to give a better purpose to better SCUBA gear. I'm waiting for 1.6 to start on SCUBA gear so I don't have any issues with releasing an early 1.6 version.
I don't know if Biomes o Plenty replaces/overrides the vanilla Ocean biome. If it does, then it makes sense that the reef mods won't generate. If not, then I have no idea. Are you looking in vanilla waters for the reefs? In case you didn't know, F3 lets you see what biome you're in (below x, y, z, and f, and next to lc).
As for the "Hay Bale", are you using a 1.6 snapshot/prerelease or a mod that adds Hay Bales? If so, try changing the ID of the lobster cage. If not, then I'm just as confused as you.
For anyone to reply to:
How do you guys feel about a Deep Ocean biome?
I've been working on it for a little while. I can post a couple screenshots by request. In the future, it would be used to host shipwrecks, deep-sea mobs and (in the far future) trenches leading to a "Dark Depths" dimension, which could possibly by an add-on if people don't want it as part of the normal mod. The purpose of the biome would be to give a better purpose to better SCUBA gear. I'm waiting for 1.6 to start on SCUBA gear so I don't have any issues with releasing an early 1.6 version.
yes to deep ocean biome and scuba gear(and trenches) they would be pretty interesting to explore.
deep ocean would be cool. but there would need to be something there worth going after.....like a special ore or something.or somekind of glowing crystals or something.
deep ocean would be cool. but there would need to be something there worth going after.....like a special ore or something.or somekind of glowing crystals or something.
ship wreck with some good loot at the bottom of the trench
deep ocean would be cool. but there would need to be something there worth going after.....like a special ore or something.or somekind of glowing crystals or something.
ship wreck with some good loot at the bottom of the trench
Ship wrecks will sometimes be at the bottom of trenches, but not all of them will. As for the ore, gold and emeralds will be more common in deep ocean biomes. I also plan to make the water breath plants be native to the deep ocean. Another "ore" is called "Pelagic Sediment", which will drop dirt, gravel, sand or clay, with a chance of dropping some loot, like gold nuggets, arrows, worn leather boots, compasses, etc. It is also able to be collected with silk touch. In fact, sediment will cover most, if not all, of the deep ocean floor. Better loot will be found in ship wrecks.
Deeper trenches will contain underwater thermal vents with strange sea life, but that stuff will be mostly found in Dark Depths. Once I get around to Dark Depths, trenches that go down to bedrock will have a chance to contain a portal.
My server poll came back positive for ditching the other coral reef mod and sticking to this one....hopefully the Biomes O Plenty guys can get back to me with some kind of answers... I would like to have all this stuff.
My server poll came back positive for ditching the other coral reef mod and sticking to this one....hopefully the Biomes O Plenty guys can get back to me with some kind of answers... I would like to have all this stuff.
Awesome! Glad to know I'm competition. I'm still not sure about why reefs don't generate with Biomes o Plenty, though.
Good News! I found the problem!
Bad News....There's nothing I can do to fix it.
The Biomes O'Plenty authors finally got back to me... They do in fact alter the ocean biome from its vanilla state for some (as of yet unimplemented) ocean biomes they intend to work in in future updates....and it's not something I can turn off like their other biomes.
So unless you can work in compatibility with their mod (or make coral reefs into their own biome? I guess...) I may never be able to gen these lovely coral reefs. Because those guys usually aren't in a changing things mood.
In good news... the Mo'Creatures Custom Mob Spawner has allowed me to spawn lobsters in my already existent coral reefs....but I won't have any of the cool kelp stuff or small corals that you've implemented, making me very sad panda. I'm going to try and plant some with creative to see If I can get them to take a bit.... It's kind of cheating...but a guy does what he can to get by.
Just thought of another possible addition. How about adding seaweed? There could be different kinds of seaweed. Some kinds could grow like vines or sugarcane grow. Others spawn into the world fully grown. Single strands or maybe even entire kelp forests underwater. Or seaweed that branches out as it gets closer to the surface.
