Quote from Robijnvogel»
The main thing I have to say about concrete and these other decorational blocks is that, once again, they are very cheap variations of features that already existed in Minecraft.
Looking at the sprites, it probably took their "pixel artists" a few hours to draw those, but actually adding those blocks in code certainly wouldn't have taken me more than 4 hours and an actually experienced java programmer / mod developer could probably have done so within 30 minutes.
New structures and new entities are a bit harder to draw and code, but those are still only new varieties of features that already existed in Minecraft.
Granted, the magic spells and curses of 1.11 may be a nice touch, and the new feature that concrete dust can turn solid after touching water is pretty cool, however these don't warrant a new "major" update.
I'd rather have Minecraft releasing an actual major update every 2-5 years than having it release a "major" update every 6 months.
Even better, if they wrote a decent mod API, almost all the recent changes could have been released as mods. New structures (igloo and mansion), new mobs (polar bear and illager), and new blocks (terracotta) shouldn't call for any revisions to the actual code or a version change. There have been some under-the-hood changes but everything I've seen has been mild and not pressing and could have been delayed for some time.
At least Forge is doing a fairly decent job of protecting modders from the changes. Pretty much any 1.9.4 mod runs on 1.10 so there was nothing to do but update the mod info.
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could you get me zips of your mod and config files?
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Interactions are the normal cause of "already decorating" errors. The fundamental cause is that the Minecraft decorating system isn't sound but any mature mod has developed some workaround for it. (It sounds like the Camping mod isn't mature, unfortunately). However, when multiple mods are going their workarounds don't always work together. Big trees, incidentally, are the #1 cause of the "already decorating" error so I'm not at all surprised Natura seems causative.
One question: does the modpack run appropriately in default worlds? RTG itself doesn't do much that would set off the "already decorating" error.
You could try adding Underground Biomes Constructs to your modpack because its workaround can actually bail out other mods sometimes.
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Oops sorry about that! But we're not immediately looking at a final release. We are thinking on how to get a version out that people can use for ongoing worlds. My (hopefully not too wishful) thinking is that as soon as we can iron out this noise bug we can release "draft terrains" for vanilla, Highlands, Thaumcraft, and BoP. Then we can get feedback and put out a version with those terrains on "soft lockdown", committing to minimal changes in the future. That means players could use those biomes without too much risk for chunk walls from future version. Decorations (=plants mostly) and surfacing probably won't be done, but it's not so catastrophic if a tree frequency changes between chunks. Then we'll work on finishing up more terrains (adding them to soft lockdown) and the surfacing and decorations, but with people able to play with the mod's worlds as we're working.
There are some issues like where to use that mountain terrain (which I just developed three days ago). I tried to find a vanilla biome to put it in and I couldn't. The current Extreme Hills is IMO marvelous and that's the only mountain biome vanilla has. I tried putting it into the Extreme Hills sub-biome but it needs a full biome to "do its thing". I should probably put it in the Highland Rock Mountains although I kind of liked those mountains too and I don't want them to go the way of the dodo bird. This is the kind of think we're hoping for feedback on.
I could spend forever improving the terrains but eternally chasing the perfect biomes means nobody really gets to play with in permanent world would definitely be a case of the "the best is the enemy of the good". So we're shooting for getting a version out without demanding it be perfect and then maybe go back and put out an RTG 2.0 some months later. The current version does make pretty jawdropping worlds already - I've seen a lot.
It is weird looking at my screenshot folder at pics I thought were just amazingly good just a few weeks ago and thinking "ooh, I can do better than THAT"
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A tease on what I'm working on:
We're almost ready for a draft release of terrains for a whole slew of biomes. There's an issue with the noise generator to work out, and then you folks should have something really great to play with.
One last pic of a new terrain technique I'm very pleased with:
Procedurally generated, every last block. The forthcoming RTG can fill worlds with stuff like that.
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I *luurrrrve* me my Minecraft. It's been almost the only game I play for nearly three years, except for one 2-month break. I've never been fascinated by a game so long - the next best is some Civ versions I played like crazy for about a year and a half. I admit if I couldn't mod I might not be as interested but - maybe I would.
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I don't think there's any way to do *ranges* of mountains (groups of mountain biomes) in Minecraft at present. I've thought about doing it for CC, but I haven't yet. If you set the biome size to 6 in CC the mountain biomes will be about 1000 blocks across, but the overall shape will be blobish (as with vanilla) not a long extended range.
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That's Ice Plains next to Vanilla Forest, which is perfectly legitimate. The fact that the vanilla forest is clear above where the Ice Plains is snowy is far too sophisticated for the climate system to avoid. Vanilla "solves" this by trying to restrict climate junctions at altitude, but in Amplified those tricks don't work.
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Yes, they have completely different mechanisms. I'm not actually familiar with Biome Tweaker but my understanding is that it can "swap" a BoP biome for a vanilla biome. CC generates a new map in a similar style to the vanilla map but with all the biomes included.
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It's full-size if all the others are off. However, VanillaLandAndClimate overrides that because vanilla only does it one way.
That said, you should see only rare illegitimate climate transitions in CC. They're somewhat more common than in vanilla but still pretty rare. The main "illegitimate" transition is hot climate to a high-altitude (and snowy) temperate climate and that's actually not illegitimate according to the rules.
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At present, you have to use biometweaker or CC to place BoP biomes. BoP won't do it by itself.
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Use the flag VanillaLandandClimate.
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Nobody's forced to partake in harder combat. There's an Easy mode and a Peaceful mode, and you can even switch in and out. Plus, there are ways to play that involve minimum combat even on Hard (which is mostly how I play, actually).
If it's a sandbox it should allow both combat-oriented and non-combat-oriented games within the base game - which it does now, and didn't before, due to the absurdly easy combat game.
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Then you haven't been listening. "Minecraft is too easy" is a strong and recurrent complaint, and a major focus of many mods is upping the difficulty of mobs (and other things) to make it more challenging. There was a post on the last page by somebody who would play hardcore without armor, and a number of should-be-preposterous challenges like killing the Ender Dragon - with eggs.
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Probably not. They do very minimal playtesting and mostly rely on snapshot players to do it for them. When I was first writing my Climate Control mod it quickly became obvious that when they put in the climate zones in 1.7 they'd looked at maps but they hadn't actually played in worlds.
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Um, have you ever heard of securing your base? Or just building in the day? I do lots of fairly big builds, and on those occasions when I fight something at home it's my own dang fault.