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    posted a message on MC developers hate modders?
    Quote from Gentle_Stream»

    i do not blame mojang solely for this...

    i also feel that forge needs to take some heat...

    forge , for lack of a better word, is a modding monopoly.

    vanilla mods are 'illegal' , so everyone says
    modloader and risugami's mods are dead, he quit...

    forge is in itself, practically a big re-write over the existing mc code.
    (and rather clunky and over-sized for a small mod)

    If we still had straight .jar modding and modloader, some mods would stay updated faster, this i firmly believe.

    You can't really blame Forge for the fact that all the other meta-modders have quit. Also, as the available mod list got really big, most modded players got into playing huge sets of sometimes well over a hundred mods, many of them extensive mods like Thaumcraft, Buildcraft, Redpower, Tinker's, etc. You'll never get sets like that working together with .jar mods. So, modders pretty much had to move to Forge to satisfy their "customers".
    Posted in: Discussion
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    posted a message on What have you done recently?

    But while you've walked 6400+ km, it hasn't been in a straight line. If you're doing anything at all in the process your forward progress would be slower.


    To recast that 1930 hours in the context of a very dedicated player, if you played 20 hours a week, that would be almost 100 weeks of play, which is to say 2 years. Add in 50% fudge factor for the fact that you can't always go in a straight line and get slowed by climbing and swimming, and it's 3 years. I suppose a dedicated horse rider could cut that down by about half (horses are 3x as fast, but they have more issues with obstacles like forests and lakes). Agreed, absolutely in the realm of humanly possible but that's a lot of travel.

    Posted in: Survival Mode
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    posted a message on Zeno's Explorations and Mod Development

    Episode 166: Re-exploration Revelations

    I'm going to go roughly clockwise so first I'll head up to the snowy area, which is a Glacier here. It's very steep and I'm forced to fly to get up it.



    I had forgotten what spectacular vistas Highlands can produce.

    The Glacier here is almost like a ridgeline and declines on the other side to a Cold Taiga. As I go in it feels a little odd somehow so I F3 and…



    It's actually Cold Taiga M. This is the first time I've *noticed* being in Cold Taiga M although I'm sure I have been before. Like many M biomes, Cold Taiga M is just slightly hillier than Cold Taiga proper and doesn't really stand out. The combination of that with bleedover from the Glacier was enough to make it seem odd.

    I grind north through the Cold Taiga, encountering nothing particularly unusual. At the top of the island it connects to a medium island with Meadow but I've already got that on my maps. I turn east instead.



    The top of the island is Highlands Tundra, but mostly frozen lakes. I go super fast on ice due to my magicked boots so this part is very quick (and kind of fun!).



    After a while I have to go back into the Glacier. Here the biome is wider so there are more ups and downs. I like the way the forest blends into the Glacier here with the trees getting rarer and rarer as they go up.



    Continuing east from the Glacier I pass into some Woodlands. I use my tree-hopping trick, which works here. I spot this glade of Poplar trees (from Highlands Birch Hills). It looks like a sub-biome but Climate Control doesn't have that sub-biome assignment so I'm not sure how it got here. I check to make sure that the chunk wall protection system is working and it is. So I just toss it onto the "worry" pile.



    Next I pass into a Redwood Forest. The gray area to the right is the Rock Island where I quarried for Gniess back in Episode 62, and also the location of Cape Crash.

    Now I turn west again, continuing my circuit. I encounter some Spruce Woods and then:



    This great view of the Magical Forest in the center of the island, with the great Glacier overhead.

    The Magical Forest is full of wolves in case I want to get new dogs. I have a nasty surprise when I get seriously poisoned for no obvious reason but I realize I must have walked past a Vishroom. Pretty, but nasty.

    I'm almost done but there's still a small area unmapped in the center. It's basically Woodlands and Glacier. In the Woodlands I find a Plains sub-biome but that *is* supposed to be there so I'm not bothered.

    Soon I'm back on the boat.



