you truly are a genius, i tell you that. You dont have to listen to me about this, but here's an idea...
Why dont you make your own "minecraft" ? Start from 1.6.4, and just code it any way you like? i mean.. just wow. I am very impressed. (here i was, proud that i added a drinking animation to mushroom soup instead of the vanilla eating animation xD)
you don't have to.. it's just an idea. I mean, you could start a blogspot, or a tumblr, and just.. code. for fun. maybe take ideas from others in your little community, have some people make graphics for you, just a small little group of follows.. like minecraft in the old days..
I've become rather discouraged about making anything but the simplest mods (single classes, minor changes) for 1.8, given what happened after I'd spent a lot of time making the ultimate cave/structure customization mod - only to have it not work outside of MCP due to what appears to be a bug in MCP (I didn't even download MCP for 1.8 until I saw it listed on their downloads page as Optifine's creator had mentioned there were problems with it that they had to fix themselves; I assumed (wrongly) that MCP had fixed any issues; the bug in question also appears to affect more than just the classes I modified if crash reports like this one are any indication).
I downloaded this mod the other day and added it to my 1.6.4 forge folder with all the other mods and it didn't work. I didn't get any errors or crashes.
I'm only running Thaumcraft, Tconstruct, journey map, and vein miner. Would you happen to know if any of these cause conflicts?
This is not a Forge mod and is incompatible with Forge; even if you added it to the jar (yes, you add it to the jar, as shown here) it will just crash Forge, even without any other mods installed since it is incompatible with Forge itself.
I don't have any intention of providing compatibility since I don't use Forge myself (I did for a time but I modified the Forge source so I could mod it without conflicting with Forge). As far as I know, the only mod it doesn't conflict with is Optifine (actually, even there my fix for enchanted item glint lag, which I recently removed since I've never had any problems except when I used the Improved First Person View mod, conflicted with Optifine, though this was just Optifine or my mod overwriting their respective classes with the result depending on the order they were installed).
Also, it is certainly incompatible with pretty much any mod that modifies world generation, and I've modified much more. In fact, I'm currently revamping the way regional difficulty works; instead of regional difficulty you now have global difficulty (i.e. regional difficulty increases based on the inhabited time of a chunk, I've changed it to use the total world time), adding spiders with potion effects on any difficulty (chance dependent on difficulty; maximum "global" difficulty also now scales up better, instead of being linted to 1 on Easy- and Normal and 1.5 on Hard it is now 1-1.25-1.5, thus Normal is now between Easy and Hard, not the same, sort of like how I modded zombies to have a 2-4-6% chance of weapons instead of 1 or 5 %), and more (I've actually just uploaded some new changes, including a few more bugfixes, such as an XP orb location bug; just the other day I doubled the speed of cave generation, reducing initial world generation time by 3 seconds, so not insignificant, by using an array to store precalculated data).
Basically, as I said earlier this is mainly a personal mod with no intention of compatibility with other mods, sort of like KyoShinda's Minecraft Expansion Pack; this reply he made pretty much sums things up; Forge is best for adding new things, not changing existing vanilla behavior (which requires "very advanced" modding knowledge, including manipulating bytecode, of which I only know how to change some values, such as when modding 1.7+ versions to get the 1.6.4 caves back in them):
Thanks.. Guess I'll just have to make 2 separate worlds.
Another thing that I should note is that if you want to use AMIDST to find a seed it doesn't show the proper biomes and often crashes due to this; I've used it to find a suitable seed based on land/ocean using vanilla 1.6.4 (aside from islands in oceans and the locations of Mushroom Islands, which I used to get more islands, they are the same; the locations of villages and temples are also different and not accurate even when using it with the mod since I'd changed their frequency to account for their biomes being rarer, plus excluded them from 512 blocks of the origin, and AMIDST uses their vanilla placement code).
It is also possible to generate a world using my mod, then load it in a different version; the only naturally generated block that I added is amethyst ore (block ID 200) and missing blocks wouldn't be very noticeable; the 1.8 stones are simply metadata variants of stone and will become as such in vanilla (they actually retain their metadata until you mine them, the game just ignores it), although you won't get any features added by any other mods.
Also, if you haven't yet, I uploaded a version with the features I'd mentioned (I often update, usually just minor things that you won't notice, only mentioning any significant changes); I also changed the time taken to reach maximum difficulty to 100 hours, up from 50, to consider the fact that it is now global (I mainly did this because with how I play the regional difficulty never reaches its maximum outside of my main base).
