• 1

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from YukonAppleGeek

    If i had the money i would donate $1000, one of the best mods ever, Thank You!! I hope your dad is doing good :tongue.gif: .

    Wish people had felt that way when I originally wrote BTM :tongue.gif:

    I only ever got enough donations to take my wife and kid out to dinner once. I know R-T-B is having better luck with donations than I did though. Best of luck to you on keeping it updated :smile.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on HOW DO YOU MINE? (preferred method of mining)
    I have to use a mob trap for my mining since I use TNT to strip mine. Definitely not the most efficient, but I find it to be more fun.

    1. Dig a spiral shaft downwards until I hit bedrock and then back up until I'm right above the lava layer. The size of the shaft depends on how early of a stage I am in the game. Usually if I am at the points I have a mob trap and am producing TNT, then the shaft is no less than 8x8 with two spiral 'staircases' going down it. One is for foot traffic (using steps) and the other is for minecarts.
    2. Dig out a room around the shaft I just made. I like to have some room so it usually extends 5 blocks outward from the walls of the center mine shaft (from the surface) and is at least 4 blocks in height. This gives me a 20x20x4 room (assuming the mineshaft I am using to get underground is an 8x8) with a 10x10 'room' at the center containing my two spiral staircases inside my 8x8 mine shaft.
    3. I then pick a spot along one of the walls and dig a horizontal 1x2 shaft out for a while (making sure to mine out all the resources I find along the way). Since I am not concerned with having a very smooth, tidy mine I don't put a lot of effort into prepping the mineshaft for explosive mining. Though this also means I am more likely to accidentally destroy some resources, but I'm ok with that.
    4. I then start backfilling the shaft with cobblestone and TNT. I put one block of cobble at the bottom and a block of TNT on top of that. I then put four more cobble stone along the bottom followed by another TNT on top. I keep this up until I have backed all the way out of the mineshaft.
    5. I then punch the TNT, take cover, and watch it blast out a tunnel that is 3x3 or larger (depending on the surrounding materials in the shaft) tunnel
    6. I then walk through the large space and pick up all the material laying on the ground and mining all of the newly exposed resources while I place torches.
    7. Repeat starting at step 3.

    Like I said, it's not terribly efficient, but it's a lot more fun to me and let's me mine out large spaces faster and using less picks. The obvious time sink to this is having to dig up all the necessary sand. Of course, if you just give yourself TNT then it removes that annoyance to the method which I do on occasion since I don't have a whole lot of time to play these days :sad.gif:
    Posted in: Survival Mode
  • 0

    posted a message on Programing
    If you don't want to start completely from scratch, then I would suggest checking out OGRE to use as a graphical rendering engine. It's written in C++ but has wrappers for other languages (.NET, Python, and Java) so you have some choice as to what you want to write your code in. It also comes with a lot of plugins and support tools that help you accomplish whatever it is you are wanting to do.

    As for what language(s) to use, everyone is going to have their own preference based around what they have the most experience with and/or are most comfortable with.

    If you are pretty new to programming, then I would really suggest staying away from C++ as much as you can. While it is a powerful language, it's been around so long that so much has been added to it that it's a monster in terms of trying to learn and use effectively. It also relies on your to perform a lot of things manually that the other languages will do automatically.

    Between .NET (VB and C#), Python, and Java it's really a toss up. They all can get the job done and are definitely easier to learn/use than C++. Personally, I wouldn't use VB so that narrows it down to C#, Python, and Java. I do most of my work in C# so that is my, obvious, preference, but I have used both Python and Java. I consider Java and C# to be very similar languages and if you can do one you can do the other. Someone is bound to jump on me about them not being the same, but, grammatically and syntactically, they are close enough that it's easy to transition from one to the other in terms of just writing code in either. Having writing a lot of code in both, I really prefer C# over Java. However, as mentioned before, Java is nice because it works across multiple platforms without much hassle. Can't say the same for .NET. As for Python, it was an easy language to learn and work with, but I just haven't had much use for it since grad school. No one can say that you can't write 3D games with it though as Eve Online is written using a variant of Python.

