OK, AMCO has been updated to support Beta 1.3.
Only about 20 mods have made it through quality control so far, but they are all AWESOME.
More minerals, more plants, ruins, painted hills and lava caverns that glow with fire, coral, scuba gear, ability to pick up monster spawners and control what comes out (sort of a stop-gap untill 'Farmcarft' is updated), and so much more.
Did I mention the steam-punk air ship? Oh yes!
Download from the first page and see for yourself.
No tutorial world yet:
Build the 'Recipe Book' by combining an ink sack with a regular book to learn how to make all the new stuff.
Somehting to watch for:
An intermitant hang was seen twice durring development:
When breaking a block that is the last to wear out a stone pick.
(Maybe becaue the pick was created before all the tool mods were loaded).
I have not been able to reproduce with a new world and/or tool since.
Confirmed hangs when items wear out. Suspect ‘More Minerals’, which requires ‘Mod Loader’ with ‘Side Grass’ fix, which may-or-may-not be compatible with ‘Wild Grass’, which modifies ‘Mod Loader’. Ooof! I’m still working on it, and will post another update soon.
Speaking of updates, looks like the last one was incomplete:
Some Item and Tweak mods were missing and no templates for ‘Ruins’, I’ll fix that shortly.
Speaking of ‘Ruins’, that was updated yesterday to give better control of how often they happen, and allow user defined templates! It’s so sweet I tremble. I’m also busy tweaking that.
Speaking of tweaks, ‘Biome and Terrain’ was also updated yesterday. It’s totally awesome, especially with my flavor of ‘Elevation Gradient’, but will also requires attention to how it interfaces with ‘Mod Loader’, and will take some time to tweak.
Arrrg, I haven't played the new version (addicted to Rift), but I did read something about the hanging on tool wear-out problem. Apparently Shockah's book mod causes it, which i'm pretty sure you're using. Just thought I'd share.
Just tried the MineCraft Overhaul for the first time, or, as I like to think of it, Minecraft++. This is awesome - thanks so much for collecting these all together and making it so easy to install! It's like a smorgasbord of mods, a really neat way to try out some new mods. I love the grass and flowers - Wildgrass? And the corals. Will be looking up the creators of those mods and thanking them for sure. The steampunk texture is pretty but too dark for my computer - I found myself placing torches every two blocks and still squinting to see if they were even on. I ended up editing the .png for the textures to lighten it up, and that helped a lot. I look forward to trying the tutorial world once you get it working, since I think I'm oblivious of 7/8 of the functionality of these mods. And really really looking forward to BiomeTerrain working with all this. Thanks again... you are like unto a god of mod compatibility.
Please try to redo the texture pack to the original minecraft looks as some people like me do not like the way your texture pack file looks. Also your texture pack tends to be a bit dark. Anyway, if anybody knows how to change the texture pack without causing crashes to the game, pls let me know! thanks. Diamonds for your awesome mod compilation skills!
The new revision is finally posted.
KNOWN BUG: The game will crash when tools break.
WORKAROUND: Just throw nearly-broken tools away, or repair them in the furnace before they break.
Sorry to those who suffered with the last verson; it was missing several key items, like the Recipie Book and Airship.
Those are in now, along with a lots of other stuff.
Build the Recipie Book by combining a book with ink. It shows how to build everything.
The new ModTracker spreadsheet shows what's in the latest build (all the priority 1 and 2 mods).
It also has links to those mods that are'nt covered by the Recipie Book.
Follow the links and read the instructions to get the most from mods marked in yellow.
I've also broken the download into 3 parts:
1) The priority 1 mods (required). These mods add the most to the game, are required by other mods, etc.
2) The priority 2 mods (optional). These mods also add a lot, but are not required. Omit if having trouble.
3) The files that go into the minecraft folder (also required).
I would have liked to spent more time playtesting, but wanted to get this out for the weekend.
So, here are some Debug Tips:
Disable suspect mods by going into the minecraft.jar file and giving them the "not_" prefix.
This will prevent them from being loaded into 'ModLoader'.
Enable them again by deleting the "not_" prefix.
thank you so much arrrg!!! i've been keeping this on my favorites as you update it. As of now i've had no problems with it really, and even added the latest 'humans' mod (course i editted out crap like the pirates and all) but it seems to be great!
I think my biggest gripe is that glass texture...xD just really sticks out in the wrong way for me....biggest complaint.hehhehehe
I also really wanted to see battle towers update work with this...doesn't seem to work D,:
just gonna try to find the 'weirdo's npc' mod and see how that goes.
again thank you so much for the modpack, things like this are a god send to noobs like myself :biggrin.gif:
Thanks for the positive feedback.
Giving the flowers, new ores, and stained glass higher resolution textures is on the to-do list.
Maybe I'll revisit the normal glass too.
I still want the glass sphere to be very transparent though, I like the aquarium effect.
So, I have to find a good balance. Some kind of frame might be nice.
The game seems to look at the pixels at the edges of adjcent blocks when doing things like allowing chests to open or not, or when deciding how to make redstone circuits look, so that's another downside of my ultra-transparent glass.
