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    posted a message on New Biospheres Mod!

    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. :D
    (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:

    • It should be a bit faster, it skips a ton of work by skipping chunks that would just all be filled with the outside block (it does an arrays.fill and moves on), and it now it caches the sphere data for each grid segment so that each chunk doesn't have to regenerate the same sphere over and over.
    • Lakes / Lava Pools now have uneven bottoms (when noise is turned on) rather than just being a half sphere that was way too deep, it's shaped a lot more naturally now.
    • It's now multi-core friendly -- the original code kept a lot of state in the provider objects, so if you called them method twice from different threads with two different chunks... well, you weren't going to get good results. -- This is fixed now, so you can turn on those multi-core chunk loading settings in OptiFine with this Mod now. :-)

    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.

    • Added support for Minecraft 1.7.2.
    • Orb's are now fully configurable (including glass outside block, ore chances, etc.)
    • Orb Stairways are now fully configurable.
    • Biome weights are now configurable.
    • I've split the Configuration settings into Multiple Pages/Groups.
    • The spawning logic has been improved.

    Features Added (Week of April 10th, 2015) [v0.85]:

    • Domes are now configurable (like Ore Orbs were previously), there are up to four types of domes with four types of blocks in each dome (each with individual weights).
    • The spawning logic has been improved some more. You should no longer spawn in the void, or on top of a dome.
    • Light is able to pass through the dome blocks (like if you make the dome block "TNT", it should not be pitch black inside -- you can't see through the blocks, but it's light inside, just like "TNT" was glass).

    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! :D

    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:




    Posted in: WIP Mods
  • 1

    posted a message on New Biospheres Mod!
    Apologies guys, Nov. was a busy month for me at work, so I've been away for awhile -- I haven't forgotten about this-- I got started on porting some of the additional missing features (caves, mine shafts, biome features, etc.) but it's not ready yet, it's super buggy and needs a lot of work -- I should have time later this month or early next month (Dec. 2014 / Jan. 2015) to put towards that stuff.

    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).
    Posted in: WIP Mods
  • 1

    posted a message on New Biospheres Mod!
    Quote from Olivenpizza»
    no i didnt mean having the nether in spheres i thought about finding obsidian (which should be possible with water and lava :D) the flint and steel is the bigger problem and the end is only accessable through the portal in the dungeon thing ( can never remember that name xD) and idk if this will still spawn in the world?

    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.
    Quote from Keybounce»

    Well, I'm putting together a server based on exploration. For this, I want each dimension to be distinct in some way. Climate Control is incompatible with Mystcraft (sadface, although testing with the current release candidate, it only messes up "Native Biome Controller", so it's not completely hopeless), and it's low-priority being just a variation on normal worlds (a much better variation to be sure). I am looking at Twilight Forest as our "starting" world, with user-made portals to the overworld disabled. Getting out of the forest would be via Mystcraft worlds, and getting to the overworld would require a mystcraft star fissure. I'm actually waiting for ATG for 1.7.10 to be released for the overworld.

    I can easily (trivially) make a mystcraft portal to dimension 2, or whatever dimension you can use for BioSphere world. So if you can be a chunk provider for a dimension other than 0, then you fit in nicely.

    Basically, as long as everything wants to modify dimension 0 (climate control, ATG, highlands, biospheres), there's a "incompatible together" issue.

    I'll take a look at making this configurable

    Quote from Olivenpizza»
    will the 1.7.10 version work for all 1.7. versions?

    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. :mellow: -- At any rate, the next version I upload should work with 1.7.2 and 1.7.10.
    Posted in: WIP Mods
  • 1

    posted a message on New Biospheres Mod!
    Quote from KaosRitual»
    Will modded ores spawn automatically or do you have to make them do it manually/ are unable to make them generate?

    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").
    Quote from Olivenpizza»
    is there still the possibility to go to the end?

    and a suggestion: maybe you could make an additional world type which is just the vanilla but with these sphere flying like 50 blocks above the ground :)

    will the 1.7.10 version work for all 1.7. versions?

    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?
    Quote from Keybounce»
    Hmm ...

    Perhaps a bit of a silly question: Do you have to be dimension 0?

    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. :-)
    Posted in: WIP Mods
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