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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from ignatio_groit»

    You can adjust ambient sanity of an existing biome in the file enviromine.cfg file in config/enviromine/

    I believe you can just add your new biomes to that file in the same format as the existing ones (you will need your biome id's from that mod, check its config file possibly) or you could create a new .cfg file with the same format. Wither way you would add a group that looks like:


    "XXXXX XXXXX" {
    I:"01.Biome ID"=YY
    B:"02.Allow Config Override"=false

    # Water Quality: dirty, salty, cold, clean
    S:"03.Water Quality"=clean

    # Biome temperature in celsius (Player body temp is offset by + 12C)
    D:"04.Ambient Temperature"=31.819805153394636
    D:"05.Temp Rate"=0.0
    D:"06.Sanity Rate"=0.0
    D:"07.Dehydrate Rate"=0.0
    D:"08.Air Quality Rate"=0.0
    }



    Where XXXXX is the biome's name and YY is the ID number supplied by your biome mod. Sanity is bolded here, I believe a value of 0.5 would be 50% faster sanity recovery than standard, while -0.5 would be 50% slower but I'm not sure maybe the author could clear that up.

    As for the auth file, I had to make enviromine think it was a fresh installation by removing it all, then running the server without enviromine, then putting the rollback in. It generated a new auth file and i just used my backed up cfg files.

    No, I know this. I'm looking for where the existing biome information is. Do you know where THAT is in the .jar?
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from ignatio_groit»

    You can adjust ambient sanity of an existing biome in the file enviromine.cfg file in config/enviromine/

    I believe you can just add your new biomes to that file in the same format as the existing ones (you will need your biome id's from that mod, check its config file possibly) or you could create a new .cfg file with the same format. Wither way you would add a group that looks like:


    "XXXXX XXXXX" {
    I:"01.Biome ID"=YY
    B:"02.Allow Config Override"=false

    # Water Quality: dirty, salty, cold, clean
    S:"03.Water Quality"=clean

    # Biome temperature in celsius (Player body temp is offset by + 12C)
    D:"04.Ambient Temperature"=31.819805153394636
    D:"05.Temp Rate"=0.0
    D:"06.Sanity Rate"=0.0
    D:"07.Dehydrate Rate"=0.0
    D:"08.Air Quality Rate"=0.0
    }



    Where XXXXX is the biome's name and YY is the ID number supplied by your biome mod. Sanity is bolded here, I believe a value of 0.5 would be 50% faster sanity recovery than standard, while -0.5 would be 50% slower but I'm not sure maybe the author could clear that up.

    As for the auth file, I had to make enviromine think it was a fresh installation by removing it all, then running the server without enviromine, then putting the rollback in. It generated a new auth file and i just used my backed up cfg files.

    No, I know how to do that, I want to know where the existing numbers for the biomes are stored so I can make sure the custom stuff I put into the biomes I need to set the parameters for are appropriate when compared to the rest of the biomes. So, do you know where those are stored in the jar?
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    So I'm working on a modpack involving the use of the Wasteland Mod, and one of the things it puts in is a variant of Zombies known as Day Zombies that basically don't burn in the daylight. I'd like to allow them to have the same variety of Special versions as the normal zombies do in this mod, but is there a simple way to do that, or will I have to do it all manually?
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Alright, so I've found myself working on a mod-pack involving the use of the Wasteland Mod, and thus I have to set the custom environment parameters for the five biomes generated by that mod - and while I can put the custom stuff INTO the config file, I don't know where the settings for the existing biomes are - what file are they in, and where are they? I'd like to know so that I can use them to make sure I'm setting things to reasonable levels.



    Also, given that the mod generates a distinct lack of the sanity-restoring items and very ever-present monsters, I was considering either implementing a thing where sanity automatically regenerates slowly over time across those biomes (very slowly but still there). Would that be appropriate, or should I try and find some items that you can actually find there to help give you sanity back?
    Posted in: Minecraft Mods
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    posted a message on [active] TheKusari's Skin Workshop
    Hi! Can I have a skin based on this picture? For the other side of the jacket, just being monochrome is fine.

    Also, is it at all possible to get it privately? I'm not opposed to posting it publicly, but I would kinda like to have it as something that I can know that nobody else has. Of course, that's up to you, I'm just asking.
    Posted in: Skins
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    posted a message on Primordial Desert Map Generator V2 - 1.2.5 Compatible
    One of my favorite maps generators. Updated to 1.2.5. My day is complete.
    Posted in: Minecraft Tools
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    posted a message on Planetoids V2 - 1.2.5 Compatible
    Heck yes, this is updated! WHOOO!!!
    Posted in: Minecraft Tools
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    posted a message on [1.4.6] Grey Goo Mod v2.3.3 (NEW RAINBOW GOO!) {With machines, Plague World, dimensions!}
    Go into the Nether, and place a blue block at the edge of one of the lava seas. HOLY HECK, it looks awesome, especially when it starts climbing the falling streams, because it creates massive tumors that are basically out-of-control (technically red can stop it, but discounting that....).

