i have the mod running on 1.5.1, have added a couple of requested features, i would like to fix a couple of bugs and run a few tests before releasing but i might not have much time to work on it on the next few day
fantastic news... its odd this seems to be one of those "gem" mods, very worth and awesome in its own but gets little attention. Given unlike twilight forest, red power, ic2, buildcraft etc; it does not add much in the way of features, but the little it adds has an impressively dramatic impact on game-play that many times these overflowing feature rich mods lack... Well done Alexmania, well done indeed and I hope to see this mod get further attention.
Edit: the Phrase I was trying to convey was "Less is more" with this mod.... hit me after hitting submit
i have the mod running on 1.5.1, have added a couple of requested features, i would like to fix a couple of bugs and run a few tests before releasing but i might not have much time to work on it on the next few day
Glad to hear ... it is slated to be the 3rd mod added to my new server. I LOVE this mod!
Could we maybe get a sneak peek? Did you happen to implement flooded caves?
i'll probably release a new version later today or tomorrow though since i had to change and mess a lot with the code it will probably have some bugs. In the mean while you can take a look at the change log so far
-updated to 1.5.1
-made the 32x textures the default ones for the mod
-icicles now must be sustained by a solid block or ice
-vines no longer generate into liquids
-Structures generated will no longer replace blocks with TileEntities (like chests)
-2 block tall glowing mushrooms generate properly again
-implemented a basic dimension blacklist (check the config)
-added option to the config to make stalactites/stalagmites solid (it's false by default)
-added option to the config to enable damage when falling on stalgmites (it's false by default)
-skulls/heads in chests now use the new forge chest hook. They're now twice as rare, have a max spawn stack size of 2 and only spawn in dungeons, mineshafts and strongholds.
-structure are now generated based of the biome's temperature and humidity (should work with any mod added biome)
-glowing mushrooms no longer drop glowstone dust when sheared
about the flooded caves, i was going to implement them but then i though that if anyone found one of them in-game they would prefer to go mine else where rather than mine/explore under water. I think i have to tweak a bit the idea, maybe add something nice you can only find in flooded caves to make it more appealing (maybe add a couple of sponges to the flooded caves as well), maybe only flood 1/3 of the height of the cave (though it would still completely flood any branch that went to a lower level). I would appreciate some feed back on this.
Will you add something glowing in the water, like glowing coral or something?
Yeah, the real problem with exploring underwater is that you can't see anything. Add some light sources--glowing lichen, dynamic-lighting cave fish that glow in the dark, a faintly luminescent strain of mossy cobblestone... anything, really... and I'd definitely enjoy diving down there.
Occasional fonts of air bubbles to replenish your air in places where there isn't any air pocket at the ceiling would also be cool. Maybe have sponges do that?
Oh! Also! What do you think of the idea of adding Underground Biomes compatibility? I imagine the main issue would be getting stalactites and stalagmites to spawn on/take the color of/drop cobblestone of the new types of rock added by that mod. (Possibly by ensuring that that mod does its stone replacement passes after you generate your speleothems, and coding them to 1. not break because they're on the wrong material, and 2. take on the texture and drops of whatever stone they're connected to?) oh, apparently it already is compatible, I should have read the thread better! ;
Also also something something adding Biomes O' Plenty compatibility would it be a pain in the neck or is it actually compatible already blah blah blah I accidentally deleted this paragraph but it doesn't matter because oh, apparently it already is compatible, I should have read the thread better! ;
ALSO ALSO ALSO I FORGOT TO SAY THIS BEFORE but I love your mod a lot. You really get the Minecraft aesthetic; all of your additions add a lot of flavor to the base game, without ever intruding on it. I am definitely impressed, and eager to see what you do next.
(( if one of the things you eventually do is add add subterranean villages populated by albino cave-villagers, or large open caves for things like underground jungles or mushroom groves or glowing mushroom groves or nether-intrusion cysts or subterranean blacksand deserts or anything along those lines, I will love you forever. Actually, I will probably do that even if you do something else entirely. I trust your judgement. ^_~ ))
the 1.5.1 version is up for download on the first post, and like i said before, i had to mess with a lot of the code and reorganize much of it so there might bugs, i do expect some of the features to not generate like before according to the biome due to the fact that now it looks for the temperature and humidity instead to the biome name, so please test and let me know if anything is a miss or doesn't work.
also, the flooded caves will have to wait for a future version, i still need to work more on the concept and to add underwater flora i will probably have to use a new block id, adding something like this or this underwater might be cool.
ALSO ALSO ALSO I FORGOT TO SAY THIS BEFORE but I love your mod a lot. You really get the Minecraft aesthetic; all of your additions add a lot of flavor to the base game, without ever intruding on it. I am definitely impressed, and eager to see what you do next.
