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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Why do you people keep posting here if the thread is dead?

    Posted in: Minecraft Mods
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    posted a message on Why do I still play in 1.6.4?
    Quote from TheMasterCaver»

    Like what? Those funny-looking blocks you get from smelting terracotta (stained clay)? Why would I use those?



    You could build that in Alpha (well, Ender chests are 1.3+). I never travel out of my way to find anything except for a stronghold.

    Yeah:




    Like I said, my playstyle is a major factor in why I have not upgraded.

    Well, I have used stained clay in building one of my bases - only because the location I chose for it happened to be in a mesa biome and I collected it while clearing an area for it - not that it was any different:



    Likewise, I've built my main bases out of quartz since I mine it for the XP and may as well use it; on the other hand, the one in my first world has been practically unchanged for more than 4 years despite being haphazardly slapped together over time and not being much more than what you see above (at least my later bases are more organized but most players would upgrade their bases after that much time has passed and their building/planning skills improved). Same for my railways; I just dig a 1x2 tunnel for them, not even bothering to decorate the walls as any others do (why spend 3-4x longer on something you don't even see most of the time. Some people even decorate or tidy up the caves they have explored, and not because they make them their home...).

    I could easily mod in most of the new stuff that has been added but have not precisely because I do not use them, and even blocks like the new stone types are just to make the underground a bit more varied (I made it so they drop cobblestone unless you use Silk Touch; guess what I do not have on my main pickaxe?), and a lot of the rest has been added for fun and to show off my own ideas of how things could be implemented.

    And you keep denying all the evidence I post showing the differences in caves - you just can't miss the differences (assuming you even looked at the spoilers; maybe I'll stop using spoilers so you can't miss them).


    Glazed Terracota is not the only thing added in all of the newer updates. There are many other things you probably don't know about.

    Also, you compare your progress in a modded world with unmodded ones.

    Posted in: Discussion
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    posted a message on Why do I still play in 1.6.4?
    Quote from TheMasterCaver»

    Did you even see the last part of my post? Elytra, even horses, are utterly useless to me; I have NEVER used at least half of all the blocks and items available in even 1.6.4; how do you even craft redstone repeaters or sticky pistons (which I've only taken out of jungle temples as trophies and just store them in a chest. I've used the dispensers, but only as a "chest" with 9 slots, not as dispensers)?

    Also, stop claiming that caves are not different - give me a seed that you claim to have "big caves" and I'll show you just how different they are. Have you ever mined 2,700 rails (more than I used altogether in my most recent world) from a single cluster of mineshafts (plus over 12,000 ores and other resources)? Or explored 1000+ blocks though an interconnected chain of caves without surfacing or mining to find new ones?

    Here is a look at an area I've recently explored including the aforementioned complex of 8 mineshafts, plus another nearby, from which I mined 16,000+ resources:
    A comparison of mineshafts between 1.6 and 1.7+; the 8 mineshafts circled in the 1.6 half are all directly interconnected, with a 9th mineshaft nearby just to the south (linked to the others by a cave system). Since 1.7 only 3 of the 8 mineshafts in the main cluster exist, possibly interconnected (a look at them in-game is required to verify):

    http://chunkbase.com/apps/mineshaft-finder#-123775873255737467

    A couple renderings made in MCMap of the surface and underground (only explored caves are shown), covering the same area; as big as the complex of mineshafts is there is an even larger cave system to the northeast:



    Also, here is another seed that I recently looked at because it was claimed to have a huge cave system going on for "miles":
    1.6.4 - note that I actually used a different seed, by adding 2^48 to the seed, since the original seed spawns you in a huge ocean but the underground is exactly the same due to the fact that the RNG only uses the lower 48 bits when generating caves (there is even a village in the same spot; considering how different world generation is between 1.6 and 1.7 these may as well be the same seeds):



    1.12 - note the mineshafts near the top, which are the same between versions, best seen on the right half, which is at layer 20, which shows differences in cave density better (note - spawn is near the cluster of caves near the upper-right, which actually is a fairly large network but not particularly dense):

    I think the differences should be clear by now, and none of the seeds that I've compared were selected for having unusually large caves near spawn in 1.6.4 - if anything, the opposite - caves in 1.12 are more scattered with smaller, less dense cave systems, and also less distinct cave-free regions (likely the reason people think they are more common). Just because individual caves themselves still generate exactly the same, and the overall amount of air underground is only about 10% less in 1.7+ does not mean that they are the same overall (in fact, you only need to change a couple numbers in the code to perfectly replicate 1.6.4 cave generation in 1.12 or vice-versa).

    Why do you think that I've made mods that further enhance the underground by adding more varied and bigger caves (even "TheMasterCaver's World" is mainly about the underground, not the biome generation and all that, and I don't even use most of the features I added and may as well just make the world all one biome that does not have villages, which are more of a distraction than anything else since I feel the need to build a wall around them to protect them, and not like possibly finding some diamonds in the chests, including temples, makes them worthwhile? Actually, I even did that in one of my "experimental worlds"; I used the seed for my first world set to Large Biomes and used NBTExplorer to change the spawn point to be in the middle of a large Extreme Hills biome so that is all I saw in that world).

