If you add it to the worldgen in CS2 new chunks should use it for generating, but existing chunks won't, as they are fully generated already.
It you have existing chunks that you absolutely need them to spawn in, IE you have a large pre-existing mine there, you can download the world files, open it in mcedit2, select the chunks you want it to appear in, and mark them for repopulation. This can cause problems of its own though, as structures made of stone may get some of their stone blocks replaced by ore, and any areas of grass and surface dirt may get new foliage generated on it, or a new water pool generated. It generally does not affect any other blocktypes too much though. It will slow the server down slightly too, as the old chunks will have to populate at about the same speed as a newly discovered chunk.
It's very easy to make mistakes in mcedit as well, especially if you are new to using it, so read up on it and practice a bit on a test world or something, and always make backups of your world files before starting. Also mcedit needs to relight all chunks it makes changes to after most changes, so if you have a very large world it can take an obscenely long time. I'm not positive that marking chunks for repop requires a relight, but it might.
Mojang just released the very first snapshot of 1.9, and one of the new additions is the Grass Path.
I'm trying to "backport" this block to CS2, but it has an very peculiar feature: this block is slightly smaller than other blocs. According to mojang, exacly 15/16 tall.
My question is: Is possible to do an block like that in CS2 right now?
Rollback Post to RevisionRollBack
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Mojang just released the very first snapshot of 1.9, and one of the new additions is the Grass Path.
I'm trying to "backport" this block to CS2, but it has an very peculiar feature: this block is slightly smaller than other blocs. According to mojang, exacly 15/16 tall.
My question is: Is possible to do an block like that in CS2 right now?
In 0.11.22 it should be possible. You can use a post block with thickness 1 and length 15/16.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
Can you add a support for '\n' symbol to drawText? Because it is tricky to put string processing into script to separete them. Also seems like drawTexturedRect doesnt work with setTexture from mod folder. From "/minecraft" it works fine, so probably something broken with path for setTexture.
and had pap.png at the CS2_AlchemyMaster\assets\alchemymaster\textures. And yes it is 256x256 file. And actual image in size is 128x190 located at the top left corner
Also i love the idea of leangth for post blocks. Now i can create table like blocks (like EE2 one). Thats realy cool, never thought about it.
By the way will be there a way for onRandomDisplayTick[] to be not random? Like a tickrate for this one would be cool. Also when i spawn a particles about a 16 blocks away from the block which executed the function it seems like it wount render EVEN if i stand right at the position where it is spawning. Is it because onRandomDisplayTick is executed only for 16 blocks around you?
Any way you did an amazing job at this mod. Having alot of fun dealing with it. I think it is much better then other mod creation tools like mcreator (even though it can use techne modles and gui builder) because it is hard to impliment all the stuff you keep in your mind throug these annoying drop-down menus. Hope that you wont abondon it =). I think it would be funny if we will be able to create your multipage chest and more furnaces mod whith CS2 =)
Can you add a support for '\n' symbol to drawText? Because it is tricky to put string processing into script to separete them. Also seems like drawTexturedRect doesnt work with setTexture from mod folder. From "/minecraft" it works fine, so probably something broken with path for setTexture.
and had pap.png at the CS2_AlchemyMaster\assets\alchemymaster\textures. And yes it is 256x256 file. And actual image in size is 128x190 located at the top left corner
I'm going to add \n support.
The setTexture is broken, until I'll release a fix for it you can use "/alchemymaster/textures/pap.png" which should work fine.
Also i love the idea of leangth for post blocks. Now i can create table like blocks (like EE2 one). Thats realy cool, never thought about it.
By the way will be there a way for onRandomDisplayTick[] to be not random? Like a tickrate for this one would be cool. Also when i spawn a particles about a 16 blocks away from the block which executed the function it seems like it wount render EVEN if i stand right at the position where it is spawning. Is it because onRandomDisplayTick is executed only for 16 blocks around you?