    The short of it all is I would suggest starting with an existing graphical engine (like OGRE) and learning/using C#, Python, or Java. You may just want to try leaning a little in each and see which one makes the most sense to you and go with that one.
    Posted in: Discussion
  • 0

    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from R-T-B »
    Bucyruss! Man you have no idea how happy I am to hear you are ok!

    I've been having my own RL issues, I will admit. It'd be great if we could put a team together to keep this up to date. Reverse engineering your work was quite the challenge, making it bukkit compatible even moreso. I can't describe the absolute admiration I have for you at the end of the day, to be honest I don't really understand how what you did works, I just update the classes, haha. :smile.gif:

    My BOB system is quite behind due to the issues with my family, so if anyone knowledgable in Java wants to help me or Bucyruss out, contact me and I'll happily set you up.

    In the meantime, here's an early present: A possibly working 1.4 SSP version. Please checkout and test on the google code site. :smile.gif:

    Thanks for the compliments :smile.gif:

    As much as I would like to help keep it up to date and/or work on adding some of the features to it that were on my old list, I just really don't have the time. Even since 'coming back' I've still not downloaded/updated Minecraft yet, let alone play it and it took me a good week to get around to checking the forum again :tongue.gif:

    Though if you do have any questions about my code, especially now since I posted the source, just send me a PM and I'll try to get it answered for you.

    Did want to add that once I do get a little more free time (hopefully within 1-2 months) I can probably pick up helping with BTM again. The thing that really discouraged me near the end was the lack of an API and Notchs' seeming unwillingness to put forward the time/effort needed to create a proper one for modding. It's a pain in the ass to do, but it really needs to be done. That and him releasing three or four versions of MC that all broke BTM within the span of 1.5 to 2 weeks :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from Ricowan »
    You're alive! :smile.gif: Great to hear from you, Bucyruss, and I totally understand where you're coming from.

    I was wondering... do you still have the source code for BiomeTerrainMod as of your last update way back when, and if so could upload it somewhere? I would like to compare it against the latest versions R-T-B has been generously providing, and maybe use it as a leaping off point for me to get back into Java and do some mods of my own.

    Of course I still have the source code :smile.gif: I religiously made a new copy and two backups on different machines in different locations for every revision of the mod and for every version of Minecraft that came out while I worked on it. I have some of the revisions here at work, but not sure if they are the last versions I did prior to getting sick. Here they are though:

    SSP version for alpha 1.2.4. May work through alpha 1.2.6 (last version before beta)
    http://www.mediafire.com/file/1xn8ez31l ... t1.2.4.rar

    SMP version for alpha 0.2.6
    http://www.mediafire.com/file/35wbf03kv ... r0.2.6.rar

    Let me know if there are issues with either of those downloads or if you need any additional information about the classes in them. Fairly certain I did all my work in Eclipse and both those files should be the project folders for them. If I have anything newer it would only be updated class names to make them compatible with the few versions that came out between these and the launch of beta.

    Quote from santaman »

    Bucyruss !!!!

    Glad to see you here and checking in. Thank you, your sudden departure left some of us concerned about your well being, but I am glad to hear all is well.

    R-T-B: Sorry to hear of your fathers illness, and I wish him a speedy recovery. many of us I am sure feel that family comes first, and then you can worry about the other things in life, like us =) So no pressure, as I discovered from my first attempt these updates are not only tedious, but extremely tedious. =) I should have my eclipse station finished up this week and should be able to start reviewing code again hopefully by this weekend. If I can just get one successful compile from sources OF BTM I will consider that my first hurdle, then I can concentrate are gaining a better understanding of the code to possibly assist with future updates.

    well I am at work no so keeping it short.

