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Jul 2, 2013So if you want to run both 1.5.2 and 1.6.1 clients (say your favorite server is 1.6.1, but you're playing a massively modded single-player game, too), is there some way to split up mods and coremods by version? The 1.6.1 Forge-modded client gets very unhappy if there are 1.5.2 coremods in the coremods folder. Anyway to fix this?Posted in: Mods Discussion
Jul 2, 2013Judging from the name of the function you are inspecting so closely (getDropItemId() ), you are looking at the function that determines what is being dropped, not how many. Back out a level to the calling function (the one that calls getDropItemId()) and look for what determines the number of items there.Posted in: Mods Discussion
Jun 29, 2013Posted in: WIP ModsQuote from Davidee
The group setting is applied to all of the biomes in that group. However, if you choose to do so, a Biome defintion will add/modify the entries for that biome, but it will NOT override the settings.
Thus when evaluated all the way, it will look like :
extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~monster:Zombie(10-4-4),Skeleton(10-4-4),Creeper(10-4-4),Enderman(1-1-4) extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~creature:Sheep(12-4-4),Pig(10-4-4),Chicken(10-4-4),Cow(8-4-4),Wolf(8-4-4) extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~ambient:Butterfly(10-8-8),Bat(10-8-8) extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~waterCreature:
Of course, with multiple groups this can be difficult to see, so when complete, the MSC2 GUI will have an "evaulated" option to show you what the evaluated settings look like. If you're interested, you can help me design the remaining GUIs (edit by entity/edit by biome/evaluated option).
Okay, thanks for the reply. That's the way I thought it ought to work, but I could not find any documentation on it.
Sadly, GUI design is not one of my strong points. My idea of GUI design is "remember to add a menu bar to the main window" ;-).
I'm more of a hardcore coder--and my main language these days is C++. Been trying to learn some Java, though--it looks good on the resume, and would expand the number and kind of contracts I could get. That, and I find it easier to learn a language through a fun game project that I am interested in than in doing the same-old tired examples.(If I see another explanation of inheritance and polymorphism using shapes, I think I'll scream. At least the "Intermediate Perl" book did something different and used animals).
Jun 28, 2013I'm poking at the config files on MSC2, and I have a few questions. Do the individual biome settings override, or add to the biome group settings? For example, if I have a biome group SUBARCTIC defined that includes all kinds of northern forests (snowy, taiga, birch, pine, etc),Posted in: WIP Mods
with spawn settings like so:
SUBARCTIC~monster:Zombie(10-4-4),Skeleton(10-4-4),Creeper(10-4-4),Enderman(1-1-4) SUBARCTIC~creature:Sheep(12-4-4),Pig(10-4-4),Chicken(10-4-4),Cow(8-4-4),Wolf(8-4-4) SUBARCTIC~ambient: SUBARCTIC~waterCreature:
and I have an individual biome that is part of that biome group like so:
extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~monster: extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~creature: extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~ambient:Butterfly(10-8-8),Bat(10-8-8) extrabiomes.module.summa.biome.BiomePineForest.Pine Forest~waterCreature:
Do the 'Pine Forest' settings add butterflies and bats to the biome, or do they override the SUBARCTIC settings for 'Pine Forest' biomes only (resulting in no monsters and no creatures), or do the biome group SUBARCTIC settings override the individual 'Pine Forest' biome settings (resulting in no bats or butterflies)?
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