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
I guess it was a little too late last night for me to do any thinking of any kind
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
From what I can see, AlgaeCraft is just overwriting its own blocks, which it's supposed to do. Are you seeing conflicts between the mods in-game? If so, make sure that you have non-conflicting IDs. Another solution might be to make sure that the block IDs of this mod aren't 256 greater than the flowers mod IDs. If you're not seeing in-game conflicts, then it's all fine.
If you plan to use the modpack for yourself and only yourself, then obviously yes. If you plan to distribute it, look at the conditions. On the main post, at the very bottom is the conditions of distributing AlgaeCraft. Here's a small segment:
Basically, if AlgaeCraft is in a modpack, the modpack has to be free.
Done. For 1.2.3, there's a variable in the config called "reefType (0:cobble|1:sandstone|2:both)" with the default value of 0. With the value at 0, only cobble-based reefs will generate. At 1, only sandstone-based reefs will generate. At 2 or greater, both types of reefs will generate in the world.
If you post or PM me the error, I might be able to make AlgaeCraft compatible..
That's a good idea. They'd go nice with the new biome I'm working on.
I don't know if Biomes o Plenty replaces/overrides the vanilla Ocean biome. If it does, then it makes sense that the reef mods won't generate. If not, then I have no idea. Are you looking in vanilla waters for the reefs? In case you didn't know, F3 lets you see what biome you're in (below x, y, z, and f, and next to lc).
As for the "Hay Bale", are you using a 1.6 snapshot/prerelease or a mod that adds Hay Bales? If so, try changing the ID of the lobster cage. If not, then I'm just as confused as you.
For anyone to reply to:
How do you guys feel about a Deep Ocean biome?
I've been working on it for a little while. I can post a couple screenshots by request. In the future, it would be used to host shipwrecks, deep-sea mobs and (in the far future) trenches leading to a "Dark Depths" dimension, which could possibly by an add-on if people don't want it as part of the normal mod. The purpose of the biome would be to give a better purpose to better SCUBA gear. I'm waiting for 1.6 to start on SCUBA gear so I don't have any issues with releasing an early 1.6 version.
Ship wrecks will sometimes be at the bottom of trenches, but not all of them will. As for the ore, gold and emeralds will be more common in deep ocean biomes. I also plan to make the water breath plants be native to the deep ocean. Another "ore" is called "Pelagic Sediment", which will drop dirt, gravel, sand or clay, with a chance of dropping some loot, like gold nuggets, arrows, worn leather boots, compasses, etc. It is also able to be collected with silk touch. In fact, sediment will cover most, if not all, of the deep ocean floor. Better loot will be found in ship wrecks.
Deeper trenches will contain underwater thermal vents with strange sea life, but that stuff will be mostly found in Dark Depths. Once I get around to Dark Depths, trenches that go down to bedrock will have a chance to contain a portal.
Got any other ideas?
My server poll came back positive for ditching the other coral reef mod and sticking to this one....hopefully the Biomes O Plenty guys can get back to me with some kind of answers... I would like to have all this stuff.
Awesome! Glad to know I'm competition. I'm still not sure about why reefs don't generate with Biomes o Plenty, though.
Bad News....There's nothing I can do to fix it.
The Biomes O'Plenty authors finally got back to me... They do in fact alter the ocean biome from its vanilla state for some (as of yet unimplemented) ocean biomes they intend to work in in future updates....and it's not something I can turn off like their other biomes.
So unless you can work in compatibility with their mod (or make coral reefs into their own biome? I guess...) I may never be able to gen these lovely coral reefs. Because those guys usually aren't in a changing things mood.
In good news... the Mo'Creatures Custom Mob Spawner has allowed me to spawn lobsters in my already existent coral reefs....but I won't have any of the cool kelp stuff or small corals that you've implemented, making me very sad panda. I'm going to try and plant some with creative to see If I can get them to take a bit.... It's kind of cheating...but a guy does what he can to get by.