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    posted a message on Mine Little Brony 1.7.10 (Test Build)

    For everyone not aware of how things are going, the permissions I've received weren't enough/correct. I've gone through a few intermediaries to try and fix that, but to no avail. At this point, I've come to face that I'll never get permissions for it.


    Because of this, I've started on a complete and utter rewrite and redesign of the mod, from complete scratch (even down to the ideas!). As a working title, I've started referring to it as "Mine Little Brony 2", but this is only a temporary name until I have a better one. I've made a Discord server for trying to work with this project -- I'll see if it's a good way to go going forward. The discord server is ONLY for this one project, so don't go and ask about any of my other works in there. Here is an invite link to the Discord: https://discord.gg/9JDD4wd

    Posted in: Requests / Ideas For Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016
    Quote from AIRdog01»

    AIRdog01 - Paintbrush11 is correct, though he is using the word 'file' to refer to both what we would call a file as well as a folder/directory. Though I should also let you know that more villages also means smaller villages, and fewer villages also means larger villages. (This mod increases the frequency and so also decreases the size of them, as compared to regular vanilla.)

    As for your confusion, are you seeing a lot of strange characters (such as from opening it in a text editor)? Or perhaps as pairs of numbers and letters from A to F (opening it in a hex editor)? Or did you decompile it and are confused on the generated source code?


    In a related matter, the mod has a few more configuration files, but for now they are still located inside the jar. These are responsible for the block replacement maps.
    Posted in: Minecraft Mods
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    posted a message on Partial Modification Loader (PML) 10.3 for Minecraft [a modding tool/platform/API]

    ericthe1234 - This is not intended behavior for the code. Would you be willing to try some test builds that should help lead to a solution? It might take a couple of tries on my end to nail the problem down. (I don't get many servers to test with/for.)

    Posted in: Minecraft Tools
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    Xzomo - sadly, I can't tell which offhand. Are any significantly smaller than the others? If so, my money is on that one. If not, you could use trial and error...

    You could also just delete all of them (or move them, if you're wanting to recover what you can).

    (There's 5 of them as you said, one for each dimension in your save game.)

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    TMPM - I'll get around to figuring it out, though I'm too busy atm to deal with it.

    Xzomo - hey, dude. It's been a while.

    Looks like the seasonal NBT data got corrupted when saving. Sadly, from how it looks in the error message, there's no way to recover other than to delete that seasonal data file (note: I'm NOT saying to delete the world, just all of the seasonal info that is attached to it). The seasonal data will be regenerated from scratch the next time you load up that world, after you've removed it.

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    TMPM - I was trying to find causes. The temperature "0.15" is a taboo temperature (I haven't checked to see if they've actually fixed the issue like they claim or not, but either way, it still impacts all MC versions this mod is coded to at this time). In other words, using the temperature "0.15" would be a direct cause of a bug like that, not a solution or test case.

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    TMPM, does that "really cold" temperature happen to "0.15" by any chance? And are you still using that realism mod(s) from your pictures?

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    For those of you that have been concerned about whether or not I plan to continue updating the 1.7.10 line of this mod, I'd like to put your mind at ease and fears to rest; I've now uploaded a new build for both 1.8.9 AND 1.7.10. The new builds share the same name (other than the MC version they belong to), though the code is somewhat different -- the differences are mostly for version-specific things, such as MC-compatibility and some features (such as 1.7.10's customizable seasonal icons). Both require PML 10.1+, though the latest (PML 10.3) contains the better optimizations in the initialization process as well as more-compatible generated code.

    As usual, these new builds are found on the mod's Curse pages and please report bugs or issues on the mod's github issue tracker.

    The next focus for the mod will be writing the code to support the seasonal plant spawns, which will be used in both lines of the mod.

    Posted in: Minecraft Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016

    Paintbrush11 - Sadly not. The config folder file is about toggling pre-defined groups of biomes -- each setting controls multiple biomes that fit that sort of description. For example, the "Jungle" setting controls all five jungle variants (Jungle, Jungle M, Jungle Edge, Jungle Edge M, Jungle Hills).

    From there, the mod is simply marking the biomes as supporting villages (based on those settings) and letting vanilla handle the actual placement. Dimensions aren't playing any role (if the biome spawns, it should support villages regardless of dimension number).

    (Changing the blocks based on biome is handled separately in a different section of code.)