    AGAIN: Bucyruss, GREAT to hear from you and glad to hear your health is better now, and R-T-B keep your chin up, and know you have alot of well wishers here

    EDIT: Bucyruss, I would second the request of your sources, if you would be so kind, but I would also understand if you preferred not to or if you have since lost that code. More code to compare the better in my eyes. =)

    I went from feeling fine one day to unable to leave the bed the next. I spent the better part of December stuck in a bed and my wife wanting to take me to the hospital on more than one occasion. I, stubbornly, refused because I don't like hospitals. It really wasn't until January until I felt well enough to even consider returning to Minecraft and modding, but, as I mentioned above it was my way of getting out and getting back to enjoying my free time and spending more of it with my family. I'd thought about returning and letting everyone know what was up sooner, but always felt too guilty and just avoided it. I've been wanting to start playing Minecraft again lately and knew I'd have to make the above post at some point.

    As you mentioned, these updates are very tedious with the lack of a proper API. I know that some tools/resources were (suppose to be) coming out around the time that I disappeared that have, hopefully, made it easier. I'd also started making changes to how I had the mod structured to try and make it easier on myself as well. It was still a huge pain in the ass when you are dealing with a large mod that isn't set up properly (thanks to my lack of skills with Java) to handle changes to class names easily. That amount of work double once I created a SMP version of the mod as well. I had resisted making one for a long time because I wasn't enthusiastic about having to do the same update twice every time a new version of MC came out, but too many people were asking for it to ignore.

    I forgot to mention R-T-B in my first post :sad.gif:

    First off, best wishes to you and your family. Hope your father does well and make a quick recovery.
    Thanks a lot for picking up my mod and continuing to update it for the community :smile.gif:
    Posted in: Minecraft Mods
  • 2

    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    I figured I'd finally drop by and and leave a comment :smile.gif:

    First off, I do apologize for having abandoned this mod and leaving a lot of people hanging without any answers or updates. I am relieved, however, to see that someone did pick it up and continue development/updates with it. I've never been a very skilled Java programmer as I never used the language outside of Minecraft modding, so it's definitely to everyones benefit that the mod was picked up by someone more skilled at Java than I.

    As for what happened to me, I do feel I owe a lot of people an explanation. I did end up getting very sick for over a month and just never felt well enough to try and keep up with the BiomeTerrain mod at the time with how quickly updates were coming from Notch. I used this absence from Minecraft/modding as an excuse to hang up my hat with both the game and mods. I have a tendency to become overly obsessed with things that really interest me and can start to neglect other responsibilities because of this. Long story short: I started putting Minecraft ahead of things that were more important than a game. On top of this I started feeling like maintaining and developing the BiomeTerrain mod was becoming more like a job than a hobby. It had gotten complex enough that between updating it for every Minecraft update, researching the code, trying to add new features, testing, etc... I was consuming all the free time (I don't have a lot of that to begin with) I had just to keep up. I was never getting the time to even play Minecraft any more as all I had time for was working on the BiomeTerrain mod.

    This had to stop and my lengthy sickness gave me the excuse I needed to get out. I felt horrible for abandoning all the people that enjoyed and used my mod and it bothered me for quite a while. It was some relief to me when I got news that someone else had taken up where I left off. I don't know if I will ever take up modding again, but I do hope to return to playing Minecraft one of these days. I've not actually played the game since early December, but it constantly calls to me. Though I think I'll make myself stick to just playing and enjoying the game next time. It does make me happy to know that I created something important enough that it continued on even after I left :smile.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Sorry for not being around much. I've been really sick and not felt like doing much of anything, let alone writing code. Also, I'll probably put off any form of new features until after Beta comes out in the next week or so. That being said, everyone should be prepared to go without this mod (as well as many others) for a little while after the Beta release on the 20th.

    Hope everyone enjoys until then and that I can continue development following Minecraft Beta.
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Quote from Ashghan »
    Just installed the 11.2_3 version and when I tried to create a new world I got this:

    EDIT: Trying to open an existing world gives the same error.