Any way you did an amazing job at this mod. Having alot of fun dealing with it. I think it is much better then other mod creation tools like mcreator (even though it can use techne modles and gui builder) because it is hard to impliment all the stuff you keep in your mind throug these annoying drop-down menus. Hope that you wont abondon it =). I think it would be funny if we will be able to create your multipage chest and more furnaces mod whith CS2 =)
It's not possible to make it not random and it is only executed for blocks 16 blocks away.
Using tile entities, it is possible to have it not random and also have a much greater range. This will most likely be included in the next update.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
I'm using a worldgen mod called Ted's Realistic World Gen (LINK), and this mod have a peculiar feature: the so-called "subBiomes". But i have some errors with this subBiomes: some are listed in CS2InformationFile.txt, while others not (For example: rwg_TundraHills isn't listed, while rwg_Redwood is).
PS 1: Print demonstring this feature attached;
PS 2.: I'm using Galacticraft too.
I don't know how "canonical" this feature is in Forge architeture, but i want to know if is possible to. Another issue (can be related?) is AtomicStryker's Ruins not generating ruins folders for these same-not-CS2-listed subbiomes.
Here my biomes section of CS2InformationFile.txt (Related Question: Why Galacticraft biomes aren't listed either?):
-------------------------------------
--- Biome list
-------------------------------------
Ocean
Plains
Desert
Extreme Hills
Forest
Taiga
Swampland
River
Hell
Sky
FrozenOcean
FrozenRiver
Ice Plains
Ice Mountains
MushroomIsland
MushroomIslandShore
Beach
DesertHills
ForestHills
TaigaHills
Extreme Hills Edge
Jungle
JungleHills
JungleEdge
Deep Ocean
Stone Beach
Cold Beach
Birch Forest
Birch Forest Hills
Roofed Forest
Cold Taiga
Cold Taiga Hills
Mega Taiga
Mega Taiga Hills
Extreme Hills+
Savanna
Savanna Plateau
Mesa
Mesa Plateau F
Mesa Plateau
Sunflower Plains
Desert M
Extreme Hills M
Flower Forest
Taiga M
Swampland M
Ice Plains Spikes
Jungle M
JungleEdge M
Birch Forest M
Birch Forest Hills M
Roofed Forest M
Cold Taiga M
Mega Spruce Taiga
Mega Spruce Taiga
Extreme Hills+ M
Savanna M
Savanna Plateau M
Mesa (Bryce)
Mesa Plateau F M
Mesa Plateau M
fwg_default1
fwg_default2
fwg_default_snow
owg_desert
owg_forest
owg_plains
owg_rainforest
owg_savanna
owg_seasonalForest
owg_shrubland
owg_swampland
owg_taiga
owg_tundra
owg_Classic
owg_Classic_Snow
rwg_riverIce
rwg_riverCold
rwg_riverTemperate
rwg_riverHot
rwg_riverWet
rwg_riverOasis
rwg_oceanIce
rwg_oceanCold
rwg_oceanTemperate
rwg_oceanHot
rwg_oceanWet
rwg_oceanOasis
rwg_snowDesert
rwg_snowForest
rwg_coldPlains
rwg_coldForest
rwg_hotPlains
rwg_hotForest
rwg_hotDesert
rwg_plains
rwg_tropical
rwg_redwood
rwg_jungle
rwg_oasis
rwg_temperateForest
And here a dir of resources\ruins folder (contains GC biomes too):
Attention! CubeX2, I updated CS2 from 0.11.15 to latest 0.11.22 version and my custom mods doesn't loading in game! Good about Forge does backups of my map before playing. My launcher requires to store CS2 mods as zip-file, I think you deleted this ability in new CS2 version. Please return it back
Chest Transporter is so useful for people like me!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
I'm using a worldgen mod called Ted's Realistic World Gen (LINK), and this mod have a peculiar feature: the so-called "subBiomes". But i have some errors with this subBiomes: some are listed in CS2InformationFile.txt, while others not (For example: rwg_TundraHills isn't listed, while rwg_Redwood is).
