- Catbox_
- Registered Member
-
Member for 4 years, 3 months, and 13 days
Last active Mon, Feb, 10 2025 07:17:41
- 0 Followers
- 17 Total Posts
- 1 Thank
-
1
Birevan posted a message on The Right Branch of Development. A complete new minecraft experience! 150+ FEATURES, Now with ambient sound loops!Sounds in Minecraft 1.6.1 and newer are loaded as assets (which may not be just sounds). Assets can be loaded as Java resources (e.g. inside the game jar which is a zip file), as an asset directory created by the game launcher using the asset index, or as part of resource packs. Sounds are not textures or data. In this mod, all new sounds are loaded using the asset directory, where they are stored in ogg audio format.Posted in: Minecraft Mods
The length of the sound is adjusted by placing block pillars of different lengths under the note blocks, as shown in the video review of the sounds:
If you need a version of the pipe organs from this mod for a specific version of vanilla Minecraft or for an existing instance, please specify the version or the instance. -
1
EenUrker posted a message on The Right Branch of Development. A complete new minecraft experience! 150+ FEATURES, Now with ambient sound loops!Posted in: Minecraft ModsI'm late by quite some years, but really excited and curious about the pipe organ thing: did you change the sounds with a texture / data pack? And do you still have a download of only the pipe organ sounds? Also, how did you manage to controll the length of the sounds? I'm really struggling with this, and would greatly appreciate it if you gave me some information regarding this feature.
-EenUrker
-
1
ActuallyS8N posted a message on Why Minecraft should drop biomes.Posted in: Discussion
Not really. There are plenty of real world locations where ice is super prevalent but also has super dry air. Just because ice comes from, and is made from water, does not mean the air around it is going to be moist. Humidity is a factor that doesn't care much about physical permanence. Just like there's a Dry heat, there's also a dry cold. As well as a wet heat, and wet cold.
Besides the fact that Minecraft exists in it's own world, with it's own laws and rules, not everything should make sense like it does in real life. The universe of Minecraft has it's own sets of irrefutable laws and rules that only make sense in Minecraft You're talking about a game where a portal to hell and some other void dimension exist with their own ecosystems and weather patterns, either existing or not..
-
1
Zeno410 posted a message on Why Minecraft should drop biomes.Posted in: DiscussionI have put these idea in practice in the Better Forest mod, and I can now absolutely say it would be better with a "Temperate Forest" biome covering all the assorted temperate biomes. I made Forest generally mixed composition, varying from majority-spruce to all oak to majority birch back to mostly oak, based on temperature. The only reason I didn't make all spruce areas is that there's still Taiga and Birch Forest biomes. It's much nicer feel than the abrupt shifts.
And working on it made me see your point about limited adjacencies. The way they did it, a lot of forests can never occur next to plains, and that's really a pity because they would make great views, besides the other things you mention. And agreed on weirdness separating some biomes.
Another oddity is putting some of the unusual biomes in the super-dry category, including Flower Forest - which can never be next to forest anymore. Really? And Ice Spikes is odd for super-dry if you think about it - it would make sense more as very wet. These would have been better as very high weirdness areas, or using a system more like structures where they get scattered about in appropriate biomes.
-
1
Zeno410 posted a message on Why Minecraft should drop biomes.Posted in: DiscussionThese trees are available in 1.12 in RTG plus (not the original RTG mod; the project head disappeared and nobody can edit the pages).
They are available in 1.20.1 through 1.20.4 in Better Forests.
-
2
Crimso posted a message on Why Minecraft should drop biomes.Posted in: DiscussionI recognise that this is an older thread, but I want to say that it really does feel like they were developing a good concept with the worldgen overhaul and then stopped halfway. The game's selection of biomes and the hard biome borders worked way better with the old world generation, where biomes were selected mostly at random with only loosely-defined temperature regions. Probably my favourite places in pre-1.18 worldgen were the plains, since you could get nice open areas that were surrounded by a whole bunch of different biomes like forests, birch forests, dark forests, taigas, mountains etc. The fact that biomes had different terrain height offsets with sharp jumps between them was fine, since the biome borders had enough organic "roughness" to make it look nice.
