1.12
1.11
1.10
1.9.4
1.8.9
1.7.10
Open Source
Forge
Gravestone mod
Poll: What should I do with Drowned?
Ended Oct 17, 2018
Hey night, I don't know if I can be much help, but I know that biomes o plenty uses a biomes dictionary, which I believe most biomes mods are using as well. It basically provides a category for biomes under a general title for easier compatibility (for example, all wooded biomes would be under a forests category). I think that could be helpful with making your mod compatible with the big biome mods.
Also, a note on structure spawning- the guys at millenaire have it down pact, there stuff spawns rather nicely and I believe it overrides biomes type completely, which could be helpful (although I'm not sure how it's done). I can try to contact someone if your interested. Again, I'm not really familiar with modding at all but from my experiences with using them I thought some of this could help...
Ty for your time on this awesome mod!
At most the main problems with bioms is prevent catacombs corruption at generation, which can happen if it will be generated in some "mountain" bioms. Also some bioms, like "jungle"(or "Red wood" and "Tropics" from "Highlands mod"), will be rather corrupted too. Finally it can corrupt some structures like desert temple...
I can generate it almost everywhere, like i do with graves, and memorials, but, i think this is a bad practice, and it will be better to generate in only in some special bioms.)
Any way thank you for your response, maybe it will be helpful.))
And some new memorials:
P.S. at the moment i was added "mo creatures" and "twilight forest" compatibility, so graves will spawn "wraith", "flame wraith", "silver skeleton" and "twilight wraith" if you have this mods. If some one know any another mods which add some undead monsters post its name here and i add it too.
wow lol this stuff looks amazing! well done... really excited that you integrated mo creatures mobs, the ones you picked will fit perfectly!
Yea, I only know what I pick up from reading the forums and stuff, I suppose then perhaps a list of specific biomes for each mod would do the trick. Currently, I think biomes o plenty, extrabiomesxl, and highlands are the top dogs... make those compatible and you would be golden!
No. It's strange... Just checked and link was correct. Here is it http://adf.ly/3890646/210---152
Surely there are no curses in it, only combination of spawning monsters by graves and changes day time for it.
I'm not update it yet. There are some important features not implemented yet. Some days, and it will be completed.
Also Creeper statue will looks like it charged
And lot of thanks to Nuchaz for help with it!
Surely you can! You can found all my code on github
If you will need any help or tips with it - pm me.)
Someone mentioned a death chest use for gravestones, and it made me think what about a rose in front of the chest you died at. You pick up the rose, and it turns into all your stuff.
I like coding in java, and minecraft mods, and I'de like to contribute, if I may.
Do you have the source on a free github account?Forked and downloaded, checking it out now.My five-point rating system: Yay, kay, meh, erm, gleh
Forge has a mechanism for creating default configuration files, which is good for users because they know where to go. .minecraft/config/myMod.cfg It's also good for programs like MultiMC, which can gather up all settings files as a pack, as long as they are where expected.
So I made an extension of Forge's Configuration class, like so:
Then the way to use this class is to make a public Settings instance in the mod's main, and run the loadSettings() function in @preinit
Then any setting can be looked up as MyMod.config.myNewBlockID or whatever.
Pretty cool, huh?
[More info on Configuration files at the forge wiki]
My five-point rating system: Yay, kay, meh, erm, gleh
Thank you for it. But it looks like you confused my sources with someone else.
This is a link on my github
And this on my configuration class)))
Thank you for point out on this defect. It is already fixed. Just wait for update.
Tamed zombies? It is rather interresting.
But I think I will not implement it.
Oh... Firstly you can change graves spawn rate in configuration file(set SpawnRate value more than 1800)
Secondly i reduce pets graves count....
If you have any ideas how to make it more configurable say it, and i'll try to implement it too.
Also the memorials tend to have issues because of their size.
Minecraft thinks of them as single blocks and places them accordingly resulting in some strange placement when generating a new game.
GraveStone 2.2.0 for minecraft 1.5.2
Changes:
sword graves
enchanted sword graves
Memorials
Creeper memorial can be obtained only by killing charged creeper or harvested in catacombs
Creeper room in catacombs
SWEET! Thanks NightKosh. I'll go try it out immediately.
Back in these for'ms here, and mods have been updated, mods have been created, and mods have died. The circle of life continues.
Catacombs spawn only in "default" world, in these bioms:
plains, forest, jungle, ice plains, taiga
Wither spawn deep underground at the end of catacombs. Also it will be spawned only when you come to his room.
It will work with it correctly. But catacombs will be generating only in default "vanilla" bioms. I'm add compatibility "Biomes O' Plenty" bioms later.
Back in these for'ms here, and mods have been updated, mods have been created, and mods have died. The circle of life continues.
this issue makes me a bit difficult exploring them
sorry for my english if i writed something wrong