    THE NETHER IS BEING KILLED!!!! I WILL KILL THE NETHER!!!!! IT DIES AS I WATCH!!!!! AHAHAHAHAHAHAHA!!!!!!!!!!!!!!!
    Posted in: Minecraft Mods
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    posted a message on [1.1] Wasteland Mod v0.8 - Includes Ruins! 30,000 Downloads! Official Server to play on!
    Quote from Silver_Weasel

    Ok, so I've got all the main stuff operating on this laptop, however it's structured terribly, and I will be redoing it tomorrow on my real computer(I did this with the first ever version of wasteland, cut down the required files from 19 to 9). Once I get it all running I'll release SSP along with vanilla SMP. Some time tomorrow or Sunday I will be running a test of a vanilla SMP server running wasteland. It'll probably have about 15-20 slots, and will just be used to make sure there aren't too many bugs(I also plan on running an official Bukkit Wasteland Server with 40ish slots after Christmas once I get a Bukkit Plugin version of Wasteland). This vanilla server will have no rules, hardcore survival/stress test/get some general ideas for the mod/get some general ideas for the official server. The Official server will probably have one or two plugins(protection around the Spawn House), but will mostly be survival I hope.

    I will work on bukkit once getting the vanilla versions out.


    Luck man. I'd be willing to test out the server, but I'm not sure if I'd have very much time to do so over the next couple of days. I might, I might not.

    Either way, looking forward to this.
    Posted in: Minecraft Mods
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    posted a message on [1.1] Wasteland Mod v0.8 - Includes Ruins! 30,000 Downloads! Official Server to play on!
    Quote from Silver_Weasel

    -I need to know what to do with villages and villagers. I'm thinking of eliminating villages for the initial release this weekend and then incorporating them back in later, as the 'survival settlements' people were asking for.
    -What about strongholds? And the End?
    -Mob Spawning, would you guys rather have no mobs spawn ever(even if you create grass) or have them spawn on dirt all the time. Not sure if that glitch is still in there but it would be helpful to know.
    -Hunger: How should I work out hunger, you'll need a food source somehow, should I add more food to ruins or should I make you rely on farming?


    -I would think that you could just make the buildings that spawn in villages old ruins, similar to the buildings in the old version. Keep the basements in some of them, but things like towers have the second story instead. In addition, make them somewhat more common, so that the average player has a fairly good chance of finding one. Villagers should be taken out, because this is your post-apocalyptic adventure, you don't need implausible villagers ruining your immersion!
    -Strongholds you could probably modify so that they are more like underground bunkers (some sort of above-ground entrance maybe?), but they should be left in. As should The End. The End is a good endgame fight, and I'd rather not have that potential taken out.
    -I'd rather not have those normal mobs spawn. I don't believe it fits with the post-apocalyptic nature of the world, but I can see the argument that if you start to let grass spread over the whole world (bringing the planet back!) you should let those mobs spawn again, but I don't buy it. If anything, you should have to wait until you beat the Enderdragon, or something like that to allow them to start spawning, because just having them start spawning because there's grass suddenly doesn't really fit the feeling. I'm suggesting the Enderdragon, because then you've basically beaten the game as best you can, so having the world reward you by coming back to life seems an appropriate reward (better than what's in there now). Still, I'd just leave it at no spawning now, and look into the plausibility of such a reward later.
    -Adding more food seems like the neatest solution.

    Couple of extra notes:
    -Have tents (like I believe you currently do) be much more common than villages, so players have a chance of finding important supplies if they can't find a village.
    -Biome suggestions: Keep a Mushroom biome similar to the current game, or include ways of Mushrooms spawning naturally. They don't actually affect the players resources (can't craft them into anything), and make the landscape a bit more surreal and fantastic (which in this case I don't believe would be a bad thing). Make a "Former Ocean" Biome that spawns terrain similar to that which is spawned in the ocean biome, but without the water. And include a Biome where soil contains large amounts of Netherrack, sand strips contain large amounts of Soul Sand, and Nether Warts grow as naturally as mushrooms (assuming they're on Soul Sand, of course).

    Just my thoughts.
    Posted in: Minecraft Mods
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