Oi, BrainSlug...this is amazing.
Reworking Risu's Biospheres has been on my "I hope I someday have the time and knowledge to do this someday" list ever since Risu killed my hopes for a server version.
I'm going to be following this very closely.
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Oi, BrainSlug...this is amazing.
Reworking Risu's Biospheres has been on my "I hope I someday have the time and knowledge to do this someday" list ever since Risu killed my hopes for a server version.
I'm going to be following this very closely.
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Quote from BrainSlugs83»
I like the idea of custom floating villages; I will have to add that to the feature tracker! Very neat idea!
And of course it need to check to make sure the structure generation starts in a biosphere (that's a problem I'm having with mine generation right now -- it kinda goes nuts! -- but again, I have some ideas on fixing it.)
What I don't get is -- what do you mean by they "have to start attached to biospheres but can be found coming off from them"? -- like the village could start on the edge of a biosphere and then head out into the void? -- Like you want the village to be able to break through the glass, or what? -- I think the (regular) villages should probably not be allowed to come off from the sphere.
Also, what do you mean by "so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying" -- is this another mod -- or something else?
Like the floating villages would start on a biosphere so you can get on and off them but then the floating versions will be able to edge off the biosphere into the void and be magical floating ones. While normal ones would always be limited to being inside the biospheres.
stuff floating in the void is exactly what it sounds like. Witchery seems to force it's structures to generate regardless of what it's doing which results in strawmen structures, witch circles and hobgoblin huts just floating on massive dirt pillars in the sky between the biospheres cause they generated off the world and so it just makes a pillar for it to spawn on.
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Not currently. Structure generation in general isn't implemented.Though looking at it with JD-GUI, it'll probably work "out-of-the-box" if/when structure generation is implemented. Or at least most of it will.Which reminds me, I need to double-check that NBM properly does mod events.
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Did the Better Villages Mod Work with this mod ?
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Quote from BrainSlugs83»
Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).
Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.
ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.
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So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.
Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.
Botania flowers don't occur. so you're boned unless you fertilizer them. it's probably something cause of the lack of dungeon and cave decoration. cause if i remember straight there are different world generation layers. like it generates the world, generates special flora and other features it classifies as "decoration" then it generates the ores, dungeons etc into the rocks and stuff.
Since in flatland generation when making your own code for a flatlands it allows you to actually leave out key words like "villages" or "decoration" and stuff and it won't generate those on the world... unless you've got a mod like witchery or minefactory poop/sludge lakes that don't give a F#$% and generates their stuff anyway. Even in the top of a bedrock covered world cutting a hole in the bedrock or floating in the void. witchery's structures don't care. >_> but most things won't be generated by default unless he takes a look at it and gets them allowed to generate. Like zelda sword skills secret rooms for one... or strongholds.
(wouldn't be a problem in aetherwars. don't mind me. shameless plugs everywhere. >_>)
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So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.
Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.
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Quote from BrainSlugs83»
RIGHT? O.O
Cool, I'll have to try it at 256. If it works, we'll use it!
I have ... no idea what's going on in these images. But it looks ****ing scary as hell.
I have no idea what this torch is... but ... it still looks ****ing scary. haha.
Yeah, just ... until we get structures (caves, mineshafts, etc.) working ... it's a lot less interesting / lucrative down there... IMHO, so, I don't go down as much. Sometimes it's fun to make a little ant tunnel to the side of the sphere though -- especially if there's an oreorb near by.
Cool. I'll have to check that out.
mm...
:V
alright, we'll see.
for some reason baby ghasts from fathertoast's special mobs are the only things that want to spawn in your mushroom biomes that turn up in biospheres. they're just little ghasts that try to run into you and sit on you... they're kinda like a hungry little swarm of metroids, without the sticking on your head and sucking your soul part... but yeah, blood moon from random things by default is a thing that when it occurs tints the night, and moon colors red and causes mobs to be able to spawn in darkness much closer to the player than normal (like within 4 blocks or so rather than the usual 16), it also doubles the amount of spawns. but in aetherwars it's tripled, so yeah, very much minighasts.
A magnum torch is an item from extra utilities which is somewhat late-midgame gear, using a decent amount of diamonds and gold. chandeliers which are basically decorative torches made of some gold, a diamond and a bunch of torches can be hung up and they actually stop natural spawns within a 16 radius of where they're placed. meanwhile, using 5 of those, some wood, and a potion of healing and regeneration you can combine them into a magnum torch which is basically a large awesome torch that although it only gives off light like glowstone it provides a 64 block radius with natural spawn protection. so with one of those down regardless of the blood moon, the closer mob spawn distance and larger max spawn levels the mobs can't spawn cause the magnum torch under that beacon is protecting the area... and that beacon set-up is just a thing from botania used to summon a rather strong boss which I won't go into. :V
lots of fun hole digging to be had in aetherwars thats for sure, with the maximum sized biospheres being 80 or so. those're usually the ones where the entire top is open cause they're so big and half the bottom is clipping out of the world. :V
alright, I'll expect you on mah thread. gimme a pm if you're interested.