PS 1: Print demonstring this feature attached;
PS 2.: I'm using Galacticraft too.
I don't know how "canonical" this feature is in Forge architeture, but i want to know if is possible to. Another issue (can be related?) is AtomicStryker's Ruins not generating ruins folders for these same-not-CS2-listed subbiomes.
Here my biomes section of CS2InformationFile.txt (Related Question: Why Galacticraft biomes aren't listed either?):
-------------------------------------
--- Biome list
-------------------------------------
Ocean
Plains
Desert
Extreme Hills
Forest
Taiga
Swampland
River
Hell
Sky
FrozenOcean
FrozenRiver
Ice Plains
Ice Mountains
MushroomIsland
MushroomIslandShore
Beach
DesertHills
ForestHills
TaigaHills
Extreme Hills Edge
Jungle
JungleHills
JungleEdge
Deep Ocean
Stone Beach
Cold Beach
Birch Forest
Birch Forest Hills
Roofed Forest
Cold Taiga
Cold Taiga Hills
Mega Taiga
Mega Taiga Hills
Extreme Hills+
Savanna
Savanna Plateau
Mesa
Mesa Plateau F
Mesa Plateau
Sunflower Plains
Desert M
Extreme Hills M
Flower Forest
Taiga M
Swampland M
Ice Plains Spikes
Jungle M
JungleEdge M
Birch Forest M
Birch Forest Hills M
Roofed Forest M
Cold Taiga M
Mega Spruce Taiga
Mega Spruce Taiga
Extreme Hills+ M
Savanna M
Savanna Plateau M
Mesa (Bryce)
Mesa Plateau F M
Mesa Plateau M
fwg_default1
fwg_default2
fwg_default_snow
owg_desert
owg_forest
owg_plains
owg_rainforest
owg_savanna
owg_seasonalForest
owg_shrubland
owg_swampland
owg_taiga
owg_tundra
owg_Classic
owg_Classic_Snow
rwg_riverIce
rwg_riverCold
rwg_riverTemperate
rwg_riverHot
rwg_riverWet
rwg_riverOasis
rwg_oceanIce
rwg_oceanCold
rwg_oceanTemperate
rwg_oceanHot
rwg_oceanWet
rwg_oceanOasis
rwg_snowDesert
rwg_snowForest
rwg_coldPlains
rwg_coldForest
rwg_hotPlains
rwg_hotForest
rwg_hotDesert
rwg_plains
rwg_tropical
rwg_redwood
rwg_jungle
rwg_oasis
rwg_temperateForest
And here a dir of resources\ruins folder (contains GC biomes too):
IMHO, the netherrack furnace is useless. Coal is so easy to find; why the hell would anyone want to use something that takes 90 seconds to burn one item? Like, I could understand if furnaces required something like diamonds to burn stuff, but this is just ridiculous. You could get stacks of coal in just an hour of gameplay.
You're not the first to say this and I agree with you. I'm trying to make it more useful.
Attention! CubeX2, I updated CS2 from 0.11.15 to latest 0.11.22 version and my custom mods doesn't loading in game! Good about Forge does backups of my map before playing. My launcher requires to store CS2 mods as zip-file, I think you deleted this ability in new CS2 version. Please return it back
I haven't changed anything that could cause this. Zipped mods work just fine.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
Maybe I anything do wrong when update from 0.11.15?
I change string "mods" to "config" in CustomStuff2.class. Maybe now my custom mods searching in "config" folder? Please, return back using folder specified not in CustomStuff2.class, if you does it. Thanks!
Maybe I anything do wrong when update from 0.11.15?
I change string "mods" to "config" in CustomStuff2.class. Maybe now my custom mods searching in "config" folder? Please, return back using folder specified not in CustomStuff2.class, if you does it. Thanks!
So you altered the code for the customstuff2 mod without source code, for whatever reason, and are now surprised that it does not work?
Try this:
1) Re-download the customstuff2 jar, and the archive containing the js.jar from the main post. Extract the js jar from the archive.
2) Do not alter them. They do not require any modifications.
