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    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from Bumber

    Djoslin stated before that he has tried but couldn't get it to work, is still looking into it but doesn't have much spare time to work on it, and is fine with another modder doing it for him.


    Well, if he couldn't get it working this probably has bugs in it, since it only took me maybe 15 minutes, but: finiteliquid-5.4-compat-forge.zip

    Seems to work well enough though.
    Posted in: Minecraft Mods
  • 0

    posted a message on [API] Minecraft Forge
    In doing the Bukkit port for Forge 1.3.1, I noticed a typo... the patch for BlockPistonBase has:
    +        return !(Block.blocksList[i] != null && Block.blocksList[i].hasTileEntity(world.getBlockMetadata(j, l, l)));


    That should probably be (j, k, l) instead. :smile.gif:

    Also, in Chunk.java, I noticed this:
    @@ -392,6 +384,11 @@
             if (k1 != 0)
             {
                 Block.blocksList[k1].onBlockRemoval(worldObj, l1, j, i2);
    +            if (!worldObj.isRemote) 
    +            {
    +            	Block.blocksList[k1].onBlockRemoval(worldObj, l1, j, i2);
    +            }
    +            worldObj.removeBlockTileEntity(l1,  j, i2);
             }
             data.setNibble(i, j, k, 0);
             if (Block.lightOpacity[byte0 & 0xff] != 0)

    Is that intended to run the onBlockRemoval twice on the server, or did someone forget to delete a line?
    Posted in: Minecraft Mods
  • 0

    posted a message on [API] Minecraft Forge
    May have found you another typo...

    In World.java, line 1426, you have:
    if((block instanceof IBlockSecondaryProperties) && ((IBlockSecondaryProperties)block).isBlockBurning(this, k1, i1, i2)


    I suspect that "i1" should be "l1" instead.
    Posted in: Minecraft Mods
  • 0

    posted a message on [API] Minecraft Forge
    Quote from Eloraam

    Thank you for your report, I'm fixing the bugs now.


    Glad to help, this looks very promising. I'd previously been using ItemSpriteAPI, and found the conversion to this exceptionally simple. (As in, two lines of code.)
    Posted in: Minecraft Mods
  • 0

    posted a message on [API] Minecraft Forge
    Hey, found you a nice bug in 1.0.

    In ItemTool.java, line 72, you have:
    blocksEffectiveAgainst [blocksEffectiveAgainst.length] = block;


    Since arrays go from element 0 to length-1, this writes just off the last element of the array, and crashes. Whups. :smile.gif:

    Also, what's a "pixaxe"? :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from R-T-B

    As for the website: It isn't having trouble, my friend is just being lazy with the setup (no offense dude, I know it's your spare time). He tells me it will be online sometime tomorrow. There are no software/hardware issues that I am aware of, and the site will be much faster when it comes back.


    If I'd known you were using your home connection for the downloads, would've offered to mirror them for you sooner. :tongue.gif:

    Don't think I could host the whole site, my server's CPU is a bit on the ancient side. But if you need somewhere to put downloads, I have a dedicated server with a lot of spare bandwidth to offer.
    Posted in: Minecraft Mods
  • 0

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

    I remember when Western Digital was the cheap discount brand.

    Also don't buy seagate, they have been... Iffy for me as of late, not the drive failing, but the drivers are not so good. Sometimes the drive will freeze and require a reboot.


    Don't get Maxtor, either, I've had tons of problems with those.

    Western Digital may have once been the discount brand, but nowadays, they're my only choice.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from R-T-B

    I really need to update the included BOB Objects.


    Yes, you do, having to delete them every time is annoying. :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from R-T-B

    That guide needs to go in the wiki when I get it done tonight. :wink.gif:

    My favorite option is to try and maintain both. BOB is hardly screwed up, I'm just not quite sure what Notch's plans are here. He is adding randomly generated dungeons, and who's to say how customizable they'll be?