    I had planned on exploring the ocean around the island but I've been doing a lot of planning for the Arabian Nights build and I want to get to it. So I just head east in the direction I want to go.

    Night falls when I'm on the boat so I do some nighttime oceanic exploration filling in some areas in largely explored maps. The only discovery of note is that one small snowy island to the northeast of the spawn continent is actually 2 islands.



    As dawn approaches I'm on the map with the target Magical Forest (3 maps east of the one before; I've travelled a ways). The Magical Forest is the green area on the southwest tip of the land in the northeast. The yellow and tan area to the left of it is Dunes and the yellow area with green spots above is Sahel. My generic plan is to build the palace in the Dunes overlooking the Magical Forest with a bridge or walkway to it, but I'll have to see what I can do once I get there.



    My timing is good and I arrive shortly after dawn. A year after first finding it, I'm ready to start on the build it inspired.

    Posted in: Survival Mode
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    posted a message on WHITEARK: a vast desert city and long-term solo project (4th August 2018 - OP completely redone! Really!)

    Wow as always. Wish I could boat down that canal.

    Posted in: Screenshots
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Large biomes is probably your problem. If you have Large Biomes (biome size 6 in CC), *everything* is 4 times as long and occupies 16x as much area. (If you're just using the Large Biomes settings without changing the CC biome size, you should *not* be seeing that, just a normal world.).


    How does my journal world map look?


    Posted in: Minecraft Mods
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    posted a message on Zeno's Explorations and Mod Development

    I'd never seen ponds in ice but more significantly that's right next to the frozen river I use to get on my boat from the Winter tower. I've seen that spot dozens of times and I think I would have noticed *that*. I suppose I can check one of my old saves.


    Edit: No, Empour's right. I have no idea how I could have forgotten that.

    Posted in: Survival Mode
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    posted a message on Munduno - A 21st century world [10th Anniversary]

    I'm always impressed by how many *different" building designs you have. I tend to redo existing designs with modifications at least half the time, and my "new" ideas aren't as new as yours. A lot of great ideas in that head of yours!

    Posted in: Screenshots
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    posted a message on Zeno's Explorations and Mod Development

    Episode 165: Muttering, Puttering, and Cluttering

    Back at the Winter Tower, I toss some Eclogite Cobblestone into the Infernal Furnace to roast.

    Next, in the Nether Nexus I'll now have four Mystcraft books leading back to the Overworld, but only one of them is properly named. The rest are just named "Overworld".



    I take my new link to the Cliff Shack and the one linking to Lazy River Landing to Fallingwater and rename them at a Writing Desk. I also make two new linking books so I'll be able to set up a link for the Arabian Nights build. Then I return to the Nether to put the Lazy River link back, put the Cliff Shack link in its new lectern, and link one of my new books to the Nether to get back from the Arabian Nights build.



    I have more stone to carry than I can fit into Trunkie and Spunkie so I traipse out to the boat to put some there (the boat has two chests). On the way I spot this hole in the ice which appears to have been created by a creeper explosion. "When did that happen?", I wonder. I don't remember one, although I often play with sound off. I stop to fix it, which turns out to be a lot of work because it's a hassle filling it properly with water. Eventually I do and things start freezing. Soon it'll be as good as new.



    One problem with my dropshaft system is that I can "slide out" into the little openings on the side I stood on while I was making it. After building it, this can be fixed by putting blocks into the openings to reduce them to one block but I rarely bother. However, after getting hung up one too many times going up and down the Winter Tower Ladder I say "Let's do it" and block off all the openings that don't connect to something.

    I still have some trading supplies so I return to Lazy River Landing to put them away. I check on the Fishing Golem, mostly looking for useful enchants, but don't find any. While there I collect some wool.



    What is he doing in the sheep pen? He seems to be a new priest so I guess he spawned outside of the village, unless villagers sometimes escape fences like livestock. He's not going to live long, sadly, because the zombies will kill him out here and it's way too much trouble to rescue him.