          Minecraft has crashed!      
    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 06.12.10 23:17
    Minecraft: Minecraft Alpha v1.2.6
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_17, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 7900 GS/AGP/SSE2 version 2.1.1, NVIDIA Corporation
    java.lang.ClassFormatError: Incompatible magic value 1712342026 in class file BiomeTerrain_DepositMod
    	at java.lang.ClassLoader.defineClass1(Native Method)
    	at java.lang.ClassLoader.defineClass(Unknown Source)
    	at java.security.SecureClassLoader.defineClass(Unknown Source)
    	at java.net.URLClassLoader.defineClass(Unknown Source)
    	at java.net.URLClassLoader.access$000(Unknown Source)
    	at java.net.URLClassLoader$1.run(Unknown Source)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.net.URLClassLoader.findClass(Unknown Source)
    	at java.lang.ClassLoader.loadClass(Unknown Source)
    	at java.lang.ClassLoader.loadClass(Unknown Source)
    	at BiomeTerrain.addMod(BiomeTerrain.java:108)
    	at BiomeTerrain.<clinit>(BiomeTerrain.java:83)
    	at px.<init>(px.java:47)
    	at oz.c(oz.java:35)
    	at cy.a(SourceFile:248)
    	at cy.<init>(SourceFile:228)
    	at cy.<init>(SourceFile:165)
    	at cy.<init>(SourceFile:132)
    	at net.minecraft.client.Minecraft.b(SourceFile:1165)
    	at le.c(le.java:91)
    	at le.a(le.java:74)
    	at bp.a(SourceFile:69)
    	at bp.e(SourceFile:116)
    	at bp.d(SourceFile:104)
    	at net.minecraft.client.Minecraft.i(SourceFile:1003)
    	at net.minecraft.client.Minecraft.run(SourceFile:595)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 78a11875 ----------

    Magic value errors are weird (search on Google). They usually seem to be tied to corrupted files or something to do with your version of java, but could be something else entirely. I research it a week or two ago and could never find a concrete answer/solution to implement on my end or to suggest to those who encounter the problem. The odd thing is that people that get it with this mod seem to get the same bad magic value in the same file (the deposit mod)
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Quote from Arcesious »
    This is a hugely popular mod that does everything to expand people's creativity in this game. Notch should take notice of it and try to avoid causing it to be broken with each update.

    It would be a bit pretentious of me to expect Notch to try and work his game around my mod in any way. It would be nice if he used a different means of obfuscation to prevent pre-existing class/method names from changing each version, but we can't really expect such given that, for all intensive purposes, those of us who mod and release his class files are in the wrong.

    Really, the most I could hope for, other than an API, is that Notch implements some portions of this mod into the game. That or take some ideas from it. Even a Civ-like world/map creation screen would be a huge improvement to the game. I don't see it happening on the scale of this mod though since it allows people to set options that will break/crash the game.
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] Battle Towers BetaV1 - New Rarity Patch available.
    Quote from KodaichiZero »
    #5 Intercompatibility - coming soon but I'm not going to update until 1.2.7. Corosus is working to find out what the problem is with his Pets Mod, I will add compatibility with the Biome Terrain Mod myself, but as for the Mo' Creatures Mod, I have no idea. And I will support this mod for various later versions. I will not leave your worlds to rot in the dust, tainted by troublesome Tile Entities that contaminate your terrain with their variably compatible presence.

    It will probably make more sense for me to write in the class loader check in px.class myself since I modify so much in there. It's fairly easy and I already have the code for it:
    try {
         Class WorldGenTower= Class.forName("WorldGenTower");
         Method CreateTower = WorldGenTower.getMethod("a", cy.class, Random.class, int.class, int.class, int.class);
         if (this.j.nextInt(6) == 0) {
              int i5 = k1 + this.j.nextInt(16) + 8;
              int k7 = this.j.nextInt(32) + 64;
              int l9 = l1 + this.j.nextInt(16) + 8;
              CreateTower.invoke(WorldGenTower, this.p, this.j, i5, k7, l9);
    } catch (SecurityException e) {
    } catch (NoSuchMethodException e) {
    } catch (ClassNotFoundException e) {
    } catch (IllegalArgumentException e) {
    } catch (IllegalAccessException e) {
    } catch (InvocationTargetException e) {