I just got slimes to swim, a featured added in 1.8:
Also, since magma cubes extend the slime class they automatically got the ability to swim as well; this applies to water and lava in both cases (unlike 1.8 I didn't completely update their AI, I just added a test to the code that makes them jump, based on a counter, to also check if they are in water or lava; looking at the EntityAISwimming class shows that swimming is just jumping rapidly in succession).
I've been working on some new features; these changes will be a new version since they change world generation.
Here is a preview of some of the stuff I'm adding:
Yes, those biomes are what they look like; I've added (so far) roofed forests and savannas, including an extreme mountainous variant ("Savanna Mountains"), made by manipulating the noise used to generate terrain (upper/lower height limit) with the modified noise blended into the normal noise; biome transitions are blended together so there is no discontinuity.
As with the other trees I've added, instead of adding new blocks I generate the trees using existing wood and saplings; dark oaks use spruce wood and oak leaves and grown from 2x2 oak saplings, while acacia trees use jungle wood and oak leaves, again grown with oak saplings; both of these are only growable in their respective biomes (savannas have a 20% chance of regular oaks, the same chance as during world generation). Yes, I just copied code from 1.7.10 and modified it to use block IDs (which is barely different, now 1.8 with the block state stuff is another matter), plus a few other minor changes, such as using wood blocks with bark on all sides for acacia tress and dark oak branches; dark oaks also do not break bedrock; this bug occurred because they failed to check the block type at the location before placing logs, which should only replace air or leaves; for tree trunks this isn't needed since the check for space to grow automatically accounts for it).
Obviously, adding new biomes changes world generation (biome placement) so existing worlds will have chunk borders; it is possible to avoid this (as I've done for my first world, using a modified version of the second version of this mod) although that was mostly because I'd juggled around biomes and replaced biomes based on similar vanilla biomes so there were no jarring transitions around existing chunks. Also, the highest biome ID I've used so far is now 66, compared to 0-22 used by vanilla biomes (21 IDs minus the End and Nether) so I've added 44 new biomes, tripling the total (all of these IDs are in sequence, unlike 1.7's scheme, which also effectively limits you to 128 biome IDs since the "M" variants take up the upper 128 IDs).
(to get the screenshot I didn't fly around until I found both of these biomes next to each other; I'd modified biome generation so only the new biomes generated for easy testing; my Savanna Mountains biome, as I call it, is normally a "rare" biome, half as common as other biomes; Savanna Plateau generates similar to x-hills in savannas, which can also have horses (less often than plains, as in 1.7) and villages).
It would be really nice to see roofed forests being more mountainous, with high rolling hills and large lakes. Could you consider adding that in the new TMCW?
They can have mountains, like any other biome; the screenshots just happened to be in a relatively flat area, you can easily find x-hills with terrain to y=100, and less commonly even in regular biomes.
Also, I've since added more:
Vanilla mega taiga and mega spruce taiga biomes - along with coarse dirt (crafted with dirt and gravel) and podzol:
Flower Forest, with many new flowers (craftable into dyes), also found in other biomes:
Note that in both cases the new blocks I added are based off of existing blocks; for the flowers I based them off of dandelions (as opposed to roses), adding most of the 1.7 variants, including a few double height variants cropped down to one block - and a couple new flowers; the cyan flower from the Pocket Edition and paeonias. Coarse dirt and podzol are completely compatible with the 1.7 blocks as they are variants of dirt with the same data values (the reason for the flowers is because in vanilla dandelions are more common than roses, and if loaded in vanilla they will revert back to dandelions, without leaving roses/poppies everywhere; flowers are generated as commonly as in vanilla in most biomes, except for blue orchids in swamps (biome exclusive, as is also the case in 1.7) and all flowers except those in Flower Forests).
And yes - that is a poppy next to a rose:
Also, this is an example of the height variation I was referring to; one of the screenshots above conversely shows a lake (which generate as biomes themselves, but also occur simply because the land is underwater, as in that case):
Also, I've considered making amethyst ore and blocks based on obsidian (using metadata), as this would make it more "vanilla compatible" (i.e. load the world into vanilla and not lose blocks; incidentally, blocks with invalid metadata are not actually reset to zero until you mine them, so they won't lose it); this would also enable me to remove my modifications to the pickaxe class, which I had to modify so it could only be mined with a diamond pickaxe or itself; blocks with the same block ID all behave the same with regards to mining (it might be tricky getting separate drops, especially since one drops a different item other than itself, is affected by Fortune, etc, although I can override the "dropBlockAsItem" method as necessary).