    I do some Enderman checks but one disadvantage to the trophy hall is that now there's not much clear space to the west anymore. I don't see any. I do see this dark area on the roof - not sure how it got here. I make a torch to place here. On the way back, I see a zombie between the trophy hall and the main village. I kill him and *hope* he spawned here because otherwise I have a lighting headache.



    Backwash Bay by night.

    Back at the Winter Tower I load up on my now-roasted Eclogite, and pick up some Blue Schist for additional color options. I'd actually been thinking Green Schist, but I don't have much.



    My plan is to head to the island northeast of the spawn continent and explore it. This is the island I partially explored in Episode 51 but had my explorations wiped by a crash. I plan to explore some ocean along the way, and then afterwards some more ocean right around the island, and then head east to where I'm planning the Arabian Nights build.

    On the way I pass some of the coast I saw on my very first boat trip 162 episodes ago. I get a little nostalgic at this, one of the great pleasure of a long-running world.



    This is the bay where I found my first sugarcane (oddly). When I was still boating to Lazy River Landing it was acting as a port, hence the derelict boat afloat there.



    This is the map of the straights between the spawn continent, on the lower left, and the island I want to explore, on the upper right. I've been working on this map a long time. The coast of the spawn continent I first explored in Episode 17 and the coast of the island in Episode 35. I've had two more exploration expeditions that picked up some of the map - but it's still not done!

    I'm planning to land in the bay just north of the green section. Partly it's further in so I save a little time with the ship, partly because I expect it to be easy to find and partly...



    I correctly surmise it'll produce a great scenic shot on the way in.

    Next episode: Island (re-) Exploration. Now with fewer crashes!

    Posted in: Survival Mode
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    posted a message on David's Exploration of the NationCraft Server (Modded Survival Journal, E7)

    The detail is great, although I think it might have been better as multiple episodes. Tinker's makes for a long and involved development tree; you'll have a lot to write about.


    Aren't you worried about zombies exterminating the village? And which mod is doing the walled villages?

    Posted in: Survival Mode
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Try this version. Yes, the crash was because Forge doesn't deobfuscate the method; but the method wouldn't work right in a server context anyway.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    That looks like an obfuscation error. I'll see if I can find a different Forge version that works.

    Posted in: Minecraft Mods
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    posted a message on Zeno's Explorations and Mod Development

    It's so cool to see all that good data in a post! I always assumed the 1.6 -> 1.7 changes were to get rid of the swiss cheese cave systems. I know you like that kind of thing, but they generated a lot of complaints. If the intent was to harass branch miners it wasn't very effective. You can't branch mine in any direction but you can almost always branch mine in *some* direction. The only mine I've ever had trouble doing *any* branch mining was the first mine in this world, but that was from mineshafts, not caves.


    It's interesting that it's basically impossible to be away from caves now. The greatly reduced variance in cave numbers in even moderately large areas stands out. I've certainly noticed there's less variation in cave frequency from mine to mine anymore - all large mines feel pretty much the same. Before, there was a big difference between mines with caves everywhere and mines with caves nowhere.


    I'll still say I've had an annoying time with caves, though. Of the five full-length dropshafts I've made, 3 have gone *through* caves on the way down. This isn't "caves in a 4-chunk radius" it's "caves in a 1-BLOCK radius". And one of the others was the one that landed in the mineshaft infestation.

    Posted in: Survival Mode
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    New update for CC out -beta30. It has a much-requested feature:



    A wide rivers option, approximately 3 times as wide. This is an all-or-nothing feature - all rivers are wide or none are. You can change an existing world but you will get small chunk walls at the river shifts.


    This also has support for Vampirism.

    Posted in: Minecraft Mods
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    posted a message on Zeno's Explorations and Mod Development

    Yes, Bibliocraft table with lectern. I tried it on a lark and really liked the look. You have to be sneaking to put the lectern on, though - a regular click puts it into the table display slot.

    Posted in: Survival Mode
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    posted a message on Underground Biomes Constructs

    You should probably ask OgreSean how that could be happening.

    Posted in: Minecraft Mods
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