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    posted a message on Climatic Biomes 2

    In case anyone is still following this thread here, Climatic Biomes now has its own (optional) chunk generator for "realistic" terrain -- now, you get two world types, Climatic Vanilla and Climatic Realistic.

    Posted in: Minecraft Mods
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    posted a message on MineFantasy2 - Alpha
    Quote from charisard56»

    With all due respect, but honestly, I think Minefantasy I is better. I mean, Minefantasy I added some realistic details, not too much, but Minefantasy II adds... too much realism. That's not Minecraft, it looses it's magnificence.

    But hey, this mod is perfect for making civilizations and stuff, but I don't think Minefantasy II is good for survival mode.


    I generally agree, at least as far as my preference.

    Posted in: WIP Mods
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    posted a message on [SOLVED] Skin not showing up in 1.6.4 and older

    Someone ought to make a mod to fix it. Too bad Forge and MCP dev environments don't work properly for these older versions and they won't even allow people to discuss modding older versions (making it hard for a fix to be found for that). But hacking support for the newer texture system into older version would be pretty cool.

    Posted in: Skins
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    posted a message on Doomlike Dungeons

    That's good to know as a test in case I ever manage to updated -- or even for improved 1.12 -- evorkers make good elite mobs, not quite rakshasas (rakshasa are OP even alone), but good enough. You could add illusioners if you wanted, and pillagers and vindicators could be a good replacement for witches in versions where witches are neutral.

    Posted in: Minecraft Mods
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    posted a message on Climatic Biomes 2

    If anyone is still following this, please take the poll.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Robijnvogel»

    Just so you know, The RTG Discord just re-opened their Highlands channel not too long ago (called it "higlands-revived". So if you need a place to discuss these porting ideas of yours, that may be a good place for it. ;)


    Thanks -- I'll check it out. Hopefully re-opening an old channel is a sign they may even save me the trouble.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)

    I've seen the GitHub for a 1.8 update, but it seems abandoned. If I have time, would it be OK if I were to update it, say to 1.12.2+? Also, it doesn't seem to have all the biomes -- is there a way to get the old code with all the biomes for reference, in case I were to do that?

    Posted in: Minecraft Mods
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    posted a message on Replace Emeralds in Villager trades

    I like the idea but never figured out how to do it (I was trying to make them use MineFantasy coins a few years back). But would be a great thing for someone to have.

    Posted in: Requests / Ideas For Mods
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    posted a message on Doomlike Dungeons

    Seeing as these forums are about to be closed I'd like to add one final message. Thank you to everyone who commented, complimented, and critiqued my mod. Thank you for the suggestions and the feedback, and for taking the time to try out and hopefully enjoy my this. Thank you to all the YouTubers who made and posted reviews, the modpack creators who found cool ways to use this, and my fellow modders who I've worked with or taken suggestions from -- the thanks to Minecraft Forums for giving me a place to share my little project with the rest of the world. To those I don't speak to again, farewell -- it was a good time and a good place.


    Goodbye, thanks for the good times!

    Posted in: Minecraft Mods
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    posted a message on Adventures of the Ancients (MineFantasy Based Modpack)

    It may be time to host it elsewhere. Dropbox and Google Drive may work?


    Well, Google Drive didn't work (also wanted to load a page instead), but I think it should work with technic again now using drop box.

    Posted in: Mods Discussion
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    This mod needs to be updated, and perhaps expanded with release1.6.4 as a generator type (last before a certain update "changed the world").

    Posted in: Minecraft Mods
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    posted a message on Climatic Biome Placement

    I think its about time a declare that I am "retiring" from moding -- this and Doomlike Dungeons will most likely "die" in 1.12.2, and likely Dungeons Mobs (again) if Sunconure doen't fully take over. Climatic may get a few minor feature updats for the 1.12.2 edition. Of course, this assumes no one takes them over and continues them (they are open source).


    I don't have the time, or at this point modtivation, to deal with updating to 1.13.2 with all its changes. If I find time to work on a game related project, at this point I'd rather start on my own game anyway.

    Posted in: WIP Mods
  • 0

    posted a message on Doomlike Dungeons

    I think its about time a declare that I am "retiring" from moding -- this and Climatic Biomes will most likely "die" in 1.12.2, and likely Dungeons Mobs (again) if Sunconure doen't fully take over. Climatic may get a few minor feature updats for the 1.12.2 edition. Of course, this assumes no one takes them over and continues them (they are open source).


    I don't have the time, or at this point modtivation, to deal with updating to 1.13.2 with all its changes. If I find time to work on a game related project, at this point I'd rather start on my own game anyway.

    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (they're back!)

    That might be something to check.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (they're back!)

    That's really confusing, the code is mostly like this:



    	@Override
    	public boolean getCanSpawnHere() {
    		if (rakshasaIg || DungeonMobsHelper.isNearSpawner(world, this, mobName)) {
    			return super.getCanSpawnHere();
    		}
    		if (world.canBlockSeeSky(new BlockPos(posX, posY, posZ))) {
    			return false;
    		}
    		if (posY > 38.0D && !ignoreHeight) {
    			return false;
    		}
    		return super.getCanSpawnHere();
    }




    That's for rakshasa; I didn't use the rust monster specifically because it has a bunch of other stuff about spawning near metal. There is code to allow them to spawn near mob spawner for that monster. Then it immediately says no if it can see the sky, then it checks height -- and then, finally, it goes back to normal mob spawning where light is actually checked. I don't get what could go wrong, especially since it doesn't happen to me. So then I start going: Other mods? Forge version (shouldn't matter)? Java version (shouldn't really mater)? OS (also, shouldn't matter) ... what else is there? But the issue is still open -- I just wanted to make sure it was still a problem before closing it or saying help is wanted.

    Posted in: Minecraft Mods
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