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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    I take it RSG isn't intended to replace things like Recurrent Complex or Ruins? Or is that part of the eventual process as well?

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    Just call your character Moses and run with the thematic. XD

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    Another important question: Is it possible to check for the number of nearby blocks of a certain type?

    A few examples:

    I want a mob to spawn in pools of lava. I don't want it to check for just ONE block, but say... Is there 5 lava source blocks in a certain radius around it?

    Or something similar for small pools of water inland? Maybe I want creatures to only spawn on the shores of ponds or lakes, so it does a search in a radius around it for a certain # of water blocks?

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    I know which function you'd have to use, that'd be:

    block(String[N] blockKeys, Integer[N] metas, Integer[3] searchRange, Integer[3] searchOffsets)


    but I'm not sure precisely how to configure it, but I imagine it would be something like:

    !block(minecraft:leaves,{0,1,0},{0,2,0}) would work for everything but dark oak and acacia (Which use minecraft:leaves2)...

    By the by, the reason I chose {0,1,0},{0,2,0} is:
    {0,1,0} says "Look one block above, and one block below the indicated block" (This is, by default, the block the creature is trying to spawn on)
    {0,2,0} says "Start the search 2 blocks above the default spawn block" (So now it's looking 1 block above, and 1 block below, the block it was trying to spawn on. Won't help you in a Redwood Forest, but for most vanilla forests it should be able to detect leaves)...

    But in this case you'd either have them *have* to spawn under trees, or *never* spawn under trees. So there has to be a better way.

    I wonder if there's a way to change what block it's checking for being able to see the sky? Even that's imperfect though. Anyone else have a good solution for this?

    Group Conditionals:
    This is actually a great example of an issue I'm having. What if I want critters to spawn *either* where they can see the sky *or* where they're under leaves?

    Right now I have to pick one... Either they can see the sky overhead, or they can see leaves.

    I'm really hoping his question about brackets comes up a positive. That would solve a world of problems.

    Order of operations makes () unnecessary though, as && processes first.

    so !sky()&&!leaves() will come out:

    True if it can't see sky or leaves. (No Spawn)
    False if it can see sky but not leaves (Spawn)
    False if it can't see sky but can see leaves (Spawn)
    True if it can see sky and leaves (Impossible with current config)

    And will process before any preceeding or following ||

    If I'm right about this, and JAS follows order of operations... It should work just fine.

    Posted in: Minecraft Mods
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    posted a message on Creeper awareness IS BACK! TNT INCLUDED! Now with LESS LAG!

    Well, eyes are a common symbol of awareness... And this is the "All-Seeing Eye", indicating that creatures now have their eyes opened to creepers.

    Alright, I'll be honest, that was totally pulling it out of my ass. It's called "Creeper Awareness" and the All-Seeing Eye is a symbol of omniscience and constant vigilance, soooo... That's how.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    This right here is a complaint I've had, though Forstride's answer makes a fair amount of sense. Something to do with "Vanilla resources" being commonly available. I think it kinda fights against the concept of 'a diverse world', and I've never found a vanilla resource I need that I can't find an equivalent for in a BoP Biome (with a strictly BoP resource, that is.) But that's just me.

    That's really my only complaint with BoP, I want all the trees to have their own leaves and sapling types.

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    I have a bit of a concern relating to the .isDawn, etc, tags. Is there any way we set what these values means, and the length of a day somewhere?

    I don't want JAS to CHANGE the length of the day, but I use Stellar sky, and my days and nights are significantly longer than vanilla. (By about 3 times by default)

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    1. If you want creatures to spawn specifically under trees, instead try checking OVER their head for a leaf block. They won't spawn under trees if you have !sky() set because they can't see the sky from under a leaf block.

    2. It's built into most monsters default spawn code, but it *CAN* be overridden in either the CreatureType.cfg or the EntityHandler for that specific mod.


    3. OR means, near as I can figure "Run this instead of the EntityHandler spawn rules" whereas AND means "Run these rules, and then check against the EntityHandler rules for this Entity Type"... Better minds may have better answers, but it works for making my ducks and swans spawn near water!

    4. Yes, except for those coded into the EntityHandler.cfg for that individual mob type.

    5. That's configurable, and defaults to 128

    (Wow I've learned a lot in the past few weeks)

    Posted in: Minecraft Mods
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    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    Been a long time HK, still workin' on this?

    Posted in: Minecraft Mods
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    posted a message on Creeper awareness IS BACK! TNT INCLUDED! Now with LESS LAG!

    You should use the all-seeing eye textured like a creeper with a creeper face instead of an eye.


    .All-Seeing Eye

    Posted in: Minecraft Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    For the record, I removed Stellar Sky entirely, and the performance increase was significant.. I'm going to add back in the previous version if I can get it (>1.20) And see what happens.

    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    I wonder if this is what caused the sudden performance drop in my ModPack.

    Posted in: WIP Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    My only complaint is the daily refill requirement, not at all how they work in real life. ;) I would settle for a slow decline in the volume of sugar water available.

    The more I think about this mod, the more I want it to be "Avianmania" in the style of "Butterflymania"

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    The wiki page is mid-overhaul, and it's starting to look pretty fantastic.

    So there's some tricks I'm needing to pull off, can I get some advice on these?

    1 - Check the light of the block over the top block of water. (For aquatic spawns). This is to avoid nocturnal creatures from spawning in daylight aquatic depths.


    2 - Check the NUMBER of blocks of a certain type around the spawn point. (IE - 5 water blocks 2 blocks deep)


    Also - If you're looking for help configuring Mods (Especially JAS) or are willing to help others in a text/voice chat style environment, then check out the link in my signature!


    Do we have, or can we have, an option that will check the local Flux level in Thaumcraft 4+?

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    First thing I gather is that the Toucan is trying to despawn according to your despawn settings and got hung up somehow.

    Posted in: Minecraft Mods
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