• 1

    posted a message on Smart Moving

    ooo great! He wanted to figure out github but never had time, maybe he can finally get it going and have a few community commits here and there.

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Hoops4sho»

    the quark mod adds a 'realistic' world type...


    I kinda wish in the menu it just said RTG instead of Realistic, or RTG-Realistic. Having 3 Realistic options is confusing.
    Posted in: Minecraft Mods
  • 3

    posted a message on Player API
    Quote from Divisor»

    Released Player API for Minecraft 1.9.4.




    Awesome!

    Any chance your still considering getting PlayerAPI on github? Would love to see some of the community help take a part of the load off your back!

    Posted in: Minecraft Mods
  • 1

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

    this is the end (let the sky faaaaaall):

    Hold your breath and count to ten!

    Posted in: Minecraft Mods
  • 1

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

    I am confused as to how this tree looks good..

    I like the tall trees, except for how tall they are. If they could be, taller than vanilla. But not a skinny stick shooting high in the sky! If they are going to go that high, I feel like the trees would need to be a lot thicker to look more real. I really hope for some awesome configurations on trees. (I also don't like palm trees)


    Also is it RTG adding the trees that have 3 parts to be base? looks like a trees roots that have been pulled out of the ground so you can walk through them? I feel there either should be a config to disable these weird looking roots, or actually place the roots in the ground.


    I also found this super funny looking Project Red Volcano mixed with a applied energistics meteor, and a savanna plateau. It sure spread this volcano out a long ways! Kinda looks cool, im not complaining. Just was a funny occurrence!


    I have also noticed the crazy amount of grass, I don't really mind, but I haven't found any Botania flowers in my test world with Snapshot 4. I will do some more testing and if I find some, then I will edit this/post here. I was thinking that perhaps all the grass that is generating might be affecting Botania. But, who am I to guess?


    Edit: I did eventually find some Botania plants. I think the ridiculous amount of grass and vanilla flowers is making botania flowers not have many locations left to be placed. Not to mention any other mods that add plants etc.. I would assume they have rules in a way they make sure its not too populated with crazy amounts of stuff.


    I also noticed some buildings placed by roguelike dungeons that had floating trees above them. Definitely should have to have all lakes, buildings etc be placed before Decorating the areas with trees etc.


    I found a Desert Temple in a river biome, and an ugly tall stick that has a trio of leaves on top. And of course some more trees that seem like their trunks want to be tall trees, but the top leaves look like it shouldn't be a tall tree.. If I could add more than 5 pictures for attachments, I would.


    (As for the Terrain gen.. I love it)

    Posted in: Minecraft Mods
  • 1

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

    Got this crash when loading up a world in Infinity 2.3.3.


    http://pastebin.com/p6AjFZEz


    I'm using RTG snapshot 0.5 and climate control beta 4.33


    I think that is the same bug that will be fixed when Zeno's PR gets pulled: https://github.com/Team-RTG/Realistic-Terrain-Generation/pull/385
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom Ore Generation: First Revival

    Hello, I am wondering if it is possible for a mod like yours, to be able to detect mountains and large areas of just stone above normal ore height and add ore to them?


    I am using RTG: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2524489


    and am playing around with the configs trying to get a way to have normal ore gen, but when there are huge mountains, populate them with ore by how thick the mountain is.


    An example of what im looking to do: if ore "a" needs a depth of 10 to spawn normally, then in a mountain, if it is 10 blocks thick, it will allow ore "a" to spawn there. Although, I can see some problems with this. Maybe someone else has a better idea?


    It would be cool to have RTG mountains supported by COG and have a config to turn it on and off, if that was something you would consider looking into.


    Here is a picture of a mountain that I used World Edit to remove a good chunk to show you what kind of ore currently spawns in theses mountains. I do have your COG installed, I just need to figure out some more things with it maybe. ps. that is alot of stone, too much!


    Edit: The second picture is without COG. In case anyone was wondering.

    Posted in: Minecraft Mods
  • 2

    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated

    Well, the mod does work if you use the unofficial versions of the mod. Here is some links to those posts with the downloads:


    MSC2


    GUILib


    Once you get those 2 modified versions that make it work in 1.7.10, then i think the button in game to edit the spawns etc is F6.

    It currently defaults to the twitch key bind in vanilla minecraft. Before you can use the menu, you need to remove that key bind and set it to something else. Then you can use the in game menu to change up the mod spawns. You could do it by configs.. but it looks like a lot of extra work compared to just clicking on the biome, then the mob and changing its setting for that biome with simple sliders. Then it will write up all the info in the configs for you.

    Posted in: Minecraft Mods
  • 2

    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated

    Mob Spawn Controls 2! Back + Abandoned Better than ever!

    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving
    Quote from CommodoreAlpha»

    Ah, sorry for not specifying exactly where things aren't working. I've tested version 15.6 of SmartMoving (the latest for 1.7.10), and I'm not able to climb Carpenter's Stair blocks the same way I would climb stair blocks of a vanilla material, i.e. cobblestone.

    There are also similar issues (though not nearly as pressing to me) with other mods that add climbable blocks, in that when Smart Moving is off, they can be climbed, and when Smart Moving is on, they cannot be climbed. An example of this was the Carpenter's Ladder blocks until that got patched (although there's also a slight oversight where these ladders require the grab button to climb unlike vanilla ladders which are automatic).


    In the config, if someone changes:

    # To manipulate the ladder and vine climbing mode (possible values are "free", "smart", "simple" and "standard")
    move.climb.base:free


    to:


    # To manipulate the ladder and vine climbing mode (possible values are "free", "smart", "simple" and "standard")
    move.climb.base:standard


    pretty much all ladder type objects that I could test worked after that including Carpenter Ladder.

    Posted in: Minecraft Mods
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