This won't work in most modpacks, not if they are to used with Forge; I probably should update the OP to include this at the top given how many people have asked me if they can use it with Forge and/or in a modpack (which I don't mind).
As I've mentioned before I've mainly made this for my own use and don't consider compatibility with other mods, aside from Optifine (as breaking Optifine compatibility is a deal-breaker for many people), and in particular it is one of those mods you add directly to the jar (at one time I did use Forge - and edited the Forge-patched source to ensure compatibility but doing so would require a lot of rewrites; currently there are 140 source files, about half of which are edited base classes, many of them modified in ways that would likely break compatibility anyway, such as changing the number and type of parameters to methods and in some cases completely overhauling entire classes, such as my cave generator class, which replaces three vanilla classes, as a stand-alone class (not extending MapGenbase), and with different parameters to its "generate" method).
Are you basically adding all the 1.7 stuff in TMCW ?
It looks really good, and I don't understand why Mojang can't code better than a mod-maker.
One thing I 'miss' is mipmapping. Do you have that turned off in your screenies or was there no mipmap back in 1.6?
Optifine has mipmapping in its 1.6.4 version; in fact, it even claims to support the 1.8 skin format, although I believe that just means combining the two layers into one since there are no skin options (otherwise, you only see the first layer, except for the head). Although I don't use it while playing; while it does smooth out so far textures I don't notice the difference most of the time.
Also, I'm not planning on adding every feature; in particular, I want to avoid adding in new blocks and items (beyond amethyst, which I excluded from the modified version I've used with my first world, which only has the diamond ender chest as a new block (if loaded into 1.7 these will turn into double plants; conversely, loading a 1.7 world with the mod will cause double plants to turn into them). New items are particularly troublesome since the game regenerates chunks with invalid items (I could just get rid of amethyst tools but I also have amethyst generate in chests and zombies rarely carry the tools).
In fact, I've even made it so that if I ever wanted to revert my world to vanilla again I can easily delete new chunks, as they have only one layer of bedrock, using a tool that can delete chunks* without a specified block in an area, even though there wasn't any need to do so (as caves generate with the vanilla height and lava height; otherwise, in TMCW it would go within 1 block of the top of lava, which was lowered to y=5, removing bedrock also allows for my method of generating amethyst ore so that on the lowest two layers (y=1-2) it generated as often as diamond (still less common due to how ores generates), dropping off to 1/8 above y=2, this makes you want to mine at y=2, if not standing on bedrock; y=6 is otherwise just as good for diamonds as y=11 in a normal world (y=10 is the max so don't try mining at y=11/12); diamonds are also less common overall but that doesn't matter unless you need the most from a given area).
*I actually already used this before; I'd populated existing chunks with the new stones (which will just revert to stone if loaded into vanilla prior to 1.8) by modifying the biome decorator to only populate chunks with them and remove torches from unexplored mineshafts (deleting torches attached to wooden planks in a certain manner below sea level, avoiding most torches I'd placed, only occasionally did I come across an area with a missing torch while I was reexploring caves to mine the coal I hadn't mined prior to 1.6) and repopulated every chunk (by having the game ignore the "is chunk populated" flag, as opposed to using MCEdit to mark them as unpopulated) by flying around in Creative after copying the region files into a Superflat void world, then deleting chunks without bedrock, as empty chunks had generated around the edges.
For my first world version, I'm considering throwing the new biomes into the area occupied by Ice Plains, as I haven't explored any yet, though I know there is a huge area to the west so confining them to this won't make them too rare; I'd already replaced two-thirds of Ice Plains with other biomes, which I also did in the original version, reducing the size of these areas, while occasionally generating Ice Plains anywhere else.
V2 running fine. I just dragged the V3 files over to replace the V2 files and the game won't start. Anyone else having issues?
When I switched back to V2 it was fine, and booted as usual.
Did you just add the files to an already modified jar, or did you use a fresh jar? I changed a lot of code, far beyond just adding some new things, both adding and removing classes (think of the code rewrites in recent versions); for example, I changed amethyst ore and blocks to be based on obsidian and put all of the crafting recipes into a single class (instead of modifying 3-4 separate classes, e.g. one for general crafting, one for tools, another for armor, etc as it doesn't really matter where you add them); one class that I can think of will certainly cause issues is the ItemPickaxe class, since I no longer needed it after I changed amethyst to be based on obsidian (I had to tell the game what mining level it was; some materials have built-in mining levels but obsidian, and other blocks requiring a diamond pickaxe to mine, is a special case); with the new version installed but old files present this class will now refer to a nonexistent block (amethyst block) and cause a crash.