3) Put the customstuff2 jar, the js.jar, and your personal mod in the "mods" folder in your minecraft folder or server folder.
If your mod is the version that worked correctly with 11.15 it should then work correctly.
If you add it to the worldgen in CS2 new chunks should use it for generating, but existing chunks won't, as they are fully generated already.
It you have existing chunks that you absolutely need them to spawn in, IE you have a large pre-existing mine there, you can download the world files, open it in mcedit2, select the chunks you want it to appear in, and mark them for repopulation. This can cause problems of its own though, as structures made of stone may get some of their stone blocks replaced by ore, and any areas of grass and surface dirt may get new foliage generated on it, or a new water pool generated. It generally does not affect any other blocktypes too much though. It will slow the server down slightly too, as the old chunks will have to populate at about the same speed as a newly discovered chunk.
It's very easy to make mistakes in mcedit as well, especially if you are new to using it, so read up on it and practice a bit on a test world or something, and always make backups of your world files before starting. Also mcedit needs to relight all chunks it makes changes to after most changes, so if you have a very large world it can take an obscenely long time. I'm not positive that marking chunks for repop requires a relight, but it might.
Hi again!
Mojang just released the very first snapshot of 1.9, and one of the new additions is the Grass Path.
I'm trying to "backport" this block to CS2, but it has an very peculiar feature: this block is slightly smaller than other blocs. According to mojang, exacly 15/16 tall.
My question is: Is possible to do an block like that in CS2 right now?
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
In 0.11.22 it should be possible. You can use a post block with thickness 1 and length 15/16.
Don't work propely =/
mod.js
mod.addBlock("grass_path.js", "post");
grass_path.js
name = "grass_path";
material = "ground";
stepSound = "gravel";
creativeTab = "buildingBlocks";
addToCreative[0] = true;
thickness[0] = 1;
length[0] = 15/16;
hardness[0] = 0.5;
resistance[0] = 2.5;
toolClass[0] = "shovel";
harvestLevel[0] = 0;
drop[0] = "grasspath:grass_path 1";
textureFileXP[0] = "grass_path_side.png";
textureFileXN[0] = "grass_path_side.png";
textureFileYP[0] = "grass_path_top.png";
textureFileYN[0] = "grass_path_bottom.png";
textureFileZP[0] = "grass_path_side.png";
textureFileZN[0] = "grass_path_side.png";
I uploaded my mod too:
http://puu.sh/jl8qj/b762895d14.zip
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
For posts and other facing blocks, textures are defined by:
textureFileBack[0] textureFileFront[0] textureFileSides[0]
You'll probably also want to define the following so the blocks are always upright.
canFaceBottom canFaceSides canFaceTop
Check the blocks page in the documentation, scroll down to "Facing, crossTexturePost, furnace, flat, post".
Hope this helps.
This game is so oreing.
Oh thanks, i never made a post block before, Cube just say to add length and thickness atribute, thanks
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
No sweat. I wasn't aware of the "length" attribute, and learning about it inspired these li'l lights, so win-win.
This game is so oreing.
Can you add a support for '\n' symbol to drawText? Because it is tricky to put string processing into script to separete them. Also seems like drawTexturedRect doesnt work with setTexture from mod folder. From "/minecraft" it works fine, so probably something broken with path for setTexture.
I have use these commands
renderer.setTexture("pap.png");
renderer.drawTexturedRect(guiX, guiY, 0, 0, 128, 190);
guiX was 192
guiY was 82
and had pap.png at the CS2_AlchemyMaster\assets\alchemymaster\textures. And yes it is 256x256 file. And actual image in size is 128x190 located at the top left corner
Also i love the idea of leangth for post blocks. Now i can create table like blocks (like EE2 one). Thats realy cool, never thought about it.
By the way will be there a way for onRandomDisplayTick[] to be not random? Like a tickrate for this one would be cool. Also when i spawn a particles about a 16 blocks away from the block which executed the function it seems like it wount render EVEN if i stand right at the position where it is spawning. Is it because onRandomDisplayTick is executed only for 16 blocks around you?