    Not tested it, but it should work :tongue.gif:
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Quote from dotDev »
    Modifying clouds doesn't seem to work. What a shame :[

    That is because of a change in f.class that made it difficult for me to get it converted over for the 1.2.6 client update without breaking the game horribly. I dropped my modified f.class from the mod in order to get a working version out rather than delay it over a relatively small visual alteration like clouds. I will work on it again to try and get it working, but, for now, clouds are remaining defiant.
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Quote from Zarkauff »
    Bucyruss: Is it better to use large (positive or negative) integers or small decimals to get extreme changes in the Terrain modification section? I understand the equations for the transition from 9.x to 10.x, but it seems as though something else has changed and I am not able to get the same results with the same settings anymore.


    You'll want to use relatively large integers to get extreme changes now. However, it's one of those instances where it really just depends on which setting you are modifying. Someone inquired about it in a PM a little while back. Here's my response as it's easier to just quote it than try to type it out again:
    Quote from Bucyruss »
    Alright, I finally got a chance to sit down at my computer and look at v9.1 of the mod and v11.1 to see if I made a mistake with the conversions I posted in the OP for converting fracture and volatility values from pre v10.0 to post v10.0. It seems I did them correctly.

    For v9.1 this is the code for taking the value read from the settings file and returning it to the terrain generation algorithm to be used
      public static float getFractureHorizontal() {
        return fractureHorizontal < 0.0F ? 0.0F : fractureHorizontal;
      public static float getFractureVertical() {
        return fractureVertical < 0.0F ? 0.0F : fractureVertical;
      public static float getVolatility1() {
        float volDiv = 1.0F - volatility1;
        return 1.0F / (volDiv <= 0.0F ? 0.001F : volDiv);
      public static float getVolatility2() {
        float volDiv = 1.0F - volatility2;
        return 1.0F / (volDiv <= 0.0F ? 0.001F : volDiv);
      public static float getVolatilityWeight1() {
        return (volatilityWeight1 - 0.5F) * 24.0F;
      public static float getVolatilityWeight2() {
        return (0.5F - volatilityWeight2) * 24.0F;

    And this is them from v11.1 (changed to this in v10.0):
    	public double getFractureHorizontal() {
    		return this.fractureHorizontal < 0D ? 1D / (Math.abs(this.fractureHorizontal) + 1) : this.fractureHorizontal + 1;
    	public double getFractureVertical() {
    		return this.fractureVertical < 0D ? 1D / (Math.abs(this.fractureVertical) + 1) : this.fractureVertical + 1;
    	public double getVolatility1() {
    		return this.volatility1 < 0D ? 1D / (Math.abs(this.volatility1) + 1) : this.volatility1 + 1;
    	public double getVolatility2() {
    		return this.volatility2 < 0D ? 1D / (Math.abs(this.volatility2) + 1) : this.volatility2 + 1;
    	public double getVolatilityWeight1() {
    		return (this.volatilityWeight1 - 0.5D) * 24D;
    	public double getVolatilityWeight2() {
    		return (0.5D - this.volatilityWeight2) * 24D;

    The volatility weights did not changed, so you don't need to convert those. The fracture values only need to have 1 subtracted from them to make them the same in the latest version. The volatility are the big ones in terms of changing them to get the correct values for post v10.0.

    As you can see, in v9.1 it subtracted the volatility setting that was read from the file from 1. So, in your case, that makes the volDiv variable 0. There is an inline if check that looks to see if volDiv is less than or equal to 0 and, if so, use the value 0.001 in it's place. This is then divided into 1 which will give a resulting value of 1000. So in the v11.1 version of using the volatility values, the equivalent would be to set them to 999.