    Not to mention that as I mentioned in the OP I'd mod a newer version to replicate 1.6.4 world generation - all of it, not just the underground - if I were to ever upgrade my first world; so much for hardened clay (it does exist in 1.6 but I've never bothered crafting any), mansions, ocean monuments, and all the other biome-dependent features they've added. Make a new world? I sometimes think that making other worlds is a bit pointless; just imagine if I'd spent all of my playtime on my first world, which has seen around half of the total time I've spent playing. Even if I reach the point where hundreds of chests full of resources start to cause lag I can just spread them out around my main base so they are outside of the spawn chunks and not all loaded at once (and really, there is no reason why I can't just store most of them at my secondary bases; the only resources that I really use any of are coal and rails and most of the coal I use is consumed while caving; I never convert any of the blocks I've stored away back to resources).

    In other words, everybody should know by now that nothing will ever change my mind - after all, it has been over four years.



    Elytras and horses aren't the only things added in the past updates. Many new stuff were added, changing the game allot. Many blocks, mobs, structures, biomes, items... Barely (if any) cave change is nothing compared to the updates.

    Posted in: Discussion
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    posted a message on Why do I still play in 1.6.4?

    Why would you rather have better caves than more features. It's not like caves are much different.

    Posted in: Discussion
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from TomberWolf»


    You do know that he does not need to change your opinion to have an own one?
    Why are you so embittered just because other people have other point of views?

    Nobody wants to force you to update. Use 1.7.10 but don't be sad if mods won't be updated anymore.


    No, he's saying like I need to have his opinion. Forcing won't do anything.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Robijnvogel»

    Do the Twilight Forest and Witchery outweigh all the updates that non-abandoned mods have had in 1.8, 9, 10 and 11, plus all new mods that never got released for MC versions under before 1.8, plus the few vanilla features that vanilla added?

    Aside from the changes to enchanting in Minecraft 1.8, for me, none of the Vanilla changes would really be a reason to update to a Minecraft version beyond MC 1.7.10. This is exactly why I completely skipped Thaumcraft 5.
    The largest part of the MC community just stops using mods if they do not update to newer Minecraft versions, though. This is why mod authors need to re-develop for or port their mods to new MC versions. And because they do not have an infinite amount of time to code, they have to choose between maintaining their mod on different Minecraft versions and fixing bugs, optimising code and adding new features.
    This is why most mod authors stick to the latest (few) Minecraft version(s) and only add new features and/or fix bugs for those versions of their mods.

    Thus, in general, Minecraft 1.10 and 1.11 have more stable mods, with features that will never be backported.
    That is why I personally would update to MC 1.10+.

    (6 to 18 months ago, my opinion may have differed, but a lot has changed since then.)

    You do know you can't change my opinion by telling me that mods not updating aren't worth it.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from TomberWolf»


    I hope for you that it's just pure sarcasm. Otherwise...


    Jack_The_Enderboy was right about what he said. There are some mods some people can't play without and are better than the newer updates.
    Also, Optifine and Fastcraft do help 1.7.10 not lag at all.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Robijnvogel»

    And Witchery is in exactly the same spot.

    That's what i'm saying. I don't wan't to lose those mods when updating to newer versions.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from TomberWolf»

    Sure. Most mods ARE updated. And it's really time to change.
    There are just a few of the bigger mods that aren't finished but in development (Thaumcraft for example).

    Well, good luck playing without witchery and twilight forest.
    I'm not going to waste further time on this thread.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Geethebluesky»

    I think it's more important than backporting stuff. Matter of opinion.

    Most mods aren't updated past 1.7.10 so no, it's not more important.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Geethebluesky»


    I said specifically ask him to update his mod license.Basically give permission to others to do the update with (or for) him. Reading on his modpage briefly though, I think he believes 1.7.10 is as good as vanilla MC is going to get.

    So maybe you want to ask Dr. Zhark to open up his mod license to get help in backporting all the new features. :)

    I just hope he doesn't spend time alone on that instead of updating to 1.11.2 for example.


    It's not like it's that important for him to update to 1.11....
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Geethebluesky»



    Ask him to update his mod license to allow others to update and contribute to future releases?


    How do you mean "Ask him to update his mod"? If he was willing to do that, the mod would already be updated for newer versions, like any other mod that stopped at 1.7.10.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Well the modder behind LOTR mod explicitly said he wasn't gonna update it past 1.7.10! I can't go without that mod! :(

    Right. I play with many mods that will never update past 1.7.10. I just can't play without those major mods.
    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!
    Quote from TheTrueTPK»

    Like what? : D


    You wanna know: Promised Land, Ender Amethyst, Moss, Smoldering grass block, Rosesters, Jungle Spider, Wild Carrots (which were fun to find and harvest), Pasture (along with barley), Canyon, Blessed Bog, Dunes, Icy Hills and more.

    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!
    Quote from Robijnvogel»

    *On the newer versions many good features that 1.7.10 still has, haven't been implemented yet.

    And I have heard Forstride and Adubzz say that they're not that into Programming Minecraft mods/BoP anymore. That's basically why it's taking them rather long to re-implement old features.
    Maybe it's time for some young blood in their team. I'll ask them about it.


    Yea, but too bad they said they won't add the Promised Land in the newer versions.

    Posted in: Minecraft Mods
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