(( if one of the things you eventually do is add add subterranean villages populated by albino cave-villagers, or large open caves for things like underground jungles or mushroom groves or glowing mushroom groves or nether-intrusion cysts or subterranean blacksand deserts or anything along those lines, I will love you forever. Actually, I will probably do that even if you do something else entirely. I trust your judgement. ^_~ ))
it's always nice to hear that people like my work, also that link you provided has some really interesting ideas, the mushroom and crystal caves have been floating on head for a while as well as forcing the creation of larger caves, though that would require quite a bit of research... unless someone has any links or examples *wink* *wink*
Maybe you can register it as a block with a custom model like the slabs, stairs and brewstand.
the thing is that when water surrounds a non full block you end up with a block of air in the middle of the water and to me that looks bad, specially in a natural envinonment, that is also why I'm thinking of making the stalactites destructible by liquids or destroy them when i flood a cave, just so we don't end up with cubes of air under water.
Only issue I've noticed is every now and then I get the one block high 'column' stalactite spawning suspended in the air between y70 and y80 - Usually above water.
There's also this minor JSON error at load time:
2013-04-11 22:11:38 [SEVERE] [ForgeModLoader] The mcmod.info file in WildCaves3-0.4.zip cannot be parsed as valid JSON. It will be ignored
argo.saj.InvalidSyntaxException: At line 18, column 3: Invalid character at start of value [M].
at argo.staj.InvalidSyntaxRuntimeException$1.asInvalidSyntaxException(InvalidSyntaxRuntimeException.java:39)
at argo.saj.SajParser.parse(SajParser.java:107)
at argo.saj.SajParser.parse(SajParser.java:55)
at argo.jdom.JdomParser$1.parse(JdomParser.java:59)
at argo.jdom.JdomParser.parse(JdomParser.java:66)
at argo.jdom.JdomParser.parse(JdomParser.java:57)
at cpw.mods.fml.common.MetadataCollection.from(MetadataCollection.java:44)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:48)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:347)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Only issue I've noticed is every now and then I get the one block high 'column' stalactite spawning suspended in the air between y70 and y80 - Usually above water.
There's also this minor JSON error at load time:
2013-04-11 22:11:38 [SEVERE] [ForgeModLoader] The mcmod.info file in WildCaves3-0.4.zip cannot be parsed as valid JSON. It will be ignored
argo.saj.InvalidSyntaxException: At line 18, column 3: Invalid character at start of value [M].
at argo.staj.InvalidSyntaxRuntimeException$1.asInvalidSyntaxException(InvalidSyntaxRuntimeException.java:39)
at argo.saj.SajParser.parse(SajParser.java:107)
at argo.saj.SajParser.parse(SajParser.java:55)
at argo.jdom.JdomParser$1.parse(JdomParser.java:59)
at argo.jdom.JdomParser.parse(JdomParser.java:66)
at argo.jdom.JdomParser.parse(JdomParser.java:57)
at cpw.mods.fml.common.MetadataCollection.from(MetadataCollection.java:44)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:48)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:347)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
you've found the reason why the mcmod.info file wasn't working, many thanks.
I've also noticed that the those stalactites aren't generating properly but so far i haven't found why, can you post a screenshot please?
This mod is great! Only one issue: I'm getting weird lighting effects on the glowshrooms... They seem to cast shadows AND light. Putting torches around them actually makes it worse.
This mod is great! Only one issue: I'm getting weird lighting effects on the glowshrooms... They seem to cast shadows AND light. Putting torches around them actually makes it worse.
Here's a screenshot:
Any idea what's going on here?
Thanks!
yeah, i know about this, the new lighting system in 1.5.1 kinda hates the glowing mushrooms, I'm still trying to figure how to fix that
i have the mod running on 1.5.1, have added a couple of requested features, i would like to fix a couple of bugs and run a few tests before releasing but i might not have much time to work on it on the next few day
Edit: the Phrase I was trying to convey was "Less is more" with this mod.... hit me after hitting submit
Glad to hear ... it is slated to be the 3rd mod added to my new server. I LOVE this mod!
i'll probably release a new version later today or tomorrow though since i had to change and mess a lot with the code it will probably have some bugs. In the mean while you can take a look at the change log so far
-updated to 1.5.1
-made the 32x textures the default ones for the mod
-icicles now must be sustained by a solid block or ice
-vines no longer generate into liquids
-Structures generated will no longer replace blocks with TileEntities (like chests)
-2 block tall glowing mushrooms generate properly again
-implemented a basic dimension blacklist (check the config)
-added option to the config to make stalactites/stalagmites solid (it's false by default)
-added option to the config to enable damage when falling on stalgmites (it's false by default)
-skulls/heads in chests now use the new forge chest hook. They're now twice as rare, have a max spawn stack size of 2 and only spawn in dungeons, mineshafts and strongholds.