    So the relevant settings that you should be using with the newer versions is the following:

    I do have to point out that setting both volatility weights to 1 isn't logically sound as they should sum to 1.0 instead (with values between 0 and 1). Here's the part of the terrain algorithm they are affecting:
    double d13 = (this.d[i1] / 10.0D + 1.0D) / 2.0D;
              if (d13 < BiomeTerrain.getVolatilityWeight1()) 
            	  d9 = d11;
              else if (d13 > BiomeTerrain.getVolatilityWeight2()) 
            	  d9 = d12;
            	  d9 = d11 + (d12 - d11) * d13;

    d13 will always be a value from -12 to 12 exclusive. So if you set volatility weight to 1, then you get
    (1 - 0.5) * 24 = 12

    So you then get a check of
    if (d13 < 12) d9 = d11; 

    Since d13 can never be 12 or larger, then this statement will always be true and d9 will always equal d11.

    Hope that help and explains what you had questions about. Let me know if you need further clarification.

    That was in response to a particular set of old setting values and my response as to their conversion to v10.0+ settings. However, it should provide the necessary insight into what kind of scale we are talking about for fracture and volatility since those are the two that changed.
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    First off, sorry for not being as active in this thread as I have been, but I'm just getting swamped with work and personal stuff and this game/mod have to come after all of that. That being said, I did start working on reworking the underground lakes mod last night and am having a ton of logical problems that I have not been able to sort out yet with intersecting lake caverns. I did get a lot of other problems fixed though (mostly dealing with them spawning erroneously on the surface, spawning in trees and other invalid materials, spawning partially on ground and in the air, leading to malformed bodies, etc...) but I can hopefully get taken care of soon and then can work on the code for, specifically, handling surface level lakes. Yes, I know Notch implemented them, but they aren't done well (even though they work) in my opinion and it's easier to make connections with the other features I want to add for water bodies to use my own code than to use Notch's.

    Quote from CreeperDaReeper »
    Hey Bucyrus I went through and made a list of mods that you may want to add compatibility for.

    Battle Towers by KodaichiZero

    Emeralds by Shockah

    Graves by tanzanite

    Marble redone by just_don't_do_it

    About all I can say at this point is that I will look into it when I have a chance. I can only do so much to get my mod to work with others depending on how they are written.

    Quote from Azathoth »
    Quote from Zero_X4 »
          Minecraft has crashed!      
    Minecraft has stopped running because it encountered a problem.
    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.
    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 12/5/10 11:32 AM
    Minecraft: Minecraft Alpha v1.2.6
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_21, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Intel 865G version 1.3.0 - Build, Intel
    java.lang.ClassCastException: fa cannot be cast to js
    	at ej.a(ej.java:28)
    	at cy.j(SourceFile:1494)
    	at cy.i(SourceFile:1415)
    	at net.minecraft.client.Minecraft.i(SourceFile:1131)
    	at net.minecraft.client.Minecraft.run(SourceFile:595)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 9bbc34f6 ----------

    Strange, and it had been working well up to this point.
    Anyway, it still works....but my boat has mysteriously disappeared, and i must swim across the ocean back to my island.

    I'm getting this same cast exception. The game periodically crashes and gives that error.

    This still occurs with the latest version?

    Quote from Seven Dragons »
    Thanks for the update Bucyruss! Your trees look great, I really like them! I didn't know if you had done them or not, but they look good.

    Quote from UncleClapton »
    Would it be possible to generate a flat obsidian world with this? If it is what settings do I need to change?

    I actually just tried to help somebody do exactly this. I thought it would be simple. What I was going to do is add the following values to the ini folder:


    The problem is the world won't actually generate. I am taking an educated guess as to why, but I would bet that its because the game doesn't know where to spawn you (since you can only spawn on sand or grass I believe). If there was a way around that, this would work great because you would be able to set the water level height to anything you want and have flat obsidian as far as the eye could see, and just turn it off when your done.

