Luck was kind: AMCO has been updated to work with Beta 1.4_01!
(We're taking a brak from 'More Ores' for a while. Besides, it was the source of the "known bug" last time.)
I know Beta 1.5 is supposed to be out this week, but there is a method to the madness:
Presumably the mods that don't modify any of the original files will work when 'Mod Loader' is updated.
I've been keeping track, and have a whole cage full of those kind of mods ready to go now.
I haven't been feeding them, so they're hungry: just itching for poor, unsuspecting Beta 1.5 to rear it's ugly head...
The next update should go even smoother.
In the mean time have fun with all the new stuff everyone.
I especially reccomend 'Millioneare'. Press 'v' to find the nearest village.
wow I haven't been to this thread in a while and let me tell you how surprised I am!
It always pains me to see so many mods being made and sadly about 90% of them being too stubborn to work with each other!
I dont know how but you made it possible to have a cooperation between them! Do you by any chance code in java? make little fixes to make them compatible?
IF you do then you and people like you(mod makers, etc) should make tutorials on modding minecraft. Cataloging what does what, what goes where, how you can change this value, etc. Sure I know some(hope if not all) don't like to reveal mod-trade secrets but sometimes sharing makes people more happy.
So far, I have modified zero lines of Java code.
All the code is the work of the current authors of each mod.
However, I do create a lot of the textures (flowers, coral, glass, etc.), and all the special building templates.
Also, I am not seeing an update for 'Punch a Picture' or 'Elevation Gradient', which I really like.
So I was considering adopting the code for those two mods if nothing shows up after Beta 1.5
There are all kinds of other tricks I do durring the build however:
Figurine out which files HD texture fix modifies and include them, so everyone doesn't have to run it themselves.
(HD fix uses a patcher, so this is nontrivial, and important becasue it gets confused after 'GUI API' is installed).
Running HD fix at the right step of the build (First 'Mod Loader', then 'Optimine', then 'HD fix')
Resolving item/block conflicts by modifying different mod's properties files (which is what they are for).
Resolving .class file conflicts by leaving certian ones out. Example:
__Problem: 'Sponges' used to put sponges into the world, but wanted to modify the same .class file as 'Ruins'
__Solution: Use the .class file for 'Ruins', but then build a "ruin" that appears only under water and is a sponge block.
Plus lots of other tricks too.
Everything is always changing, so I have to invent new tricks all the time.
That makes writing a tutorial would be hard; AMCO is more of an art than a science.
However, I make what notes I can and show my build order and which files conflict in the ModTracker spreadsheet.
P.S. I remember you voicing a concern about the Minecraft.class file being modified. 'HD texture Fix' does that. Anyone who is playing with 32x32 (or better) textures is playing with a modified Minecraft.class file.
liked the self spawning villages, gonna try mo creatures just to see if it works (unless they haven't updated) but i have to say i really got that 'alien' world experience..hehe..aliens work surprisingly well in the world that was generated for me... was in a jungle like biome with vines and plantlife everywere with that i ran into a village in a sort of small valley that moved towards the coastline. made a home out of a stone tower with trees in it that was near it.
i also tried looting a pirate ship to have it burn down on me due to a lava trap...don't know if that's intentional but i think that'd be a good function for it, to have a way to completely wipe out the pirate ship after you've completed plundering it. those blimps still bug me though..not a big deal though, lol! i like the stone structures that you've made, at least the stone structures i've been seeing really suited the jungle from what i've seen :biggrin.gif:
maybe if there was a way you could develop traps like pitfalls, hidden leave traps, and etc. for certain regions (don't know if coinciding with the npc village generation is possible but that'd be a nice touch..hehe..
overall i really like how i can just fire up minecraft and play a sort of adventuring mode, just some fun jump in and get lost in excursions. Can't wait to see this improve more and more. keep doing the awesome work your doing please! :biggrin.gif: thank you for putting all of these in such a neat package for us!
I tried Nandonalt's 'Biome Pack', but did not include it because it did not seem to be working.
However, on second invstication I see that rock is being colored, but water is not. (I only looked at the surface before).
That is probably a conflict with 'HD texture Fix' custom water.
I won't use the custom water option and will try 'Biome Pack' again in the next build (which is waiting untill Beta 1.5)
Thank you very much for the positive feedback.
I'm really happy you are enyoying it.
Nearly all the buildings have some kind of trap and treasure.
The lava trap inside the pirate ship is intentional.
There are also pit traps like you' mention.
The best of them, the Sand Trap, was broken by the latest update to 'Ruins'.
Its new feature of pointing the buildings different directions (instead of exactly as in the templates) was causing some of the traps to be set off durring world creation.
I fixed it last night, along with the Sand Castle, and making the Pirate Ship even more deadly.
I"m also woking on getting something inside the glass sphere.
Those will be in the Beta 1.5 build.
In the mean time, try an icy biome for pit traps that still work.
Sorry to hear of your troubles. Are you starting with a new copy of MineCraft?
AMCO will probably not work if you install it over a copy that already has other mods installed.
You might also try updating Java if you have not already done so.
oh nice! just had a thought hit me.....i'm not sure how much work went into those blimps...hehe but i just thought of maybe having these mystical floating structures, or patches of floating islands with shrines on them in the place. just a thought..don't know if the flying machines mod works in here (haven't really gone too deep in the mods i imagine, just the immediate ones that i notice while exploring) would make a cool little mechanic if you had some sort of chest on this said floating island..hehe..
Hello - first of all thanks for the great compilation! I do have some issues with a certain mod: I can't eat cooked porkchop and i can't eat cheeseburgers either. Everything else is working swimmingly - is anyone else having similar issues?
Thanks again, guys! (both Arrrg and all the modders!)
Yup, I mentioned adding floating islands earlier, still working on it. If you really can't stand the baloons you can delete thier templates from .minecraft/resources/ruins. Send in a picture or link to large airship you'd like to be in the game, and I'll see what I can do. Also, the 'Airship' mod is included. I reccomend building a 'Recipie Book' by combining a book with ink. That will show you how to build everything, and is a great in-game summary of what mods are included.
Other texture packs should work just fine. Copy 'terrain.png' from your .minecraft_old folder to (mostly) switch back to what you were using before. You can also ease lag by bringing up the video options, and setting graphics to 'Fast' instead of 'Fancy', and reducing the render distance from 'Far' to 'Normal' or shorter.
Eating a cooked porkchop works just fine for me. Usually when you can't eat a food it is because it is still in a stack. Try eating an individual porkchop. 'More Stackables' allows food stacking, but you still have to eat things one at a time.
I've looked at 'Industrial Craft' before, and it was on the to-do list. However, it adds a quite a few new item/block codes to the game which can be a source of conflicts with other mods. Also, the graphics are pretty low quality, and I haven't time to reskin it. The conveyor belts looked compelling though. On the other hand, if you are clever you should be able to get something like those going using 'Pistons', which is included.
An update for 1.5_1 is almost ready. Mod count right now is just over 40.
Still resolving some conflicts, and getting permissions to include some new mods.
All the key mods have already been updated, except 'Ruins'.
Hoping to post at least a "Part 1" update tonight.
I'll also be moving this forum to 'Relieced Mods' instead of 'Modding Discussion'.