Speaking of the sphere, I'm planning on adding some buildings inside.
I have a glass doughnut ready too, but no great ideas for it yet (a flying saucer has been suggested).
It would make a great underwater structure, but oceans are not deep enough without 'Biome & Terrain' working.
I'd also like to add Easter Island heads, and Obsidian monoliths (like in 2010 Space Odyssey).
Also on the list are floating islands, maybe with castles, towers, waterfalls; maybe even rainbows.
Speaking of towers, even though the 'Battle Towers' mod does not work, I could add buildings exactly like them.
Everything except the Golem on top should be easy. I'll work on that.
I also want to get some of the priority 3 mods into the pack, and see about resolving some conflicts, like 'Humans'.
I played with the 'Humans' mod too, but did not see any of the creatures from 'Mo Mobs' afterward, so removed it.
I'll give that a second look.
I could just add it and people can just turn it on/off by renaming 'mod_HumansPlus.class' to 'not_mod_HumansPlus'.
That seems to work for every mod that does not also modify an original MC class file.
I've also been running down a few bugs:
1) Sounds eventually stop playing. Especially if harvesting wood in the first few minutes of the game. Sounds start working again if MC is restarted. I've been able to reproduce on vanilla MC, so don't think I can fix this one.
2) Random exit of MC. Error logs indicate something with rendering, most likely when some of the new stuff is created in the world. I've been able to reproduce with just the base mods plus world changing mods. Current suspects are 'Optimine' and 'More Ores', which also causes the hang when tools breaks. Shocka, the author or 'More Ores', is not planning on updating, so the future is looking grim for that mod.
3) Stained Glass not working. My fault: I did not follow my own notes about loading it after 'Blocks Drop Blocks'. That will be fixed shortly (glass can then be coloured, but will drop nothing when broken).
Wow, this is how i imagine minecraft will be like when it is done, great job, but the chunks take quite a while to load, making it laggy, but if you stay in one place for a while it loads :biggrin.gif:
The mods do not seem to affect the seed generator.
Given the same seed, the world will be the same.
However, where the player spawns still seems to be random.
So, the same world can look diferent because of starting in a different place.
Use beds to (effectivly) change the respawn point.
Should something unfortunate happen, the player will awake in the nearest bed.
I can reccomend world 14 for a good mix of biomes and buildings.
World 19 will give a good desert world (3 or more pyramids, plus a few sand castles and sand traps).
World 51 is pretty good for artic experience (especially to the SouthWest).
And, World 47 has a few good cliffs and waterfalls.
The chunks do take more time to generate.
That's a tradeoff for all the new stuff: It takes a while to figure it out and place all the new content in the world.
Pressing <Esc> speeds up the process because the CPU is no longer trying to anticipate the player's input.
That allows it to focus on rendering the new terrain.
Once everything gets rendered and loaded into memory the game speeds up a lot.
Pressing <z> a few times to bring up the big map is also reccomended:
Most of the new buildings are distinctive when viewed from above.
The diamond wishing well (wooden top) and beacon (stone pillar with glowstone top) are great ways to get access the lower levels quickly: they even have pools in the bottome to facilitate a rapid return to the depths.
Getting back to the surface is another story.
Most other structures are more malicious...
-I think the air blimps, and glass aquarium balls could be less frequent if possible, give them that more magical tingly feeling instead of that claustrophobic one..hehe
-I installed humans mod (with certain mobs taking out, like the pirates,assasins, and such edited in the properties file), and the more creepers and weirdos mob.....and.....it actually seems to be working! i decided to brave a night trek at night on hard mode and found alot of things i was expecting to...so far mobs from all 3 mobs intergrated, like ogres, bears, wolves, were wolves, goo goats, the spring necked ostriches, invisible man, all of the ducks, birds, and what have you, rabbits, a giant orange gooey thing that floats around, sharks, dolphins, all the original minecraft mobs, sand creepers (just things i can think of off the top).
so far i haven't seen things like wraiths...can't think of anything else, i'm pretty satisfied myself with the mob arrangement..:biggrin.gif:
-i think for that glass issue, maybe the one from a doku mod or something..just need something versatile that'll look good as your glass sphere structures as well as normal house windows.
-andd....i've also got minecolony...i've got miners working whenever i can. of course they always get killed off by the humans mod npc's, and critters and the likes, but they seem to be fully functional.
-if there was some way to brighten things up at night, i found myself getting killed from falling into holes more then anything else..hehe..or if that holdable torch was implemented. :biggrin.gif:
now if only battle towers worked with all of this....life would be complete...xD
I've been testing this for a few hours, and must say thank you for combining all these great community mods :smile.gif:
Special thanks to all the modders who not only created these mods and textures, but allowed them to be put in a pack that all works together so well.
A couple notes, most of which have already been mentioned, just want to show my support for them:
-Lower density of "special" objects such as boats, glass domes, balloons, ect. (although I've only found one well so far, and it was quite the exciting trip :wink.gif:)
-Different texture for glass, as I can't really tell it's there at all. Good in some ways, But I think It would be better to have a more visible one, especially with the domes. However, there are programs out there for people to change textures themselves.