    Needless to say I couldn't get it to work properly without leaving sand in. However, just changing the variable "replaceStationarywater:Obsidian" may do you a lot of good, especially if you put the horizontal fracture at a negative (I believe this will contribute to larger ocean/lake generation). That may give you the desired effect you want.

    Yes, the world will not allow you to spawn on anything other than Sand (vanilla MC code) or Grass (adding in this mod). The problem with adding anything else in, and this even exists with having grass), is that the game can drop you underground. The more "valid" block types that are added the higher the chance of unusable spawn locations become.

    Quote from Azathoth »
    Quote from BigD145 »
    Quote from Azathoth »
    Don't try to replace dirt with Lava.

    It's a bad idea.

    Why not? You usually spawn on sand, so lava becomes fun.

    If you try it, you'll probably run into a man named Stack Overflow.

    Yeah, not much I can do about that. A lot of things you can change with this mod are going to exceed what the game engine was ever written to expect and either it, java, or your computer will give out depending on the change.

    Quote from TopAce6 »
    Cave mod Altitude doesnt seem to be working at all, atleast for me. If i set the max height it doesnt do anything, and yes i have even distrubution off. Caves still appear at all heights and not the ones i Specify.

    I use Minutor (mapper) to check the disributions.

    I found the problem with this. It seems that I missed that there are two locations that handle cave altitude; an initial altitude set with random function(s) and a secondary altitude set that uses the first and modifies it to arrive at a secondary set that is then ran through some if statements to filter out erroneous altitudes. I've fixed it and it will show up in the next version.

    Quote from Asêvan »
    Quote from RuskiiShepherd »
    This is just a simple thought. But in tundra/Taiga areas, Would it be possible to make the surface snow,Maybe have two snow blocks deep until you hit dirt,then cobble and so on. Cause that would be interesting.

    Glass is snow

    :Glass: :Glass: :Glass: :Glass: :Glass:
    :Glass: :Glass: :Glass: :Glass: :Glass:
    :soil: :soil: :soil: :soil: :soil:

    The ground is supposed to be completely frozen for a few feet or so, if I remember correctly. So makes sense to me.

    Heck, the second layer could even be ice instead of snow.

    It's on my to-do list (I think) and it will get implemented eventually :tongue.gif:

    Sorry if I missed you, but I just skimmed through the latest posts quickly and hit the ones I could answer without a lot of time spent on them since I'm at work. Let me know if I didn't address a concern, question. suggestion, etc... and I'll try to get to you later.
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Quote from tombones »
    Quote from atreyu »
    Quote from Seven Dragons »
    I think Bucyruss is actually aware of this and had mentioned that it wasn't working but that was a few updates ago, so can't be sure he is still aware.

    I was able to generate cloud thickness and height just fine a few builds ago. But I've noticed something weird with them. They don't seem to be boxed correctly. Like the seams aren't matching up along the sides.

    IIRC the guy who did the previous cloud height mod ran into the same problem.. don't think he found a solution before discontinuing it. I wish bucyruss luck, if that's the case :>

    Posting from my phone, so I can't address everything right now, but I did want to answer the clouds and biomedical tree questions.

    In the last update the class that handled clouds changed and I was unable to find a quick solution. For the sake of getting the update out I dropped the modified f.class but left the cloud mod in with hopes of getting it working again.

    As for biome trees, savanna trees are the only ones I've personally done. The others are from other mods that were implemented early on as a merge request. I have plans for lots of biome trees and more control options for them, but it's been delayed for now.
    Posted in: Mods Discussion
  • 0

    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Alright, SMP is updated finally. I took a little more care this time and, hopefully, avoided the problems of converting SSP. Let me know if there are issues and backup your worlds as always.

    Server 0.2.8
    BiomeTerrain Mod v11.2 - SMP

    MediaFire - BiomeTerrain Mod v11.2 - SMP

    On a development note, I got another buys day (personal life) so I can't say how much I can get done on new feature implementations :sad.gif:
    Posted in: Mods Discussion
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