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    I've now uploaded [MC]PML-10.3. It includes compatibility fixes for generated code, etc. (so if you find some stuff is incompatible with The Seasons Mod, try updating to the newest PML build). A fair bit has changed since PML-10.1! Included is also rewritten installation instructions that have been designed to be easier to understand (aka, I didn't write them :P ).


    vrackfall - The Java/Linux seems to be the same as the old one (though a larger size, so they've changed some things somewhere) and I got the native Windows launcher to work for [1.8.9 + Forge], 1.12, as well as 1.11.2.
    There was an early error that I saw when I launched with 1.11.2 about no available obfuscations, but that's because the MCP team hasn't added it to their obfuscation lists (as seen here). The game still launched, though, and PML was still functioning perfectly (other than the PML info entry in the main menu, which is due to that lack of obfuscations).
    Not much has changed since PML-10.2, which I never released... not worth updating, vrackfall, as I only added a tiny bit of code which isn't really relevant to anything yet.

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    I've uploaded a new build of the mod - "3.0-alpha" for 1.8.9. As usual, it is available on the mod's Curse pages. Just like the current normal releases, this build still requires PML 10.1+. I'll begin backporting to 1.7.10 in a couple of days, to allow for issues to be reported (and for me to address them before spreading them around). After that, I'll be porting to newer versions of Minecraft.

    This version isn't perfect, and I even know of a couple of minor bugs. But it does address the mod's NBT settings -- they are all now Json-based, minus the plant spawning which hasn't been converted yet. All-in-all, it's a few steps forward in the right direction.


    Special Note: One of the minor bugs in this non-full-release is an occasional crash on client world-load. The information Java provides is completely useless nonsense, so it may take me a bit to figure it out (also, no need to provide it to me, as it's completely useless nonsense). On the plus side, the crash is very inconsistent, and doesn't corrupt the save -- just relaunch the game and reload that world, and it usually won't crash again on this second time. Don't give up hope on the build because of it, as it doesn't mean the build is broken beyond use.


    If you're able, please try out the new "3.0-alpha" for MC 1.8.9 and let me know how things go. The more I know what is and isn't working, the less time I'll waste trying to figure such things out. Despite the name containing "alpha", the build should be generally stable, especially as about 3/4 of the mod hasn't been altered from "pre-3.0-beta14".

    The dropping of the "pre-" from "pre-3.0" is about the volume of cumulative changes in the last several years.

    Posted in: Minecraft Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016

    Crafty_Angyl -- sorry; didn't see your post. This mod only alters vanilla's spawn rate, rather than add some new way of spawning the villages. The majority of this tiny mod is the bit of code for dealing with block replacements and the text-based config inside of the jar for said replacements. Almost everything else is vanilla or closely vanilla-based -- that's actually how the mod manages to be so small!

    Posted in: Minecraft Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016

    It's in the Minecraft "config" folder, inside the "MoVillages" subfolder. It's currently the only file in there, as the other settings for the mod are hidden away in text files inside the jar :P

    If you installed the mod manually, the config folder is generated right next to the "mods" folder that you put this mod inside of.

    Posted in: Minecraft Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016
    Quote from Murix_»

    Ah sorry yeah, Didn't expect you to reply so fast. I found out I was looking at the wrong thing pretty quick and was about to edit my post.

    so it is this code right?
    [in file MoVillagesConfigurationVillage.class]

     public static int villageDistance = 31;
    
    specifically the 31 (which is 16 normally for the mod).


    I managed to extract the class file out of the mod and decompile the it, however I'm having a hell of a time recompiling it into a class file (i know now doing this with only the java file and CMD isn't the right way). I'm working on understanding how to use MCU (and eclipse) to decompile, edit, and then recompile it but after about a total of 4 hours looking around and learning this stuff would you consider having this integer configurable in the mod list with a slider or something?

    Also I gotta say this is a really good mod and thanks for keeping it working.


    I'll have to learn the new Forge in-game property stuff, but sure; though it's still already editable via the cfg --"Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane." Freakishly long name for a setting, but that's what it is.
    What are you aiming to do by doing this, though? Just change how common the villages are? Or make a version for a microcontroller or other device for some dumb reason? I'm really not sure.
    Posted in: Minecraft Mods
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    posted a message on Mo' Villages - v1.5.2 for 1.9 and v1.5.2 for 1.9.4; updated 5th of July, 2016
    Quote from Murix_»

    Can anyone tell me what I have to edit in this code to change how frequently the villages spawn? I want them to spawn at the normal vanilla rate but I'm not sure what part of the code I should be messing with.

     config.load();
          villageDistance = config.get("Customization", "Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane.", villageDistance).getInt();
          if (villageDistance < 4) {
            villageDistance = 4;
          }


    You don't edit the code, you edit the config. In the "Customization" section, the "Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane." setting. "Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane." is literally the name of the setting to change the value of. The default value for this setting from the mod is 16. You can make it any integer, including greater than 32 (aka, less common than vanilla), though values less than 4 will be changed to 4 via the code -- that way the villages don't overlap TOO, too much.
    Posted in: Minecraft Mods
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