The current system of biomes being selected based on temperature, humidity, and terrain noises is at odds with the identities of the biomes themselves, where a lot of them are defined by "biological" or aesthetic qualities like the types of trees and plants that grow there, instead of a particular type of climate. It makes sense to some extent to separate different trees based on temperature and humidity but there are a lot of distinctions that feel shoehorned in - like oak and birch forests, how do you separate those? Shouldn't they have some overlap in temperature and humidity regions? The way they ended up doing it is that birch forests occupy the "medium" temperature range at a higher humidity than normal forests, which I guess makes sense but means that a birch forest can never generate next to a plains (since plains generate at lower humidity than normal forests). And then dark forests generate at a higher humidity than birch forests - so dark forests can't generate next to plains OR generate next to normal forests (even though dark oak trees are presumably "mature" versions of normal oaks), and it creates a fairly obvious pattern of forests and dark forests always having a band of birch forest in between them. There are a bunch of other questionable choices like taigas only generating at higher humidity than forests so that they're also "forest-locked" and can't generate next to plains, no jungles next to savannas (but you can have jungles next to birch forests for some reason?), or the fact that they use the "weirdness" (i.e. peaks and valleys) parameter to separate biomes so that certain biomes can only generate on one side of a river.
The new terrain generation is great and has a lot of potential with data pack customisation, but it feels like they made the biome placement too formulaic and failed to look at biomes holistically and think about how interesting landscapes can be formed from biome pairings rather than just individual biomes. The game is also lacking some pretty basic biome types for "climate-based" biome generation like cold deserts, dry grasslands, and dry forests or woodlands, and the new Cherry Grove and Mangrove Swamp biomes especially feel like they would've fit better in the old system. I think it would've been better if they expanded the multi-noise system with one or two more parameters for "biome randomness" so that more biomes could have overlapping temperature and humidity ranges, or a more radical idea would be to replace the existing biomes with more generalised ones and make things like tree variety controlled by biome-independent noise (e.g. instead of forest, birch forest, dark forest etc, you could just have a "Temperate Forest" biome that can contain regions of oak, dark oak, birch, and spruce trees). I am actually (slowly) working on a data pack that does the latter, as well as redoing the terrain gen to hopefully add more variety on that front too.
-
1
TheMasterCaver posted a message on trying to modify alpha minecraft. It is necessary that a certain block accelerates the trolleyPosted in: Modification DevelopmentThe client_reobf.jar that I have contains every recompiled class, the same number as \bin\minecraft\net\minecraft\src (where the compiled classes used to run the game are placed), and over three times as many as \reobf\minecraft (from which I copy the files from); at the least you are including unnecessary files, especially for smaller mods (for example, earlier versions of TMCW could be used with Optifine but if you just included all files like this you could end up overwriting anything Optifine modified; I'd also made mods which were just a single class, like my "old caves" mods or Intel OpenGL fix):
-
1
TheMasterCaver posted a message on trying to modify alpha minecraft. It is necessary that a certain block accelerates the trolleyPosted in: Modification Development
The actual files are in "mcp\reobf\minecraft"; you can't distribute that jar file as it is against the EULA to distribute "modded versions" of the game, only relatively small snippets. This also means you'll need to have the user manually install it (aka the old "jar" modding days, open jar with a zip tool, add files, delete META-INF, but you'll also need to set up a "custom version", as I gave an example of here, I also distribute the json file with my own mods so you don't need to edit it yourself).
Also, I looked at the contents of "client_reobf.jar" (using 1.6.4 but that should be the same as 1.7.10, and probably any version) and it probably wouldn't work anyway since it is missing the assets and achievement folders and some other files so it isn't intended to be a complete working version (it is possible to add new/missing assets with a resource/texture pack, as I use to add new assets within MCP, the game seems fine with this since it loads them right away, no warnings of missing textures). -
1
Tonkah_ posted a message on Artist/Modeler looking to partner with Mod DevPosted in: Modification DevelopmentHey, I would like to partner with a mod dev to create a small-sized mod. I can create textures, models and builds for the mod. I recently got into modded minecraft, so this is my first time creating a mod. I would like to start with creating a small-sized mod. The type of mod is something we can decide together. Add me on discord if you are interested: tonkah_
Portfolio: https://www.behance.net/tonkah -
1
TheMasterCaver posted a message on Help Modding Beta 1.7.3Posted in: Modification Development
This was posted nearly 5 years ago and based on their posting history, which you can access bu hovering over their profile name, they never went anywhere with it, and either way they haven't been online in over 4 years so it is unlikely they would ever see any replies (always look at dates before posting, not just the thread but the activity of who you are replying to).
- To post a comment, please login.
1
Looks like alexcrish decided to stop development for some reason. However he still makes animations, I think.