    This poll will be held after 1.8 release, because by then we'll know where we stand. It may very well be possible to do both, and maybe have an option to "enable/disable" notch dungeons and new features. That's my goal, but I have no idea if it will be possible. The above list is a "worst case action plan" list, I hope to not have to do any of that, but who knows? :smile.gif:


    Well, whatever happens please DON'T do the "BOB spawner only" one, since then you'd basically just be making a mod version of BO2Populator. And PTM is so much more. :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    Personally, I hope you'll maintain the PTM code, adding only the new terrain features as added by notch.

    Ex: we'll get the option to disable/enable new features like the ravines and perhaps alter the related integers the same way we can with the orignal code.


    That would be nice, yeah. I guess that counts as option 4? Probably be the most work of any solution, though. I guess we'll have to wait 'till the update comes out to see just how much has changed, how realistic that goal sounds.
    Posted in: Minecraft Mods
  • 0

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

    Jens is talking about a 1.7.3 release on thursday. might not affect much as it's bug and glitch fixes for pistons.


    Yeah, hopefully that won't change much.

    Though, MCP 4.2 doesn't seem to be working for me, reobfuscation fails... hmmm...

    Edit:
    Never mind, looks like it was just me. Installed a fresh copy and now it's working.
    Posted in: Minecraft Mods
  • 0

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


    Yay! About time. :tongue.gif:

    And actually for the earlier discussion, according to Github there's only 9 members on the Bukkit team. MCP claims to have 15. So must've been Notch throwing a screwdriver into the works or something.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from 47percent

    Well, whatever build it is, it's what's on the latest post on the bukkit front page. :/

    Well I've done pretty much everything necessary. I replaced the META-INF folder in craftbukkit.jar with the one from the Phoenix zip, placed the BiomeBukkit.jar in the same directory as the craftbukkit.jar, created a folder with the name of the world to generate, and placed the ini file there.

    Does this help with anything? Like just something obvious I forgot to do?


    Generally you can just leave the .ini in the main Bukkit directory, it'll copy it into new world folders when it creates them... but I doubt having it in both places will hurt... uh, using the modified start.cmd/start.sh with BiomeBukkit.jar first in the classpath? (Though if not, it REALLY shouldn't be crashing.) And using the latest recommended build of Bukkit, from their site?
    Posted in: Minecraft Mods
  • 0

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

    Instead, it's seems to be starting the Permissions mod and crash. I never used Permissions myself, but I do believe it's compatible with PhoenixTerrainMod..

    Honestly, I'm a little confused here. Anyone else have some ideas?


    Looks like the Permissions load is already done by the time it crashes... it's moving on to world generation then going bang. But yeah, the old-but-new-looking Bukkit version string and lack of a PTM version are weird.

    Is that maybe a modified Bukkit build or something?

    Edit:
    Actually, looking over my server's logs, that crash appears in exactly the spot where the PTM version string should be, right after the "Preparing level whatever" line. So it might be crashing right as it tries to load PTM. Still strange...
    Posted in: Minecraft Mods
  • 0

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

    Ok, so this is because of how the .bo2 files work, right?

    I'll defenitly have to do some more test about this, because floating islands are too fun to abandon! :smile.gif:

    On the other hand.. My previous tests did not prove to be of much value.. Perhaps I'd better stick to my other hobby, like creeper hugging or skeleton duels.. :unsure.gif:


    I found editing all the .bo2 files and setting underFill=false fixes this completely, and shouldn't cause any problems on the recent PTM releases which include foundation setting support.



    R-T-B:
    I did a little more checking into biomes and "strange weather"... basically, I went and made an all-ice map and messed around in it a bit.
    Best I can tell, the server's biomes matched what PTM said they should be. Dynmap's biome map showed a nice uniform grey. However, when weather started, the client showed it raining... but the server thought it was snowing, and caused snow to accumulate on the ground.
    So my guess is, SSP might work fine as-is, but in SMP, the server and client have their own biome maps, so would have to mod both (and send the .ini settings somehow) to get them to match.
    Posted in: Minecraft Mods
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