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    posted a message on Mountaineering: Minecraft Style
    Seems interesting!

    I'm just wondering if frostbite, altitude sickness, thirst and sleep are not all things that could be added normally without being necessarily for mountaineering.

    As for mountains starting from bedrock, this would radically change the way a normal world would be generated I would think. Instead, is it possible to make mountains higher than Y=128?
    Posted in: Requests / Ideas For Mods
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    posted a message on Realistic stone: the deeper it is, the harder it gets
    Hi there!

    I think that the fact that stone is relatively easy to mine is a bad thing for exploration and adventure. Looking for diamond? Dig more or less straight down to almost bedrock, and then make tunnels in hope to find it. Not much risk. Not exciting. This is way too easy. This is not minecraft.

    I was thinking of having different set of stone which would be harder than normal stone when hitting the Y=40 but this would complicate world generation.

    So why not make it that the lower a stone is on the Y-axis, the longer it takes to mine it? That, or it breaks down the pickaxe more easily. Whichever is easier to code / better for user experience.

    This small change would sound like an annoyance, but by forcing people to go through caves, the adrenaline of the risk to encounter funny folks is higher. So the choice would be less clear between breaking down slowly the rock, or risking your (minecraft) life in caves and mine shafts.
    Posted in: Requests / Ideas For Mods
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    posted a message on Better Blocks/ more stairs, half slabs and bricks
    I'm upping this, I sincerely think it is a good idea and that aside from changing the way blocks like fences and iron bars are displayed through same changes as a column, it will not need new textures.

    I have to add though that it would be great if we could have wooden walls in the same fashion as present iron bars or glass panels. Same thing, no need for more textures as it would use the same texture as wood planks.
    Posted in: Requests / Ideas For Mods
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    posted a message on Generating random structures in Minecraft
    Salut le suisse :P
    I am conscious that it takes a lot of different parts to be added and that each are made of blocks to make a whole. This is why I am basing my mod on the village classes and my mind has difficulty to grasp the concept, but I'm getting there :)

    I wish to use Schematics for buildings if possible, so if you know a good schematics interpreter It would be awesome :D
    Posted in: Modification Development
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    posted a message on Generating random structures in Minecraft
    Thanks a lot for your help I'm going to look at this and see how I can apply that to my mod :)
    Posted in: Modification Development
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    posted a message on Generating random structures in Minecraft
    Hi there,I have started to work on a mod making Towns, a modified version of villages. You can find the original topic here. I do not change the villages, and rather makes a whole new type of dwelling place for villagers :) Schematics are being done, I guess I will have to turn them into Java or a text file, I'm not sure yet.

    My main problem here is that I don't know where to start, as in, randomly find a new place to add a town (its well at the very least).I noticed while browsing the files that Net.World.Gen.ChunkProviderGenerate has MapGenVillage and MapGenScatteredFeature variables. I don't know how to use these more than reckon they simply are.

    If any of you could direct me to a way to randomly find a spot on the map without modifying the ChunkProviderGenerate class itself, I will be very happy!
    Posted in: Modification Development
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    posted a message on More/Better Villages (And not the same structure things, either)
    What do you think of un uninhabited town underwater? It would not hold living villagers, but it would be ruins of an ancient city. It could still have chests, filled with rarer items.

    To give you news over the coding, it is not yet far in development, but I give myself a limit of January the 3rd to be able to present a test version.
    Posted in: Requests / Ideas For Mods
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    posted a message on Owl mod
    If the Owl is tameable, it seems like a good idea. They would follow you over head and attack enemies attacking you.

    Pellet looting is actually a laughable but good idea :D I personally thing it should just give random Everything findable / craftable, even big objects like a cobble stone stair.

    I guess they should all have the same model but have different textures, and maybe different sizes, I like Calderonus idea of keeping them realist looking.

    The thing with special arrows is when one uses a bow and shoots, it takes any arrow in the inventory if I'm correct. Not sure how one could decide which arrow to use when the player has more than one arrow type.
    Posted in: Requests / Ideas For Mods
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    posted a message on ~The Real Geography Mod~
    I guess modding could be done by using actual elevated maps fed to the program...

    So to use this mod one would have to either be connected to an internet map database if it is possible, or have a simplistic aerial view of the world in an image file and it would build out from it.

    I personally think that if this is done so, there should be no villages and one builds the cities in the iconic area the way they see the city.
    Posted in: Requests / Ideas For Mods
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    posted a message on Minecraft 2 (The future of minecraft)
    Hi there,

    I think you can take off the better graphic and the new biomes. One is taken care of by optifine and the other by some mods. And since there is a mod already creating custom npcs, why do you want to make your own version? You may work with the other modder so both of your mods are working well together.

    What do you mean by Time travel? Is it like very far back like dinosaur era, ice age, water world, or more short term, because there is a mod working on short term time travel, don't remember the name.

    In your list, I really like herobrine, magic, storyline, in-game skin creator and maybe mob creator and more worlds but maybe not 12.
    Posted in: Requests / Ideas For Mods
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    posted a message on More/Better Villages (And not the same structure things, either)
    One of the reason why I want to call those new villages <towns> is that they will come with enough villagers and doors to have at least a golem or two :)

    As for being zombie proof, I am working on city walls and sufficient lighting but that is to come later.

    I'm not sure I understand what you mean by destroying the stairs to a minimum?

    I think I like your mansion idea, but I would have to see how it looks, if you want to build one I'd be happy to work on that!

    The only sad thing with villagers, if I understood well, is that they don't "see" doors that are too far up or down, making 2nd and 3rd floor only aesthetic.


    Nevertheless, why not call the mod "Towns and Mansions"?
    Posted in: Requests / Ideas For Mods
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    posted a message on Better Blocks/ more stairs, half slabs and bricks
    I think that what you have is already very promising. You may want to make a poll with one multiple choice question asking for every block type you want to be added, and this way people can vote for their wish list.
    Posted in: Requests / Ideas For Mods
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    posted a message on More/Better Villages (And not the same structure things, either)
    What do you see the mansions for? Do they appear in the towns or on their own in the world? Will they be different by biomes?

    The thing is that mansions could be great, but it has to be small and simple enough to fit in an open world environment.

    A mansion could also be a normal construction like the castle and windmill, but they would all look the same, safe for changed blocks per biomes, so they would have to be rarely occurring.

    Although if appearing on their own in the world, I guess I could make the mansions big enough so it would have randomized rooms inside. it could be like a domain owned by a single entity... the ghast :P

    If so, it may as well be a different mod but both of them can work together. I dunno, what's your impression?
    Posted in: Requests / Ideas For Mods
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    posted a message on Modify method of a class, not the whole class
    Hi there, thanks all of you a lot for your help

    I think the only easy way to do this is to change the core mod where it is, and have to update the class every time its vanilla version changes.

    My question is then, How can I encompass this new class into an installable mod?
    Posted in: Modification Development
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    posted a message on Modify method of a class, not the whole class
    @Kukipett (je me sens mal d'écrire ce nom, ils sont fous ces Suisses ^^') I know this is a class likely to change and it is also heavy, but it's an easier possibility!

    @dmillerw I am indeed just starting, so yeah when I read your post I blinked a couple times. I'll check it out but if you have a specific class for me to look at it would be great :D
    Posted in: Modification Development
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