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    posted a message on [1.5.2/2.0] XCommands - Public Release (Last updated: 16th July)
    XCommands seems to be incompatible with ControlPack, maybe because it uses Profiler, like LiteLoader does.

    2013-06-06 18:28:57 [INFO] [STDERR] java.lang.StackOverflowError
    2013-06-06 18:28:57 [INFO] [STDERR]     at ControlPackProfilerProxy.func_76319_b(ControlPackProfilerProxy.java:50)
    2013-06-06 18:28:57 [INFO] [STDERR]     at com.q3hardcore.xcommands.client.util.WECUIHelper.func_76319_b(WECUIHelper.java:58)
    2013-06-06 18:28:57 [INFO] [STDERR]     at ControlPackProfilerProxy.func_76319_b(ControlPackProfilerProxy.java:51)
    2013-06-06 18:28:57 [INFO] [STDERR]     at com.q3hardcore.xcommands.client.util.WECUIHelper.func_76319_b(WECUIHelper.java:58)



    Also, I can't figure out how to clear the CUI selection. Before, the selection disappeared after "//sel cuboid" or just "//sel" command, but it seems it doesn't now.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from GotoLink

    Note: Reading on Robinton's Cubic chunk mod source, out of curiosity.

    Now I'm curious what that can get us to. (:

    By the way, i have a mod update request:
    Mod: New Dungeons
    Link to source: in this message
    Permission from author:
    Quote from Slidedrum

    just to clear up some things. one im not dead, i have still been following this topic closely. but sadly i have no plans to update this any time soon, sorry. if someone wants to do an unofficial update like Lithial did, feel free, post it here and ill put it on the first post.

    Comment: It's a rather simple mod that seems to generate a somewhat tall "entrance" into a couple of layers of a dungeon with some traps, spawners, and loot. It's only original feature, it seems, are "dim torches", which give off barely any light, similar to redstone ones. I doubt they are of any good use, and it would be perfectly fine, I think, if the dungeon templates from that mod were included into Formivore's. But I haven't played with that mod much, so I think I might be missing some nice features that make the mod worth to be updated as standalone, so it'd be nice if you looked at the code and shared your thoughts on it.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from BallisticLord
    when i edit ruins_log.txt

    Find ruins.txt in the same folder, you edit the wrong file.

    For those of you people in this thread who deal with templates, can you look at the watchtowers suggestion here? It would sorta nice addition to ocean biome, but should be quite rare because of its size and everything. There's a schematic file to download, and it seems the author is around to grant the permission to use it.
    Posted in: Minecraft Mods
  • 0

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Apparently, leaves behavior (which is a part of trees behavior, so maybe that's why) isn't finished. Leaves decay, but don't grow back.
    Set every settings to 10 and left for ~15 minutes, here's before and after screens:



    Or they shoudn't really grow back because there will always be new trees near the old ones?


    Come to think of it, if set every "die" setting to very low number and "grow" to insanely high, you can end up with nice "apocalypse world" where everyting slowly (or quickly) dies. Might be interesting idea for a letsplay.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Wytchcat

    So when Biomes O Plenty and BWG4 are installed together and a "Default" world type created I am only getting BWG4 biomes added to the mix. No BoP, which would also normally add biomes to a default.

    Also the biome transitions are SUPER abrupt, which I don't seem to remember from 3. But you've been a tad busy of late too. ;)


    As I can tell from list here, any biome mod that uses BiomeID's from 121 to 152 is incompatible with BetterDefault worldtype. Gold worldtype seems to ignore any mod's biomes at all, same goes for any worldtype besides Default and BetterDefault.

    As for abrupt biome transitions, I can admit I've seen that alot too, particulary on BetterDefault worldtype. Maybe that happens when BWG4 biomes override other mods' ones, or if "Enhanced Vanilla Biomes" setting in BOP config is set to true.

    There are also strange comments in the file I linked above:
    //BIOMES O PLENTY - 23/79
    ...
    //BIOMES O PLENTY 172/194


    In previous versions of this file the first comment was about ExtraBiomesXL (its default BiomeID range is 32-59, 28 new biomes). Default BiomeIDs for current (0.4.9) version of BOP are 23-102, so it's 80 new biomes. BOP currently conflicts even with vanilla biomes (BiomeIDs 0-29).
    Assuming there won't be support for EBXL (which would be a pity IMO), there are 50 free IDs between 29 and 80 (Beta worldtype biomes begin at ID 80). Even then we have 30 IDs left, but there are 23 free IDs in the second comment. AND NOW, if you count IDs for "Enhanced Vanilla Biomes" in BOP, there are exactly 7 of them.

