(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The link for 1.5.2 is broken (links to "undefined")
Thanks, it should be fixed now. I've spent far more time fixing bugs I didn't know were there and fighting with MediaFire / Adfly / (and especially) Minecraft Forums that it took to make the 1.51 enhancements in the first place (half of which was trying to copy things over from the 1.6.4 version) -- all day to do a 2 hour update. Ok, I could rant more but I'll stop -- I just need a break now.
I like this mod, really compatible with everything, I should find a Floating Rune that is on top of a Doomlike Dungeon, that could be interesting.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I've mostly gotten rid of the doors to nowhere in development code (a rare few still show up as a fluke, though I don't know why, there shouldn't be any). This is not the end goal, its just a stepping stone to something much bigger that I hope will work (and not be laggy) -- a way to insure that all rooms are passable. (And that intern could be a nice bridge to other features I'd previously given up on -- hack, hack, hack!)
If anyone has wondered I've been off-line again for a week or two (I thought I was in trouble for late payment, but it turns out my cable modem may be starting to go bad). I do have a possible 1.6.0 version (I'm calling it 1.5.9-3 until I decide) for those following the thread:
Like the last one I stuck source code in the jar (remove it if you want to make it smaller); not my plan in the long term but I do want a copy of it somewhere online.
BlackJar,
Is there any way to turn down the frequency of dungeon generation? I don't see anything relevant in the config file, unless it's FrequencyScale, and that's only a guess because none of the settings are documented as to what they are or how they work.
As it is, I can hardly dig a mineshaft or explore a cave without hitting a dungeon (or several dungeons). They are everywhere. When you get an X-ray glimpse underground through a chunk that hasn't rendered in yet, nearly half the land area of the world is underlaid by dungeons. It's causing a serious server lag problem because when players go exploring, there are dungeons being generated almost constantly. Players can't mine if other players are exploring, because there's too much server lag from dungeons being generated every thirty seconds or so.
BlackJar,
Is there any way to turn down the frequency of dungeon generation? I don't see anything relevant in the config file, unless it's FrequencyScale, and that's only a guess because none of the settings are documented as to what they are or how they work.
As it is, I can hardly dig a mineshaft or explore a cave without hitting a dungeon (or several dungeons). They are everywhere. When you get an X-ray glimpse underground through a chunk that hasn't rendered in yet, nearly half the land area of the world is underlaid by dungeons. It's causing a serious server lag problem because when players go exploring, there are dungeons being generated almost constantly. Players can't mine if other players are exploring, because there's too much server lag from dungeons being generated every thirty seconds or so.
The frequecy scale is the key -- set it to a larger value -- adding one will make them about half as common (or adding two will make them exactly twice as far apart, on average).
At the top of the thread:
"FrequencyScale: How common the dungeons are, with each increase of one making them half as common (so be careful). The default is now seven. This basically determines the average distance between dungeons, so remember a higher number mean fewer dungeons."
Basically, the map is treated as a grid, with one dungeon center at a random location in each cell -- the frequecy scale determines the scale of the grid.
EDIT: BTW, one of my future plans is to make it possible to turn of the new advanced features (effectively causing the mod to function as a 1.4 or 1.5 version) though this isn't there yet, or turn of block updates (probably more helpful). However, the biggest source of lag is extra world-gen for chunks containing the far side of the dungeon) and a true one-chunk-at-a-time system would hard to work in with the way these are pre-planned.
The frequecy scale is the key -- set it to a larger value -- adding one will make them about half as common (or adding two will make them exactly twice as far apart, on average).
At the top of the thread:
"FrequencyScale: How common the dungeons are, with each increase of one making them half as common (so be careful). The default is now seven. This basically determines the average distance between dungeons, so remember a higher number mean fewer dungeons."
Basically, the map is treated as a grid, with one dungeon center at a random location in each cell -- the frequecy scale determines the scale of the grid.
OK, got it. Thanks. My config file is set to 6 ... so I probably need to set it to about 8, maybe even 9, and regen the world.
I wish there were some way to generate a map of dungeon locations within a given area of, say, 100 by 100 chunks, so that I can see when the distribution looks right.
OK, got it. Thanks. My config file is set to 6 ... so I probably need to set it to about 8, maybe even 9, and regen the world.
I wish there were some way to generate a map of dungeon locations within a given area of, say, 100 by 100 chunks, so that I can see when the distribution looks right.