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Quote from BrainSlugs83»I'm going to edit the initial post soon and have it point at the github. In the future I'd like to just track all the feature requests and issues in the github issue tracker.
Good point, I should fix that so that, "air" in "non-filler" blocks just means "empty" instead and is skipped.
You asked, I delivered.
I'm dumping a bunch of things to the tracker as we speak.
Also:
Please make "air" different from "skipped". Having gaps of air between biospheres, although perhaps a bug, is an interesting feature, and one that I would appreciate being left in.
Perhaps a separate toggle for "should generate bridges" instead?
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Quote from BrainSlugs83»
Yes,
Edit: apparently, that shows up as an inline video instead of a hyperlink. Who'd'a'thunk it.
Interesting. I thought the old world height was 64, and now it's 128. But you're saying it's 256? -- I will have to look into this. I tried bumping up the contents of the array, but it didn't seem to work last time I tried. -- When did this value get updated?
I agree. It's like a ****ing monster mash outside at night. With regular gear, you are pretty much guaranteed to die. a lot.
I tend to make the ore spheres into my hide outs, 'cause they're easy to defend, and lots to do in there until daylight. Also if you find a bridge with two spheres on it, you can do a little bit of night travel -- but still it's pretty risky. :3
DRAGOON! and it comes up as a hyperlink in a quote while I'm writing the post but not once it's posted and becomes a thing? o.o thats odd. o.o
nah, the old height was always 128... atleast since alpha. it was until just above the cloud layer which is around 110 or so (don't quote me on that) but since atleast the minecraft full release versions I remember it being changed to 256. but it definitely wasn't as far back as the original tekkit modpacks that used bukkit... *checks it quickly* well what do you know? minecraft's world height is apparently google general knowledge or autoknowledge, cause when you search minecraft max height it actually comes up with a quote and link in the google search. XD but yeah, it was since minecraft version 1.2 that it became 256.
even in my modpack until you hit a certain threshold of gear it becomes a pretty lethal experience. but you should see it during a god damn blood moon!
THIS is what can happen when you have fathertoasts special mobs and random things proceeds to make it a blood moon while you're in a biosphere that is a mushroom biome. just MINI GHASTS for days.
although if you have extrautilities usually a single magnum torch smack in the middle of the sphere is enough to pacify the entire place. (it's buried under that summoning structure for the botania boss)
Ore spheres are indeed good early game hiding spots. but so is digging straight down directly in the middle of a biosphere filling it up and then making your entire base underground at night and then coming above during the day and securing it once everything has calmed down.
If you want something to play with biospheres on to test with it while also having lots of fun do you want to help me test my modpack? I've been using biospheres on it since the first iteration while patiently waiting for you to turn up again to continue your great work.
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Hey guys, this is my first mod project.
It's a port/update of Risugami's original Biosphere Mod for Minecraft 1.6.x. I fixed a lot of random stuff in here, and made a lot of random updates/restructures as well and even added a few things.
DOWNLOAD LINKS (Updated April 16, 2015):
NewBiospheresMod-1.7.x-0.8.jar (STABLE)
NewBiospheresMod-1.7.x-0.85.jar (!!BETA!! !!BUGGY!!)
(PLEASE NOTE: the beta version has introduced some new issues and they're pretty bad -- I hope to have them fixed soon -- but in the meanwhile, upgrading should only be for the most adventurous. This version will eat your dog and burn your house down.)
(Requires Minecraft 1.7.x with the latest appropriate version of Forge Installed, just put this in your "Mods" folder.
Tested with MC 1.7.2 / Forge 1147, and MC 1.7.10 / Forge 1291 -- with JRE 7u76 for Windows, 64-bit.)
The source is available on github (with full dev. environment setup instructions) at: https://github.com/BrainSlugs83/NewBiospheresMod
You'll find the release archives under the "Releases" folder.
I'm trying to transition this mod to the github page, so we can track issues, etc. (so I don't lose track of them). If something needs discussion, we can do that here, but otherwise, let's try to migrate the feature requests and bugs to the github page issue tracker.
Ore Orb Changes:
This is probably the most obvious change: the ore orbs are covered in glass, they have a lot more ore in them than before, and they're placed randomly now too. And while it's still pretty damn hazardous to get to/from them, it's also about one million percent more feasible with the new janky, randomly half-missing stairways. Another hazard that's been added for shits and giggles is the random blocks of lava you'll find in them.
(Note: the density of the ore, and the presence of the stairways are configurable.)