    It seems there's no need for these "Enhanced" biomes, as we have BWG now, in which some of the changes introduced in BOP may be integrated, if needed. And it seems we should wait for another BOP update that might introduce some nice changes, and hopefully in terms of compatibility as well.

    It is a question though if we can use BiomeIDs from 80 to 120 and from 153 to 255 to assign them to other mods and have them successfully generating in Default and BetterDefault worldtypes. As long as any of Beta, Alpha, Gold, Survival Island/Skyland etc. BiomeIDs aren't used outside their own worldtype/"dimension", it should be fine, but I'm not sure how it really works.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X]Natura
    Quote from mDiyo

    I'll be adding stairs and slabs soon, possibly fences. Maybe other things; yay for decorations!


    Wouldn't it just be easier to add your wood and planks to Forge Ore Dictionary? As I know, it allows your blocks to be used in recipes like similiar vanilla blocks do. It is generally used by mods like Metallurgy to allow crafting of tools and armor from their metals' ingots, but it also works for wood, so I suggest you to try to add that, because it will allow to crafting workbenches or whatnot from your wood.
    Posted in: Minecraft Mods
  • 0

    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...
    Quote from Jodiskett

    # This Stair ID is the zero index for 15 stair IDs. 0-14
    I:"New Stair Index"=199


    There are 15 IDs, not one. This number represents the first ID, and the following 14 will be occupied too. So, you have to put there at least "184" to avoid conflict with MoCreatures.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from SoNick
    That is exactly what I wanted, thank you! I'll be sure to credit you when I release my work!


    No need to credit me, all I did is just copied biome names from the list here. Good luck with your work btw, compatibility is what makes Minecraft mods awesome.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from SoNick

    Thank you! That simplifies the work ahead of me by quite a lot! I now have the Biomes listed there in my "Biomes to add" spreadsheet along with the biomes for every world type except for Gold.


    This list seems to be just what you're looking for:
    Ocean
    TropicalIsland
    JungleIsland
    MushroomIsland
    Beach
    BeachDunes
    SnowPines
    SnowForest
    SnowTaiga
    SnowPlains
    SnowHills
    Plains
    Forest
    ForestHills
    ForestLakes
    Pines
    Taiga
    Grassland
    Rainforest
    Jungle
    Swampland
    Desert
    Savanna
    SavannaForest
    Shrubland
    SandStoneHill
    River_ice
    River_normal
    River_green
    River_sand
    Jungle
    Swampland
    Taiga_Hills
    Ice_Ocean
    Ice_Beach
    Ice_Plains
    Ice_Forest
    Ice_Border
    SnowPine_Lake
    SnowPine_Beach
    SnowPine_Forest
    SnowPine_Field
    SnowPine_High
    SnowPine_Border
    Pine_Normal
    Pine_Hills
    Pine_Mix
    Pine_Valleys
    Pine_Border
    Forest_Normal
    Forest_High
    Forest_Lakes
    Forest_Plains
    Forest_Border
    Jungle_Flat
    Jungle_Flat_Lake
    Jungle_Flat_Open
    Jungle_Hilly
    Jungle_Deep
    Jungle_Flat
    Jungle_Vulcano
    Jungle_Vulcano
    Jungle_Border
    Tropical_Sea
    Tropical_Island
    Tropical_Island_Beach
    Tropical_Island_Small
    Tropical_Border
    RainForest_Flat
    RainForest_Field
    RainForest_Hills
    RainForest_Lakes
    RainForest_Swamp
    RainForest_Lake
    RainForest_Border
    Desert_Flat
    Desert_Hills
    Desert_lakes
    Desert_Oasis
    Desert_Border
    Savanna_Fields
    Savanna_Forest
    Savanna_Hills
    Savanna_Border
    Canyon_High1
    Canyon_High2
    Canyon_High3
    Canyon_Valley
    Canyon_Fields
    Canyon_Lake

