- Vilborg
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Member for 12 years, 3 months, and 14 days
Last active Sat, Jan, 2 2016 00:07:36
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Jan 6, 2012Vilborg posted a message on Snapshot 12w01a is Ready For Testing!Reading the last sentence of the article, I can't help but point out that the 'news' contains a lot of speculation these days.Posted in: News
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Dec 22, 2011Vilborg posted a message on Minicraft - Mining Made Easy, Deceptively Engaging ConceptI wish there was more coverage for the bits of Ludum Dare that Notch isn't.Posted in: News
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Nov 18, 2011Vilborg posted a message on Minecraft is Officially Out!Jeb has a manly beard.Posted in: News
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Aug 16, 2011Vilborg posted a message on 1.8 Updates: Meet More MeatWell, Jeb's later tweet actually said it was pork, cooked and uncooked, and steak, cooked and uncooked, so that meat ain't lamb.Posted in: News
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Aug 6, 2011Vilborg posted a message on Bethesda, Mojang & "Scrolls"Scrollsscrollsscrolls so sue me.Posted in: News
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Because it's about something is 1.0.0.
To answer the OP, I don't think the wiki chart's been updated for a while.
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A mod that set the Nether biome's spawnlist to include a mob would work; the mob would then spawn in the Nether. It won't ever spawn in the overworld, because the "Hell" biome does not occur in the overworld.
What I meant previously is that if you mean biome as a change in how the world looks, there aren't any changes in the Nether because there's only one biome. Sorry if I'm confusing you.
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I like jeb's way better.
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It's called Hell in the code, but that's just the MCP people.
For all intents and purposes, the Nether has no biomes. There's only one terrain generator that is used, only one spawnlist, etc. Technically, in the code, the Nether generation is programmed as a biome. The world then only generates this biome in the Nether and generates only this biome in the Nether.
Going back to the OP, no, there are no "biomes" as a layman would describe them, just the Nether.
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Yes, I agree that players' strategies for attacking would make good stuff to program an AI off of. I just don't think an AI could generate strategies on the fly without an extensive amount of coding, nor could they continually learn about your movements. Perhaps they could do rudimentary recognition of where you tend to hide, what attacks you use, but in all circumstances a player would probably fare better.
Still, intelligence is a good place to start with artificial intelligence. Here's hoping the AI specialist knows his stuff.
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In terms of biomes as variations in the terrain, no, there are no other biomes besides the usual.
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I changed that in pigs; it did not work. Have you tested it?
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For smelting recipes, you can just say block.blockID. For dropping items in the block's class file, say mod_Name.itemname.shiftedIndex
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