Config File Changes:
This is probably the next biggest win: I've updated the configuration / properties to the mod to be editable from within Minecraft (under the mods menu), a lot of the settings are different than before. Of important note: changes to the settings only affect NEW WORLDS that you create (yes you can click an existing world and select "re-create", a restart is not required). -- If you're having trouble understanding something, hover over the option and wait for the hover text to pop-up, it should explain how to use each property.
Other Changes:
Off the top of my head:
Features Added (Week of Oct. 18, 2014) [v0.8]:
Remember, when you change the configuration options, they only apply to new Worlds. Unfortunately, for the new options, it will apply to your existing World, but only the first time you open it. After that the existing world will remember that option forever (this is to prevent you from derping up your existing worlds). To make a world forget the existing options go into the data directory and delete the "newbiospheresmod.dat" file.
Features Added (Week of April 10th, 2015) [v0.85]:
Planned Features (Backlog):
Issues and features are now being tracked on The GitHub Issue Tracker for the project. Please feel free to log your bugs or feature requests there (make sure to search that there's not a duplicate).
If you want to discuss an issue before logging it or need some help, feel free to post here!
Questions, Comments, Suggestions, Feedback, etc. are all very welcome. If you experience any issues or ****ed up terrain, etc. please post the seed, coordinates (and any custom configuration settings), and I'll take a look.
Let me know what y'all think!
Epilogue (for now):
I took a break from developing this morning and decided to play test it while I listen to an audio book -- here are some screenshots:
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I also did some testing and I think it only affects dimension 0. It doesn't affect the nether at least, and since there's no towers yet (see the previous paragraph, I'll be working on it soon) -- so I don't think you can get to the End.
RE: "Alrighty, thanks. And can I use this mod in my modpack?"
You sure can! -- knock yourself out -- It's released under the "Do What the **** You Want" public license, so you can do ... whatever the **** you want with it (even redistribute the code or sell the work) -- I just want to contribute, and if I disappear or something, at least the code is up in a public place and it won't have to be re-engineered again!
RE: "If i install this awesome mod will it convert my survival map to spheres or is it under the world types map in the new game options?"
It should* not convert your existing Worlds -- it requires that the World you create be a Biospheres world (*: if it does convert a non-Biospheres world, that's a pri-0 bug that I should fix right away, so if you experience that, please report it -- esp. if you can figure out reproduction steps to make it happen consistently, etc. -- If you're worried about it doing this, backup you levels first before installing it -- but I've not experienced any issue like this, so it should be fine).
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Oh yeah, no dungeons spawn yet (to my knowledge). I would like to fix that soon. Plenty of gravel and flint can be found in the orbs for now, but I would like to generate more "natural" biomes in the spheres eventually so that you get things like gravel and actual hills, etc. in there.
I'll take a look at making this configurable
FYI. I took some time this afternoon to try it in 1.7.2 -- I found some bugs and fixed them -- the bugs ended up pretty simple to fix -- but it took quite a bit of time to find them in the first place. -- At any rate, the next version I upload should work with 1.7.2 and 1.7.10.
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For the ore orbs the current logic does it manually. The current logic does things a bit too manually for my tastes, I hope by version 1.0 it will rely on Minecraft a bit more to do that kind of stuff. For now though at least, I'd like to support modded ores. -- For inside the biospheres, the original ore spawning logic is the last bit of code that I haven't fully reverse engineered and rewritten, so I'm unsure if it's as hard coded as everything else or if it's playing nicely with other mods. We could test it and see what happens. I suppose that should be added to my todo list: "Support modded ores (in both biospheres and in ore orbs").
The end and the nether should still function as before -- they were both features I never really cared much for so I haven't tested them, but those dimensions should function as before I think... -- let me know if you find any specific bugs, and I'll take a look at fixing them. (EDIT: Or were you asking something else, like: "is the end and nether in biospheres as well?" ... and honestly, I don't know -- I haven't tried yet -- but if the mod is/isn't doing something and it's causing playability/usability issues, let me know -- I'm all ears.)
I thought about the idea of floating biospheres in a normal world as well. In general I like the idea, but I feel that transitioning between the dome network and the ground might become awkward. Maybe the bridges need stairways down, or ladders or something, and probably lots of glowstones so that monsters aren't everywhere in the daylight... not sure. -- Any thoughts?
As for other 1.7 versions... I haven't tried, I ported directly to the latest (1.7.10). Please test it out and let me know -- if you get a crash log, post it, and I'll see if it's something that's easy to fix or not. -- Which particular version are you interested in?
I ... don't know. Is it causing an issue with another mod / game mechanic? -- or did you have something else in mind? (Maybe we could make it configurable?) -- This is my first real foray into Minecraft modding, so if I'm derping something up (even another mod) let's at least take a look and see if it's something that can be fixed. :-)