Any way you did an amazing job at this mod. Having alot of fun dealing with it. I think it is much better then other mod creation tools like mcreator (even though it can use techne modles and gui builder) because it is hard to impliment all the stuff you keep in your mind throug these annoying drop-down menus. Hope that you wont abondon it =). I think it would be funny if we will be able to create your multipage chest and more furnaces mod whith CS2 =)
I'm going to add \n support.
The setTexture is broken, until I'll release a fix for it you can use "/alchemymaster/textures/pap.png" which should work fine.
It's not possible to make it not random and it is only executed for blocks 16 blocks away.
Using tile entities, it is possible to have it not random and also have a much greater range. This will most likely be included in the next update.
Hi again (x342324)!
I'm using a worldgen mod called Ted's Realistic World Gen (LINK), and this mod have a peculiar feature: the so-called "subBiomes". But i have some errors with this subBiomes: some are listed in CS2InformationFile.txt, while others not (For example: rwg_TundraHills isn't listed, while rwg_Redwood is).
PS 1: Print demonstring this feature attached;
PS 2.: I'm using Galacticraft too.
I don't know how "canonical" this feature is in Forge architeture, but i want to know if is possible to. Another issue (can be related?) is AtomicStryker's Ruins not generating ruins folders for these same-not-CS2-listed subbiomes.
Here my biomes section of CS2InformationFile.txt (Related Question: Why Galacticraft biomes aren't listed either?):
-------------------------------------
--- Biome list
-------------------------------------
Ocean
Plains
Desert
Extreme Hills
Forest
Taiga
Swampland
River
Hell
Sky
FrozenOcean
FrozenRiver
Ice Plains
Ice Mountains
MushroomIsland
MushroomIslandShore
Beach
DesertHills
ForestHills
TaigaHills
Extreme Hills Edge
Jungle
JungleHills
JungleEdge
Deep Ocean
Stone Beach
Cold Beach
Birch Forest
Birch Forest Hills
Roofed Forest
Cold Taiga
Cold Taiga Hills
Mega Taiga
Mega Taiga Hills
Extreme Hills+
Savanna
Savanna Plateau
Mesa
Mesa Plateau F
Mesa Plateau
Sunflower Plains
Desert M
Extreme Hills M
Flower Forest
Taiga M
Swampland M
Ice Plains Spikes
Jungle M
JungleEdge M
Birch Forest M
Birch Forest Hills M
Roofed Forest M
Cold Taiga M
Mega Spruce Taiga
Mega Spruce Taiga
Extreme Hills+ M
Savanna M
Savanna Plateau M
Mesa (Bryce)
Mesa Plateau F M
Mesa Plateau M
fwg_default1
fwg_default2
fwg_default_snow
owg_desert
owg_forest
owg_plains
owg_rainforest
owg_savanna
owg_seasonalForest
owg_shrubland
owg_swampland
owg_taiga
owg_tundra
owg_Classic
owg_Classic_Snow
rwg_riverIce
rwg_riverCold
rwg_riverTemperate
rwg_riverHot
rwg_riverWet
rwg_riverOasis
rwg_oceanIce
rwg_oceanCold
rwg_oceanTemperate
rwg_oceanHot
rwg_oceanWet
rwg_oceanOasis
rwg_snowDesert
rwg_snowForest
rwg_coldPlains
rwg_coldForest
rwg_hotPlains
rwg_hotForest
rwg_hotDesert
rwg_plains
rwg_tropical
rwg_redwood
rwg_jungle
rwg_oasis
rwg_temperateForest
And here a dir of resources\ruins folder (contains GC biomes too):
03/08/2015 20:54 <DIR> .
03/08/2015 20:54 <DIR> ..
