• 0

    posted a message on 14w10c Lighting Bug
    Curious if anyone else has noticed the lighting getting a bit wonky in 14w10c.

    Here is a screenshot from 14w08a. Nothing wrong with the light on the fence or the button.
    http://i.imgur.com/i5XsVud.png

    Now here is a screenshot from 14w10c. The button is shaded poorly and the fence seems to be much too bright.
    http://i.imgur.com/Jjwoxnb.png

    Doesn't seem to help if I break the fence or the button and toss them up again, or reset the lighting by breaking the torches and doing the same. I've also noticed lighting bugs with stone walls and anvils -- they don't seem to be affected by smooth lighting anymore, and a line of them shows their varying light levels as painfully obvious gradients.

    edit: ah, it appears to be a noted bug (https://bugs.mojang.com/browse/MC-50263). Some problem with ambient occlusion. Hopefully it gets fixed soon!
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Specific Spawn Locations for Ores?
    Any other ideas? I've sort of made this work by forcing the WorldGenLakes class to spawn my ore at the edge of lava lakes instead of stone, but it only functions correctly about half the time. Apparently most of the underground lava is generated differently...
    Posted in: Modification Development
  • 0

    posted a message on Specific Spawn Locations for Ores?
    Quote from Kovu

    Do a check for lava. If lava is detected within x amount of your block, then spawn.

    For the other, not sure how you'd go about that, other than doing a blockNear == null check...


    Yeah, I know I need to check for lava within a radius of the randomly selected coordinates, but I'm not sure how to do that. I think I need to use an array and sort through the results, but I haven't had any luck with it yet.
    Posted in: Modification Development
  • 0

    posted a message on Specific Spawn Locations for Ores?
    Here's my working generation code. Really simple.

        public void generateSurface(World world, Random random, int chunkX, int chunkZ)
    	{	
    		for(int i = 0; i < 30; i++)
    		{	
    			int randPosX = chunkX + random.nextInt(16);
    			int randPosY = random.nextInt(128);
    			int randPosZ = chunkZ + random.nextInt(16);
    			
    			(new WorldGenMinable(brimstone.blockID, 15)).generate(world, random, randPosX, randPosY, randPosZ);
    		}
    
    		for(int p = 0; p < 30; p++)
    		{
    			int randPosX = chunkX + random.nextInt(16);
    			int randPosY = random.nextInt(128);
    			int randPosZ = chunkZ + random.nextInt(16);
    
    			(new WorldGenMinable(saltpeter.blockID, 15)).generate(world, random, randPosX, randPosY, randPosZ);
    		}
    	}
    Posted in: Modification Development
  • 0

    posted a message on Specific Spawn Locations for Ores?
    I'm making a simple mod that adds two ore types. I've successfully got the ores spawning in the world, but I'd like to be able to narrow down where they spawn -- and not just how deep or in which biomes. I've managed both of those. I'm looking to get one ore to spawn only in the vicinity of lava pools (underground or on the surface) and the other one to spawn only in caves.

    I've poked around with reeds for a while, hoping I could figure it out by looking at the code that places them near water, but I'm not having any luck. Anyone have any advice?
    Posted in: Modification Development
  • 0

    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Hey, thanks for the great tutorials! I'm trying to get a couple of new ores working in my game, and I'm almost there. They spawn fine and drop what I need...but I'd like to make their spawn locations a bit more specific. One needs to spawn at the edges of lava pools (above ground or underground), and the other needs to spawn only in caverns.

    Anyone have any advice? I've sort of managed to get the lava pool ore working by replacing some of the lava blocks at world gen, but it's not a great solution. I'd prefer to have these blocks surround the pools.
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Thanks for the great tutorials! They've made beginning my Minecraft modding much, much easier! :-)

    Maybe someone can point me in the right direction on a couple of questions. I'm trying to create a simple mod that generates two more types of ore. I've succeeded in getting the ores to generate in the world and drop the appropriate stuff when mined, but I'd like to add some more specific spawning rules to each ore type. One needs to spawn very close to lava, and the other needs to appear almost exclusively in caverns.

    For the close-to-lava-block, I suppose I could drop the maximum height of the spawn down to around the bottom of the map, but I'd like the ore to appear everywhere lava is (including the rare-ish surface pools). As for the cavern ore, I know there must be a way of hooking into the cavern generation script, but I haven't had any success with it yet.

    Thanks in advance for any help anyone might provide me with. :)
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [V1.6] Xie's Hunger Mod v1.4 (SMP Supported)
    Fantastic mod. Well-designed and elegant in execution and appearance. Hunger like this should really be an option in vanilla Minecraft.