Note that this also means that the versions are not compatible with each other, beyond the changes to world generation (amethyst ore actually still exists but doesn't do anything, I just use it as a placeholder for statistics, redirecting obsidian with a metadata of 1 to it).
That said, do you get any sort of error in the game output or launcher log? I just tested it just to be sure and there weren't any problems (I actually just played with it, using a slightly modified assets folder to include a few textures I changed for myself but otherwise identical, I extracted the zip and installed from it just to be safe). One thing to beware - I did forget to delete META-INF the first time I installed it, resulting in an "a java exception has occurred" error message.
I just thought this was an interesting find from a test world I made, using the seed -3145712944389938890 (default, but large biomes probably works as well as long as it isn't underwater):
That's 87 blocks across at the widest point (554-467):
It is also 60 blocks deep at the deepest:
That said, you aren't going to find that every day; as shown by the coordinates I flew over 3,000 blocks and while I've found some big caves before that is by far the biggest crater I've ever seen.
Also, this is an analysis of the size distribution of caves that I made a while ago showing just how uncommon it is to find something like that, which is still valid for the new version (the locations of caves are considerably different from vanilla now, previously it was just some larger caves and ravines and otherwise the same as vanilla besides being deeper down; the change occurred after I changed some code for optimizing, and I don't really consider having mostly the same caves to be important):
There are also some other interesting things nearby; just to the east-northeast you can find a volcanic wasteland biome, the rarest non-Mushroom Island biome (I consider the two vanilla mega taiga variants to be one, thus twice as common); this biome is unique in that there is no water to be found, except for rivers, and magma cubes spawn similar to slimes (this lets you get magma cream without going to the Nether but you need blaze rods anyway, plus the rarity of the biome means you won't find them that often); this is also a good place to mine as ores have extended ranges (iron can be found anywhere, less commonly above sea level, other ores have higher ranges as well, though the per-layer concentrations of rarer ores are unchanged, amethyst ore in particular still drops off in abundance above y=2 but about twice as much is exposed in caves, which isn't saying much due to the rarity. Most significant is the generation of veins of emerald ore, as opposed to single blocks, the latter of which are also found in Forest Mountains, making it a bit less rare than otherwise considering that Extreme Hills are displaced by other biomes):
Also, an interesting tiny village further east - which the game still managed to screw up despite nearly level ground:
The only door - and they can't get into it...
You also spawn in an ice plains bordered by a mesa.
I added them to the V2 jar. I'll go try it again on a fresh jar, and let you know.
No, I didn't get any errors. I have my launcher set to reappear when the game closes, so when I clicked "play" the launcher disappeared and then reappeared after about 5 seconds. The game wouldn't launch, but I didn't get any errors.
I added a small but useful feature - the ability to combine two very damaged anvils and get an undamaged anvil, which is something I'd once mentioned in a thread regarding anvils as being "too costly":
Note that anvils have a 12% chance of being damaged per use, which translates to an average of 8.3 uses per level of damage, thus on average an anvil lasts for 25 uses, or 16.6 uses to become very damaged, and a combined total of 33.3 uses for two very damaged anvils; when combined to make a new anvil you get another 25 uses, or 58.3 uses total, 8.3 (16.6%) more than simply using the two anvils until they break; this is especially useful if an anvil becomes damaged in just a few uses.
I'm not even sure if this mod would work on multiplayer; I have added it to a server jar and used Minecraft Land Generator to generate a world but have not actually played on it; some of the code is client-side and clients would require the mod to fully work.
Although it is certainly possible to pregenerate a world as mentioned above and then play on it in vanilla for the terrain only; some of the biomes will look funny, particularly if loaded into 1.7 or later (any unrecognized biomes are seen as plains; some of the biomes have IDs corresponding to 1.7+ biomes) but all naturally generated blocks are vanilla compatible (some will lose their function, such as amethyst ore becoming obsidian, but won't disappear; others, like the 1.8 stone types and podzol/coarse dirt are directly cross-compatible with the vanilla blocks; of note, blocks do not lose their metadata even when loaded into a version that doesn't support it, as shown here).