14/07/2015 06:28 <DIR> asteroids
14/07/2015 02:59 <DIR> beach
14/07/2015 02:59 <DIR> birch forest
14/07/2015 02:59 <DIR> birch forest hills
14/07/2015 02:59 <DIR> birch forest hills m
14/07/2015 02:59 <DIR> birch forest m
14/07/2015 06:29 <DIR> callisto
14/07/2015 02:59 <DIR> cold beach
14/07/2015 02:59 <DIR> cold taiga
14/07/2015 02:59 <DIR> cold taiga hills
14/07/2015 02:59 <DIR> cold taiga m
14/07/2015 02:59 <DIR> deep ocean
23/07/2015 10:28 <DIR> desert
14/07/2015 02:59 <DIR> desert m
14/07/2015 02:59 <DIR> deserthills
14/07/2015 06:28 <DIR> elipse
14/07/2015 06:29 <DIR> europa
14/07/2015 02:59 <DIR> extreme hills
14/07/2015 02:59 <DIR> extreme hills edge
14/07/2015 02:59 <DIR> extreme hills m
14/07/2015 02:59 <DIR> extreme hills+
14/07/2015 02:59 <DIR> extreme hills+ m
14/07/2015 02:59 <DIR> flower forest
14/07/2015 02:59 <DIR> forest
14/07/2015 02:59 <DIR> foresthills
14/07/2015 02:59 <DIR> frozenocean
14/07/2015 02:59 <DIR> frozenriver
14/07/2015 02:59 <DIR> fwg_default1
14/07/2015 02:59 <DIR> fwg_default2
14/07/2015 02:59 <DIR> fwg_default_snow
14/07/2015 02:59 <DIR> generic
14/07/2015 02:59 <DIR> hell
14/07/2015 02:59 <DIR> ice mountains
14/07/2015 02:59 <DIR> ice plains
14/07/2015 02:59 <DIR> ice plains spikes
14/07/2015 06:29 <DIR> io
14/07/2015 02:59 <DIR> jungle
14/07/2015 02:59 <DIR> jungle m
14/07/2015 02:59 <DIR> jungleedge
14/07/2015 02:59 <DIR> jungleedge m
14/07/2015 02:59 <DIR> junglehills
14/07/2015 06:28 <DIR> marsflat
14/07/2015 02:59 <DIR> mega spruce taiga
14/07/2015 02:59 <DIR> mega taiga
14/07/2015 02:59 <DIR> mega taiga hills
14/07/2015 06:28 <DIR> mercury
14/07/2015 02:59 <DIR> mesa
14/07/2015 02:59 <DIR> mesa (bryce)
14/07/2015 02:59 <DIR> mesa plateau
14/07/2015 02:59 <DIR> mesa plateau f
14/07/2015 02:59 <DIR> mesa plateau f m
14/07/2015 02:59 <DIR> mesa plateau m
14/07/2015 06:29 <DIR> moon
14/07/2015 02:59 <DIR> mushroomisland
14/07/2015 02:59 <DIR> mushroomislandshore
14/07/2015 02:59 <DIR> ocean
14/07/2015 02:59 <DIR> owg_classic
14/07/2015 02:59 <DIR> owg_classic_snow
14/07/2015 02:59 <DIR> owg_desert
14/07/2015 02:59 <DIR> owg_forest
14/07/2015 02:59 <DIR> owg_plains
14/07/2015 02:59 <DIR> owg_rainforest
14/07/2015 02:59 <DIR> owg_savanna
14/07/2015 02:59 <DIR> owg_seasonalforest
14/07/2015 02:59 <DIR> owg_shrubland
14/07/2015 02:59 <DIR> owg_swampland
14/07/2015 02:59 <DIR> owg_taiga
14/07/2015 02:59 <DIR> owg_tundra
23/07/2015 10:28 <DIR> plains
14/07/2015 06:28 <DIR> pluto
14/07/2015 02:59 <DIR> river
14/07/2015 02:59 <DIR> roofed forest
14/07/2015 02:59 <DIR> roofed forest m
13/03/2015 15:41 4.618 rotation_mappings.txt
14/07/2015 02:59 <DIR> rwg_coldforest
14/07/2015 02:59 <DIR> rwg_coldplains
14/07/2015 02:59 <DIR> rwg_hotdesert
14/07/2015 02:59 <DIR> rwg_hotforest
14/07/2015 02:59 <DIR> rwg_hotplains
14/07/2015 02:59 <DIR> rwg_jungle
14/07/2015 02:59 <DIR> rwg_oasis
14/07/2015 02:59 <DIR> rwg_oceancold
14/07/2015 02:59 <DIR> rwg_oceanhot
14/07/2015 02:59 <DIR> rwg_oceanice
14/07/2015 02:59 <DIR> rwg_oceanoasis
14/07/2015 02:59 <DIR> rwg_oceantemperate