    Underscores are spaces actually, don't know if it matters or not.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Was doing some testing recently, and got a strange bug: after entering a biome and traveling forward, no new biomes have spawned. It was all one contious biome that lasted (and still lasts) about 2 or 3 thousand (!) blocks. Happend to me on BetterDefault mode. I also got this in FML log, idk if it's related to the problem:
    2013-03-30 15:53:56 [INFO] [STDERR] java.lang.Exception: Stack trace
    2013-03-30 15:53:56 [INFO] [STDERR] at java.lang.Thread.dumpStack(Unknown Source)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:922)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75823_a(AnvilChunkLoader.java:406)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75822_a(AnvilChunkLoader.java:103)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75815_a(AnvilChunkLoader.java:83)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73239_e(ChunkProviderServer.java:182)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:118)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.World.func_72964_e(World.java:522)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.World.func_72798_a(World.java:407)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.village.Village.func_75574_f(SourceFile:295)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.village.Village.func_75557_k(SourceFile:281)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.village.Village.func_75560_a(SourceFile:64)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.village.VillageCollection.func_75544_a(SourceFile:48)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:200)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    2013-03-30 15:53:56 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)

    Got similiar bug in another world – after turning off BetterDefault and setting the same seed I spawned in EBXL biome, traveled a bit and discovered nothing but snow biomes for a long time, like Ice Plains, Ice Mountains and Taiga. I was happy enough to find an ocean, and after crossing it, I was happy to see another ExtraBiomesXL biome.

    The problem may be caused by the fact that I installed Player API (jc.class) and More Village Biomes (agz.class) ABOVE BWG4. Wonder what may be the real cause, though. I also have Forge 7.7.1.617 (though I know I should use 7.7.0.605).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Can you make a config in the config file that prevents Forge from logging stuff like:
    2013-03-30 15:56:47 [INFO] [STDOUT] Ruins mod determines World Save Dir to be at: D:\Documents and Settings\<user>\Application Data\.minecraft\saves\bwg4_btdflt_ebxl
    2013-03-30 15:56:47 [INFO] [STDOUT] Creating ruin D:\Documents and Settings\<user>\Application Data\.minecraft\mods\resources\ruins\plains\Archway.tml of Biome Plains at x:-2959, y:63, z:2791