-structure are now generated based of the biome's temperature and humidity (should work with any mod added biome)
-glowing mushrooms no longer drop glowstone dust when sheared
about the flooded caves, i was going to implement them but then i though that if anyone found one of them in-game they would prefer to go mine else where rather than mine/explore under water. I think i have to tweak a bit the idea, maybe add something nice you can only find in flooded caves to make it more appealing (maybe add a couple of sponges to the flooded caves as well), maybe only flood 1/3 of the height of the cave (though it would still completely flood any branch that went to a lower level). I would appreciate some feed back on this.
Yeah, the real problem with exploring underwater is that you can't see anything. Add some light sources--glowing lichen, dynamic-lighting cave fish that glow in the dark, a faintly luminescent strain of mossy cobblestone... anything, really... and I'd definitely enjoy diving down there.
Occasional fonts of air bubbles to replenish your air in places where there isn't any air pocket at the ceiling would also be cool. Maybe have sponges do that?
Oh! Also! What do you think of the idea of adding Underground Biomes compatibility? I imagine the main issue would be getting stalactites and stalagmites to spawn on/take the color of/drop cobblestone of the new types of rock added by that mod. (Possibly by ensuring that that mod does its stone replacement passes after you generate your speleothems, and coding them to 1. not break because they're on the wrong material, and 2. take on the texture and drops of whatever stone they're connected to?)oh, apparently it already is compatible, I should have read the thread better! ;Also also something something adding Biomes O' Plenty compatibility would it be a pain in the neck or is it actually compatible already blah blah blah I accidentally deleted this paragraph but it doesn't matter becauseoh, apparently it already is compatible, I should have read the thread better! ;ALSO ALSO ALSO I FORGOT TO SAY THIS BEFORE but I love your mod a lot. You really get the Minecraft aesthetic; all of your additions add a lot of flavor to the base game, without ever intruding on it. I am definitely impressed, and eager to see what you do next.
(( if one of the things you eventually do is add add subterranean villages populated by albino cave-villagers, or large open caves for things like underground jungles or mushroom groves or glowing mushroom groves or nether-intrusion cysts or subterranean blacksand deserts or anything along those lines, I will love you forever. Actually, I will probably do that even if you do something else entirely. I trust your judgement. ^_~ ))
also, the flooded caves will have to wait for a future version, i still need to work more on the concept and to add underwater flora i will probably have to use a new block id, adding something like this or this underwater might be cool.
it's always nice to hear that people like my work, also that link you provided has some really interesting ideas, the mushroom and crystal caves have been floating on head for a while as well as forcing the creation of larger caves, though that would require quite a bit of research... unless someone has any links or examples *wink* *wink*
yeah, it's a minecraft plant and thus gets destroyed when water runs over it, it's drops fall to the ground.
the thing is that when water surrounds a non full block you end up with a block of air in the middle of the water and to me that looks bad, specially in a natural envinonment, that is also why I'm thinking of making the stalactites destructible by liquids or destroy them when i flood a cave, just so we don't end up with cubes of air under water.
There's also this minor JSON error at load time:
2013-04-11 22:11:38 [SEVERE] [ForgeModLoader] The mcmod.info file in WildCaves3-0.4.zip cannot be parsed as valid JSON. It will be ignored
argo.saj.InvalidSyntaxException: At line 18, column 3: Invalid character at start of value [M].
at argo.staj.InvalidSyntaxRuntimeException$1.asInvalidSyntaxException(InvalidSyntaxRuntimeException.java:39)
at argo.saj.SajParser.parse(SajParser.java:107)
at argo.saj.SajParser.parse(SajParser.java:55)
at argo.jdom.JdomParser$1.parse(JdomParser.java:59)
at argo.jdom.JdomParser.parse(JdomParser.java:66)
at argo.jdom.JdomParser.parse(JdomParser.java:57)
at cpw.mods.fml.common.MetadataCollection.from(MetadataCollection.java:44)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:48)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:347)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
you've found the reason why the mcmod.info file wasn't working, many thanks.
I've also noticed that the those stalactites aren't generating properly but so far i haven't found why, can you post a screenshot please?
Here's a screenshot:
Any idea what's going on here?
Thanks!
yeah, i know about this, the new lighting system in 1.5.1 kinda hates the glowing mushrooms, I'm still trying to figure how to fix that
makes cave come alive !
i love the fact i ''cant'' use torches in ice cave because it will flood the cave it makes everything a bit harder !