The closest thing to that would be "B:BuildPole=true" and generate off-line with the same seed and creative mode -- this won't give you a map but will allow you to see the dungeon location in creative mode.
A world regen with scalefactor 8 seems to have a much more reasonable distribution of dungeons. They are occasional features now rather than a "dungeon layer". Thanks for the support!
A world regen with scalefactor 8 seems to have a much more reasonable distribution of dungeons. They are occasional features now rather than a "dungeon layer". Thanks for the support!
No problem. Maybe I should make 8 the default -- they were intended as occasional features to find while exploring.
Just a few more features left to add -- stairs, ladders, and variable room height -- to complete my original vision of this mod. After that, I don't know -- I've considered back-porting to previously supported Minecraft versions to celebrate if I get it all in, as well as a 1.8 update. I'm still thinking about the idea of a kind of mini-game mode (based on commands and dimension modding -- and disabled by default) and a Bukkit port, but not sure if I'll get to those. This update builds on the last one by adding insurred 100% connectivity to the 1.6.0 insured passability; really, last winter/spring I did the basic generation, now the second passes fixes and enhancements (in between, bug fixes and requested features). Unless I get fancy with Bukkitty / servery stuff (like porting and dungeon on demand games) I'll probably be basically done with this soon -- other updates / fixes.
I thought it already had variable room heights...?
No, it has platforms / depression (variable floor height) in many of the rooms, but the base height of the room doesn't actually change. I'd like so have some higher and lower zones, and perhaps some stairs and ladders onto some of the platforms -- similar to the 2 1/2 D retro game levels.
I am trying to put exactly which type of mobs I'd like to spawn in each of the various dungeons. Is this the part of the config I do it in:
# Mob fields
#
# These are lists of mobs, and most be in their officialm, in code names
#
# Weak, basic mobs; by default
commonMobs: Zombie, Skeleton, Spider
# Tougher mobs everyday mobs
hardMobs: Creeper, Enderman, CaveSpider
# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here
bruteMobs: Conba, Geken, Tarantula, Uvaraptor, Vespid
# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld
# but for The Nether this has Wither Boss.
eliteMobs:
I really want the brute mobs to spawn mainly so do I delete zombine, skeleton and spider for example or am I doing this all wrong?
I am trying to put exactly which type of mobs I'd like to spawn in each of the various dungeons. Is this the part of the config I do it in:
# Mob fields
#
# These are lists of mobs, and most be in their officialm, in code names
#
# Weak, basic mobs; by default
commonMobs: Zombie, Skeleton, Spider
# Tougher mobs everyday mobs
hardMobs: Creeper, Enderman, CaveSpider
# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here
bruteMobs: Conba, Geken, Tarantula, Uvaraptor, Vespid
# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld
# but for The Nether this has Wither Boss.
eliteMobs:
I really want the brute mobs to spawn mainly so do I delete zombine, skeleton and spider for example or am I doing this all wrong?
This is the right place. Deleting weaker mobs doesn't effect the number of brute mobs; the level of mob is determined first, if there are none at that level it decreases the level (decreasing loot, too), and if it goes below easy it will be empty. The way to get more brute mobs is to increase the difficulty in the main config (also, boss spawner only exist on nightmare and are rare now -- they now have their own "bossMob" category, above elite.
I suppose I could have a separate "difficulty" versus "number" system (oblige does this, but I simple tried to rate difficulty on its own).
There is another thing you can do -- move all the mobs to one level easier and add "Flags: HARD" to somewhere in the file -- that will adjust the loot up one level to match the harder mobs. I almost forgot this because its a fairly new feature (also, why that flag isn't documented). If you want lots of brutes, moving hard to easy and brute to hard like this should do help. You could even put brute in hard and blank easy to have fewer spawner with only brute mobs, making it less crowded if you also had a high difficulty. But this will only work on 1.6 mod version (I may packport to older Minecraft versions if I get all the features I originally planned done, but for now this only works with 1.7.10).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thanks, it should be fixed now. I've spent far more time fixing bugs I didn't know were there and fighting with MediaFire / Adfly / (and especially) Minecraft Forums that it took to make the 1.51 enhancements in the first place (half of which was trying to copy things over from the 1.6.4 version) -- all day to do a 2 hour update. Ok, I could rant more but I'll stop -- I just need a break now.