14/07/2015 02:59 <DIR> rwg_oceanwet
14/07/2015 02:59 <DIR> rwg_plains
14/07/2015 02:59 <DIR> rwg_redwood
14/07/2015 02:59 <DIR> rwg_rivercold
14/07/2015 02:59 <DIR> rwg_riverhot
14/07/2015 02:59 <DIR> rwg_riverice
14/07/2015 02:59 <DIR> rwg_riveroasis
14/07/2015 02:59 <DIR> rwg_rivertemperate
14/07/2015 02:59 <DIR> rwg_riverwet
14/07/2015 02:59 <DIR> rwg_snowdesert
14/07/2015 02:59 <DIR> rwg_snowforest
14/07/2015 02:59 <DIR> rwg_temperateforest
14/07/2015 02:59 <DIR> rwg_tropical
14/07/2015 02:59 <DIR> savanna
14/07/2015 02:59 <DIR> savanna m
14/07/2015 02:59 <DIR> savanna plateau
14/07/2015 02:59 <DIR> savanna plateau m
14/07/2015 02:59 <DIR> sky
14/07/2015 06:38 <DIR> space
14/07/2015 02:59 <DIR> stone beach
14/07/2015 02:59 <DIR> sunflower plains
14/07/2015 02:59 <DIR> swampland
14/07/2015 02:59 <DIR> swampland m
14/07/2015 02:59 <DIR> taiga
14/07/2015 02:59 <DIR> taiga m
14/07/2015 02:59 <DIR> taigahills
14/07/2015 06:28 <DIR> venus
I've open this issue in all respective mod threads, to see authors opinions:
RWG: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1281910-teds-world-gen-mods-realistic-world-gen-alpha-1-3?comment=6284
CustomStuff2: Here, of course
Ruins: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-ruins-structure-spawning-system?comment=3065
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Attention! CubeX2, I updated CS2 from 0.11.15 to latest 0.11.22 version and my custom mods doesn't loading in game! Good about Forge does backups of my map before playing. My launcher requires to store CS2 mods as zip-file, I think you deleted this ability in new CS2 version. Please return it back
You can still zip your mods in 0.11.22. I always zip mine, and it works fine. Did you make any other changes at the time you updated to 0.11.22?
No. I just updated Forge to #1492 and CS2 to 0.11.22
Chest Transporter is so useful for people like me!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
I guess some of the subbiomes are registered as actual biomes and others are not. Definitely not a bug in CS2.
You're not the first to say this and I agree with you. I'm trying to make it more useful.
I haven't changed anything that could cause this. Zipped mods work just fine.
Are you use latest Forge #1492?
I do.
Maybe I anything do wrong when update from 0.11.15?
I change string "mods" to "config" in CustomStuff2.class. Maybe now my custom mods searching in "config" folder? Please, return back using folder specified not in CustomStuff2.class, if you does it. Thanks!
So you altered the code for the customstuff2 mod without source code, for whatever reason, and are now surprised that it does not work?
Try this:
1) Re-download the customstuff2 jar, and the archive containing the js.jar from the main post. Extract the js jar from the archive.
2) Do not alter them. They do not require any modifications.
3) Put the customstuff2 jar, the js.jar, and your personal mod in the "mods" folder in your minecraft folder or server folder.
If your mod is the version that worked correctly with 11.15 it should then work correctly.