I have a suggestion. I don't know if this is possible but would it be possible to add tides and currents with the rivers,lakes and oceans?
No, due to the sheer number of block creation that would have to be done. I've already considered this for a Myscraft instability with rising water, and its just not feasible.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Indeed! I still need to do some last-minute tweaks so it will be later this evening, but everyone gets to wake up tomorrow morning with a new mod to try. :-)
(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?
No I'm in Montreal and yeah it is very very late here... got some problems in the final build. :-( Should be fixed, with the mod uploaded, within the next few hours.
Absolutely brilliant so far! I found a couple of these in my world https://i.imgur.com/IqkgNse.jpg - I'm using RWG so it could be some teeny tiny crossover problem.
Also, I definitely recommend people use Coro's weather mod with this. It gives the water flow a great sound, especially the noisy waterfalls!
IT IS AWESOME! Could you add support so these rivers spawn in the Lord of the Rings dimension? Here is the link to that mod, and if you could make it compatible, it would be super cool. Thanks!
Absolutely brilliant so far! I found a couple of these in my world https://i.imgur.com/IqkgNse.jpg - I'm using RWG so it could be some teeny tiny crossover problem.
Also, I definitely recommend people use Coro's weather mod with this. It gives the water flow a great sound, especially the noisy waterfalls!
Thanks for your feedback! I just tried the weather mod in question (http://coros.us/mods/weather2) and it does go very well with the rivers.
Regarding your screenshots these are both problems I'm working on - I've solved many bugs of this type before release but the mid-air sources especially are eluding me still. Hopefully I can fix them soon.
For Custom Ore Generation: I'm trying to place blocks along a river edge. Specifically, limonite and clay. (Clay would be generic for vanilla; limonite for a mod that adds "reasonable realism".)
What is the internal name of your mod, and the name of your water block? And, is it possible to get a config option to change the biome of the columns where your rivers run to river? Do you currently / will you be change(ing) the ground blocks (stone, in particular) to dirt/sand/clay as you lay out the rivers? Do your meta values have anything useful for testing/interacting with?
(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?
For Custom Ore Generation: I'm trying to place blocks along a river edge. Specifically, limonite and clay. (Clay would be generic for vanilla; limonite for a mod that adds "reasonable realism".)
As I am said mod author (Keybounce helping with the COG Configs), limonite is for an early, easy-to-find but hard-to-refine, source of iron.
Quick and dirty doodle of the ore production steps:
red smelt (any furnace)
gray grind (mill, grinder, or macerator)
green combine (crafting bench, sifter (only dusts))
As limonite is "bog iron" (and the minable block is more appropriately laterite) I want it to spawn it on the banks of rivers and in swamps. I would very much like to say "Yes, Real Flowing Rivers is a suggested mod and combines well" but that requires some cross-compatibility with the ore spawns in order making a hard task unintentionally harder.
If you are unable/unwilling to make alterations such that COG will be unable to detect your rivers, you could add the ore block in to your structure generation. Block name registration name is "HarderOres:ore_limonite"
We're aiming for smallish pockets, similar to clay deposits in vanilla, relatively uncommon. I'd say two patches near each other along a river of 300 blocks worth of length (such that "finding a river" will be easy, and following it for "half a minecraft day" should result in the player locating at least one patch, giving them time to harvest and return home before sunset).
Once we get the config for the limonite working, I'll be posting a thread and download link.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
What is the internal name of your mod, and the name of your water block? And, is it possible to get a config option to change the biome of the columns where your rivers run to river? Do you currently / will you be change(ing) the ground blocks (stone, in particular) to dirt/sand/clay as you lay out the rivers? Do your meta values have anything useful for testing/interacting with?
The mod id is "streams" and there's 16 different water blocks, one for each flow direction (then 16 each for lava and ice, once those get put back in). Each block name starts with "river/" followed by the material and vector dx/dz. Data values indicate flow decay, same as regular water/lava blocks. Generation-related rules are in a bit of flux as I'm starting to implement a new algorithm for more natural-looking river generation. By popular request, part of this change will involve hooks that will eventually become an API - I'm taking note of your points here as things to include in it.
Draco18s, let me know if you have any other hooks you'd like considered for compatibility with your mod, and I'll add those to my todo list.
(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?
Draco18s, let me know if you have any other hooks you'd like considered for compatibility with your mod, and I'll add those to my todo list.
Just what I've talked about. If anything else comes up I'll be sure to mention it.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
hehe
My mods:
No, due to the sheer number of block creation that would have to be done. I've already considered this for a Myscraft instability with rising water, and its just not feasible.
Indeed! I still need to do some last-minute tweaks so it will be later this evening, but everyone gets to wake up tomorrow morning with a new mod to try. :-)
My mods:
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
My mods:
My mods:
Also, I definitely recommend people use Coro's weather mod with this. It gives the water flow a great sound, especially the noisy waterfalls!
Edit:
Found another not-so-pretty generation you may not be aware of yet - https://i.imgur.com/2JghOsC.jpg
Thanks for your feedback! I just tried the weather mod in question (http://coros.us/mods/weather2) and it does go very well with the rivers.
Regarding your screenshots these are both problems I'm working on - I've solved many bugs of this type before release but the mid-air sources especially are eluding me still. Hopefully I can fix them soon.
My mods:
What is the internal name of your mod, and the name of your water block? And, is it possible to get a config option to change the biome of the columns where your rivers run to river? Do you currently / will you be change(ing) the ground blocks (stone, in particular) to dirt/sand/clay as you lay out the rivers? Do your meta values have anything useful for testing/interacting with?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
As I am said mod author (Keybounce helping with the COG Configs), limonite is for an early, easy-to-find but hard-to-refine, source of iron.
Quick and dirty doodle of the ore production steps:
red smelt (any furnace)
gray grind (mill, grinder, or macerator)
green combine (crafting bench, sifter (only dusts))
As limonite is "bog iron" (and the minable block is more appropriately laterite) I want it to spawn it on the banks of rivers and in swamps. I would very much like to say "Yes, Real Flowing Rivers is a suggested mod and combines well" but that requires some cross-compatibility with the ore spawns in order making a hard task unintentionally harder.
If you are unable/unwilling to make alterations such that COG will be unable to detect your rivers, you could add the ore block in to your structure generation. Block name registration name is "HarderOres:ore_limonite"
We're aiming for smallish pockets, similar to clay deposits in vanilla, relatively uncommon. I'd say two patches near each other along a river of 300 blocks worth of length (such that "finding a river" will be easy, and following it for "half a minecraft day" should result in the player locating at least one patch, giving them time to harvest and return home before sunset).
Once we get the config for the limonite working, I'll be posting a thread and download link.
Looks awesome!
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
You think that's awesome, just wait.
The mod id is "streams" and there's 16 different water blocks, one for each flow direction (then 16 each for lava and ice, once those get put back in). Each block name starts with "river/" followed by the material and vector dx/dz. Data values indicate flow decay, same as regular water/lava blocks. Generation-related rules are in a bit of flux as I'm starting to implement a new algorithm for more natural-looking river generation. By popular request, part of this change will involve hooks that will eventually become an API - I'm taking note of your points here as things to include in it.
Draco18s, let me know if you have any other hooks you'd like considered for compatibility with your mod, and I'll add those to my todo list.
My mods:
streams:river/water/1/-1
Hmm, darn, I just realized -- the blocks on the "edge" are not the only ones that curve...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
Just what I've talked about. If anything else comes up I'll be sure to mention it.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned