The title of this thread is incredibly misleading. Nowhere in that segment did it suggest that this mod API would actually be coming in January. This is what was said:
"We can expect something [at] the beginning of January on where we can see things going and more of a timeline."
In other words, we're going to be given more details on the planned API, and an estimate of a future release date - NOT the API itself. This is pretty cool news in itself (I'm very interested in learning more about this API), but we're probably not going to actually see this API for a few months yet.
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There's also a surface dungeon in the nearby desert with a shrine almost directly on top of it. The chest contains four music discs. It's at coordinates:
x: -3042
z: 922
Another surface dungeon next to a village (with three music discs) at:
x: -2390
z: -829
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Awesome.
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But what's the incentive for exploring it, if all it does it cloak everything nearby? I think it would be best if there was a benefit (ie. some form of unique resource) that can be found in such naturally infected biomes in order to justify the risk of exploration - just a suggestion.
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There's gotta be a limit on how far that can spread though, surely? Otherwise it would just spread beyond the biome every time you're close enough for it to load, and completely cover *everything* nearby...unless it's restricted in some way, it sounds like it would potentially be nothing but a nuisance.
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Try the seed 2601137229142122608. There should be a Promised Land biome close to spawn at (-208,69).
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I'm not getting the chunk error anymore - it seems to have been fixed with this update.
One question...I'm not sure how feasible this is, but have you thought about adding a toggle to the main menu so players can choose which biomes they want to include?Edit: Never mind, just remembered you answered this in your FAQ!
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In my experience, there doesn't seem to be a specific biome that causes the world generation to cease functioning - I've had it happen in various biomes (lush desert, mountain, wasteland, forest, beach, ocean...). The distance from spawn at which it occurs seems to be arbitrary as well.
I'll try playing again now, this time keeping an eye on the memory usage of javaw.exe. It probably has something to do with this.
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Hmm...for the last fantasy biome, perhaps a "Gallifrey" inspired overworld, with red sky, golden grass, silver trees?
Or...hmmm, something like Lothlorien perhaps, with giant silver-barked trees with golden leaves?
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I'm having this exact same problem, right down to going "back" in time when exiting the game. It happens in various seeds. It's unfortunate, because this is a perfect mod in every other respect.
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http://www.grand-illusions.com/opticalillusions/dragon_illusion/
Nice idea to use it in Minecraft.
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I'm using this statue though (well, an improved version of it) in another build, so hopefully when that's done I can make it available.
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I've just tried this fix - it does indeed work quite well! The outdoors is noticeably brighter, but it's certainly manageable:
Cheers!
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Cool, thanks, I'll try that when I'm on my other computer later.
Apart from the torch light, did you notice any other significant effect on the shadows as a result of un-commenting that line?
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I have one suggestion...this could be incredibly naive of me (I have no expertise whatsoever in GLSL shading), but could it be possible to fix the "gloomy indoor lighting" issue by simply treating the torches as a complete absence of shadows, rather than their own light source?
ie. subtract these "shadows" around each torch to increase their brightness:
Then again though, I guess that could result in a big performance hit, since that requires the game to "scan" for torches in order to subtract the shadows. Hrm...
Em...I'd suggest reading the opening post again, heh. This actually requires Optifine!
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Yay! Good to hear it works!