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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
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    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
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    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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    posted a message on Dungeon Mobs (they're back!)
    Quote from MohawkyMagoo»

    Thanks for all that - I will check for other mod interference on the spawning.


    Any look with this -- we aren't sure if this is an issue that need to say open at this point.

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

    I absolutely love the Rivers in this mod. Large, wide, and deep. Completely incredible. But as noted in, i think, Curse, the coast lines are super straight edged and harsh. Overall, a pretty great mod, exactly what i was looking for

    Does Admist work with this mod?



    I don't know why technical islands (may not really be islands if they generate next to land) are like that -- it doesn't seem an obvious problem with land not created by the island adding code (which allows a section of ocean to be partially turned to land). I could make it possible to turn the islands off, though it might make ocean journeys boring.


    As for admist, I don't know. I never tried it. I really don't know how admist works under the hood either.


    Edit: I suspect it won't. I've thought of release my own (much simpler) app to test seeds though. I don't know when or if I'll get around to that.

    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons

    After all these months and starting some other projects I've come back to make a small but important tweak to the loot mechanics. Specifically, the level 8 ("special") loot that was intended only with literal bosses would become quite common if the loot options were configured even slightly generously. This should not happen now.


    As for other plan and developments -- nope, this mod is basically all I'd hoped for and more. Not, dead (I hope), but done -- there really isn't anything more that can be added other than compatibility to new game versions as they come out. I'm not sure anything can be completely perfect, but this is as close to a perfect realization of what this mod was supposed to be as can probably be made.


    One thing that worries me, though -- with talk of Minecraft 1.13 separating world gen on to separate threads (though some multi-threading already seems to be going on), and Lex Manos talking changes to Forge to for cleaner mod making I am worried. I hope concurency issues (problems with threading) or some strict new control to stop mods from creating "cascading world gen" doesn't kill this.


    In the mean time be sure to check out Climatic Biomes, my new large-scale world gen mod.

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

    Climatic Biome 2 has been released!!!

    Posted in: Minecraft Mods
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