    Not that I'm complaining, but I'm having a hard time scrolling through all these to find anything alse.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    So, I've been testing Forvmivore's mods biome compatibility.
    EBXL and Highlands proved working nicely, apart from in some of (namely snow) biomes I haven't found any ruins at all, but that may be because I didn't gave 'em time to generate.
    Here's BiomeBlockRule list for anyone who doesn't want to bother (for testing purposes, mod block ID's are added to Mountain Ridge and Wasteland biomes):
    <- EBXL Biomes ->
    alpineBlockRule:0,100,80,98-2,98-2
    autumnwoodsBlockRule:0,100,4,48,48
    birchforestBlockRule:0,100,4,48,48
    extremejungleBlockRule:0,100,4,48,48
    forestedhillsBlockRule:0,100,4,48,48
    forestedislandBlockRule:0,100,4,48,48
    glacierBlockRule:0,100,79,80,98-2
    greenhillsBlockRule:0,100,4,48,48
    greenswampBlockRule:0,100,4,48,48
    icewastelandBlockRule:0,100,80,98-2,98-2
    marshBlockRule:0,100,4,48,48
    meadowBlockRule:0,100,4,48,48
    minijungleBlockRule:0,100,4,48,48
    mountaindesertBlockRule:0,100,4,48,48
    mountainridgeBlockRule:0,100,254,254-1,254-1
    mountaintaigaBlockRule:0,100,4,48,48
    pineforestBlockRule:0,100,4,48,48
    rainforestBlockRule:0,100,4,48,48
    redwoodforestBlockRule:0,100,4,48,48
    redwoodlushBlockRule:0,100,4,48,48
    savannaBlockRule:0,100,1,98-1,98-2
    shrublandBlockRule:0,100,4,48,48
    snowyforestBlockRule:0,100,4,48,48
    snowyrainforestBlockRule:0,100,4,48,48
    temporaterainforestBlockRule:0,100,4,48,48
    tundraBlockRule:0,100,4,48,48
    wastelandBlockRule:0,100,255,98-1,98-2
    woodlandsBlockRule:0,100,4,48,48
    <- Highlands Biomes ->
    AlpsBlockRule:0,100,80,98-2,98-2
    Autumn_ForestBlockRule:0,100,4,48,48
    BadlandsBlockRule:0,100,4,48,48
    Birch_ForestBlockRule:0,100,4,48,48
    BogBlockRule:0,100,4,48,48
    CliffsBlockRule:0,100,4,48,48
    DunesBlockRule:0,100,24
    EstuaryBlockRule:0,100,24
    Flying_MountainsBlockRule:0,100,4,48,48
    HighlandsBlockRule:0,100,4,48,48
    LowlandsBlockRule:0,100,4,48,48
    MeadowBlockRule:0,100,1,98-1,98-2
    Mixed_ForestBlockRule:0,100,4,48,48
    MountainsBlockRule:0,100,4,48,48
    OutbackBlockRule:0,100,1,98-1,98-2
    PinelandsBlockRule:0,100,4,48,48
    Primordial_ForestBlockRule:0,100,4,48,48
    RainforestBlockRule:0,100,4,48,48
    Redwood_ForestBlockRule:0,100,4,48,48
    SahelBlockRule:0,100,1,98-1,98-2
    SavannahBlockRule:0,100,1,98-1,98-2
    Tall_Pine_ForestBlockRule:0,100,4,48,48
    Temperate_RainforestBlockRule:0,100,4,48,48
    TropicsBlockRule:0,100,4,48,48
    Tropical_IslandsBlockRule:0,100,4,48,48
    TundraBlockRule:0,100,4,48,48
    WoodlandsBlockRule:0,100,4,48,48
    Woodland_MountainsBlockRule:0,100,4,48,48
    Ocean2BlockRule:0,100,4,48,48
    Desert_IslandBlockRule:0,100,24
    Forest_IslandBlockRule:0,100,4,48,48
    Jungle_IslandBlockRule:0,100,4,48,48
    LakeBlockRule:0,100,4,48,48
    Lonely_MountainBlockRule:0,100,4,48,48
    MesaBlockRule:0,100,4,48,48
    ValleyBlockRule:0,100,4,48,48
    OasisBlockRule:0,100,4,48,48
    Volcano_IslandBlockRule:0,100,4,48,48
    Snow_IslandBlockRule:0,100,80,98-2,98-2

    And does the rule "DunesBlockRule:0,100,24" actually work? Not sure that I've seen sandstone ruins generating.

    The problem with custom blocks obviously persists:

    Any custom block seems to be replaced with smoothstone, think that's intentional.

    I noticed that BWG4 seems to be compatible with the mod out of the box (all of its biomes were automatically added to the BlockRule list), but nothing spawns in Gold and BetaDefault modes, as I can tell.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/2.0] XCommands - Public Release (Last updated: 16th July)
    Any chance of this or SPConsole being made compatible with PlayerAPI in the future? I'd love to use both PAPI and Console because of Smart Moving and CJB Fly Mod (that require Player API) and WorldEdit with CUI.

    Is there a working /fly command btw, and does it have 'speed' option? Wondering about /bind as well.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Gotta say I just love this mod.
    Tried my lovely seed "seed" back from beta with BetaDefault generator. Here's what I got:


    I made myself a home under that overhang back then, got the WildGrass mod with vines installed... sweet times, I miss them.
    A couple of screens to give you an impression what it was like:


    ^ The view of the same overhang from the bottom (sorry for the vine in center)

    ^ The view from opposite side

    Texturepack is JohnSmith's v7 with my custom smoothstone texture, if what.

    One question, though: can mod biomes (like, from ExtraBiomesXL, BOP or Highlands) be made avalible to generator? I haven't seen any of mod biomes in Gold (I can guess why though) or in Beta Default. But I see that you can set biomes to true or false in server config. So, if I add some mod biomes to config, will it work?

    And it seems the Ruins mod doesn't work in any of your worldtypes besides (better) default, though I haven't tested it much.
    EDIT: It seems the Ruins mod generates ruins depending on if there's a <biomename> folder with ruins templates in it to generate in said biome.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Have you seen this, guys? Would be awesome if you and this guy shared some ideas about development and stuff with each other, and had a talk about possibility of future compatibility (lol) as well.
    Posted in: Minecraft Mods
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