    By the way, any chance of an fm.class merger with Balkon's Weaponmod? Tough to choose between them.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4_01] Ruins (v6 Beta)
    Sounds like some neat stuff coming with random rotation of templates and whatnot. Keep up the good work -- there's a ton of potential in these templates.

    Here's a simple one I whipped up in a few minutes...it's a guard house of sorts. I set the weight high just so people could find one more easily. It'd be simple to change the rules to punch more holes in the thing too, if you're going for a real ruins look. Think I'll make an ice castle that only spawns on snow and ice next...

    # guard house

    weight=10
    embed_into_distance=2
    acceptable_target_blocks=1,2,3,12,13
    dimensions=9,10,9
    allowable_overhang=2

    rule1=0,100,4
    rule2=0,100,5
    rule3=0,100,300
    rule4=0,100,50-3
    rule5=0,100,50-5

    layer
    3,3,3,3,3,3,3,3,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,1,1,1,1,1,1,1,3
    3,3,3,3,1,3,3,3,3
    3,3,3,3,3,3,3,3,3
    endlayer

    layer
    0,0,2,0,0,0,2,0,0
    0,1,1,1,1,1,1,1,0
    2,1,2,0,0,0,2,1,2
    0,1,0,0,0,0,0,1,0
    0,1,0,0,1,0,0,1,0
    0,1,0,0,0,0,0,1,0
    2,1,2,0,0,0,2,1,2
    0,1,1,1,0,1,1,1,0
    0,0,2,1,0,1,2,0,0
    0,0,2,0,0,0,2,0,0
    endlayer

    layer
    0,0,2,0,0,0,2,0,0
    0,1,1,1,1,1,1,1,0
    2,1,2,0,0,0,2,1,2
    0,1,0,0,0,0,0,1,0
    0,1,0,0,5,0,0,1,0
    0,1,0,0,0,0,0,1,0
    2,1,2,0,0,0,2,1,2
    0,1,1,1,0,1,1,1,0
    0,0,2,1,0,1,2,0,0
    0,0,2,4,0,4,2,0,0
    endlayer

    layer
    0,0,2,0,0,0,2,0,0
    0,1,1,1,1,1,1,1,0
    2,1,2,0,0,0,2,1,2
    0,1,0,0,0,0,0,1,0
    0,1,0,0,0,0,0,1,0
    0,1,0,0,0,0,0,1,0
    2,1,2,0,0,0,2,1,2
    0,1,1,1,1,1,1,1,0
    0,0,2,1,1,1,2,0,0
    0,0,2,0,0,0,2,0,0
    endlayer

    layer
    2,2,2,2,2,2,2,2,2
    2,1,1,1,1,1,1,1,2
    2,1,2,2,2,2,2,1,2
    2,1,2,0,0,0,2,1,2
    2,1,2,0,0,0,2,1,2
    2,1,2,0,0,0,2,1,2
    2,1,2,2,2,2,2,1,2
    2,1,1,1,1,1,1,1,2
    2,2,2,2,2,2,2,2,2
    0,0,2,2,2,2,2,0,0
    endlayer

    layer
    2,0,0,0,0,0,0,0,2
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    0,1,1,1,1,1,1,1,0
    2,0,0,0,0,0,0,0,2
    0,0,0,0,0,0,0,0,0
    endlayer

    layer
    2,2,2,2,2,2,2,2,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,1,1,1,1,1,1,1,2
    2,2,2,2,2,2,2,2,2
    0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0
    0,1,0,0,0,0,0,1,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,1,0,0,0,0,0,1,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0
    0,5,0,0,0,0,0,5,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    0,5,0,0,0,0,0,5,0
    0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0
    endlayer
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4_01] Ruins (v6 Beta)
    Wonderful mod. I'm having a blast creating template files that generate massive structures like crumbling skyscrapers and broken pavilions. Dramatically increasing the ruins.txt spawn and site rates provides a really interesting "forgotten civilization"-esque map.

    More templates would be great...I'd love to see some good ones that others have created. I'll try to post some of mine as soon as I perfect them. What's nice is that, since they're just text files, no download is required -- you merely need to copy and paste the data directly into a post.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.3_01] Doomspork's Auto Run + Toggle Sneak! [v3]
    Great mod! Very handy. This should really be a default keybinding for vanilla Minecraft.

    That said, is there any way to make this compatible with ModLoader? Looks like it conflicts on ig.class.
    Posted in: Minecraft Mods
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