It should -- it works with anything that uses the Forge biome dictionary and can generate modded ores.
I don't have stuff like Lycanite's or Orespawn, but even with Infernal Mobs this mod does a lovely job of kicking my face in.
Thank you for making this a jar file, by the way - so much simpler!
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
i am sorry about how long and boring it is
1.6 release candidate (for Minecraft 1.7.10)
Like the last one I stuck source code in the jar (remove it if you want to make it smaller); not my plan in the long term but I do want a copy of it somewhere online.
Is there any way to turn down the frequency of dungeon generation? I don't see anything relevant in the config file, unless it's FrequencyScale, and that's only a guess because none of the settings are documented as to what they are or how they work.
As it is, I can hardly dig a mineshaft or explore a cave without hitting a dungeon (or several dungeons). They are everywhere. When you get an X-ray glimpse underground through a chunk that hasn't rendered in yet, nearly half the land area of the world is underlaid by dungeons. It's causing a serious server lag problem because when players go exploring, there are dungeons being generated almost constantly. Players can't mine if other players are exploring, because there's too much server lag from dungeons being generated every thirty seconds or so.
The frequecy scale is the key -- set it to a larger value -- adding one will make them about half as common (or adding two will make them exactly twice as far apart, on average).
At the top of the thread:
"FrequencyScale: How common the dungeons are, with each increase of one making them half as common (so be careful). The default is now seven. This basically determines the average distance between dungeons, so remember a higher number mean fewer dungeons."
Basically, the map is treated as a grid, with one dungeon center at a random location in each cell -- the frequecy scale determines the scale of the grid.
EDIT: BTW, one of my future plans is to make it possible to turn of the new advanced features (effectively causing the mod to function as a 1.4 or 1.5 version) though this isn't there yet, or turn of block updates (probably more helpful). However, the biggest source of lag is extra world-gen for chunks containing the far side of the dungeon) and a true one-chunk-at-a-time system would hard to work in with the way these are pre-planned.
OK, got it. Thanks. My config file is set to 6 ... so I probably need to set it to about 8, maybe even 9, and regen the world.
I wish there were some way to generate a map of dungeon locations within a given area of, say, 100 by 100 chunks, so that I can see when the distribution looks right.
The closest thing to that would be "B:BuildPole=true" and generate off-line with the same seed and creative mode -- this won't give you a map but will allow you to see the dungeon location in creative mode.
No problem. Maybe I should make 8 the default -- they were intended as occasional features to find while exploring.
No, it has platforms / depression (variable floor height) in many of the rooms, but the base height of the room doesn't actually change. I'd like so have some higher and lower zones, and perhaps some stairs and ladders onto some of the platforms -- similar to the 2 1/2 D retro game levels.
# Mob fields
#
# These are lists of mobs, and most be in their officialm, in code names
#
# Weak, basic mobs; by default
commonMobs: Zombie, Skeleton, Spider
# Tougher mobs everyday mobs
hardMobs: Creeper, Enderman, CaveSpider
# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here
bruteMobs: Conba, Geken, Tarantula, Uvaraptor, Vespid
# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld
# but for The Nether this has Wither Boss.
eliteMobs:
I really want the brute mobs to spawn mainly so do I delete zombine, skeleton and spider for example or am I doing this all wrong?
This is the right place. Deleting weaker mobs doesn't effect the number of brute mobs; the level of mob is determined first, if there are none at that level it decreases the level (decreasing loot, too), and if it goes below easy it will be empty. The way to get more brute mobs is to increase the difficulty in the main config (also, boss spawner only exist on nightmare and are rare now -- they now have their own "bossMob" category, above elite.
I suppose I could have a separate "difficulty" versus "number" system (oblige does this, but I simple tried to rate difficulty on its own).
There is another thing you can do -- move all the mobs to one level easier and add "Flags: HARD" to somewhere in the file -- that will adjust the loot up one level to match the harder mobs. I almost forgot this because its a fairly new feature (also, why that flag isn't documented). If you want lots of brutes, moving hard to easy and brute to hard like this should do help. You could even put brute in hard and blank easy to have fewer spawner with only brute mobs, making it less crowded if you also had a high difficulty. But this will only work on 1.6 mod version (I may packport to older Minecraft versions if I get all the features I originally planned done, but for now this only works with 1.7.10).