This is an outright scam, even the most disorganised convention run by volunteers would manage to decorate the place with some signs and posters.
Some other signs it's a scam:
1. No vendors selling stuff attending, this is how most conventions help pay setup/running costs, rent out space to retailers.
2. Starting time, most conventions open in the morning if it's for the entire day, with setup the day/night before.
3. Doesn't ask for help with anything in the lead up, even if it's stuff like putting posters up around town, most conventions have something they need a hand with.
I wish Florida would do something about fixing their anti-scam / consumer protection laws, I don't even live in the US, and even I know it's the centre of much of the email spam, fly by night operators and other dishonest businesses.
Quote from nxsupert
Under UK law at least they could get sued for miss-advertising the event (Basically advertising false information such as not giving out prizes etc) but US law may be different.
Good point, the US has lottery laws, which would include this event as you have to buy something (the entry ticket) to win.
I'd ask ask the tax office, maybe he's scamming them as well.
1
Nope, it's mostly just things that are renamed, altered in function.
Down to 18 errors now.
Odds are it won't work properly once all the errors are fixed, But i'll deal with that when I get into testing.
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Don't put yourself down, it's far better than some of the "reviews" people have made for Highlands.
Thank you for actually finding the different biomes, and recording them to video. OK so I've changed some of them, Outback has red sand now for instance, but it's still good.
Oh and 1.8 Highlands is down to 183 compiler errors now.
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Odinsembrace32 you have 150 mods, you don't really expect me to troubleshoot all that ?
Please make an effort to actually figure out which mod isn't loading.
Geethebluesky not sure about fixing issues in 1.7.10, especially those that involve other mods. I'd like to finish getting 1.8 to compile first.
1
Started porting Highlands over to 1.8, get all the code in 1.7.x that isn't being worked on anyway updated.
So far the only issue I've found is Provider.terrainType is private (cannot be read) and the code relies on it being accessible. I'll either get the forge team to patch that out, or write a core mod to fix it myself.
3
However, general advice.
1. Use Highlands as the world type, it does work properly with BoP, Twilight Forest, Buildcraft
2. While I went to a lot of trouble to avoid Highlands having biome ID conflcts with other mods, they sometimes conflict with each other. Somewhere I wrote a cheat sheet of who's using what as defaults.
3. Highlands *should* have ATG support, but it's removed/broken/disabled, as last I looked ATG was being rewritten.
4. I'm working on getting ExtraBiomesXL and Thaumcraft biomes working at the moment. So far it just detects them, at least a few days to finish the rest.
1
It's a hybrid of the worst of Notch and Jeb code, and lives in about 10 separate files.
I can no longer replace with default world type, it's read only and coded in a way that there is no work around.
So that just leaves making a custom world type, and rewriting a lot of files.
What Highlands does, is have a dictionary of biomes, and what each of them are (actually the list is in Multiworld API, so I can use it in my other mods).
So for any biome it has what type it is, what sort of river, beach, edge, sub biomes etc go with it. The code then uses that data accordingly.
Mojong do none of those things, its all hard coded,tons of if statements, odd things like rareBiome = biome + 128.
Not only not mod friendly (just try adding a custom river biome), but it's a nightmare to understand, here's an example:
else if (k1 == 2)
So this k1 is the biomeID, and 2 is the hard coded value for desert. Want to generate a world without the vanilla desert, tough.
4
http://www.curse.com/mc-mods/minecraft/221226-highlands
Special thanks to bonnyvonscotty for helping me test it.
I'll add code to detect Thaumcraft biomes in the next release, as I want to make it fool proof in case Azanor changes things around again. It would also need longer testing, and I wanted to release an update before the weekend.
1
0
No I said my beta tester is MIA, I need someone to take his place before I can release the update I have. People in this thread complain so much if there is a single bug, that I'm not going to release unless someone else tests it first. The less testing I have to do myself, to more time I can spend actual modding.
I had to specificity ask for the MFR API, it wasn't going to be released early, still had to wait 3 weeks for it. Thaumcraft I actually have permission to decompile, as needed for one of my other mods. Forestry I asked for the API to use an easier method to register things. Just because the APIs are public, doesn't mean they always were.
0
Wow, delete happy much ?
It's just the APIs for Thaumcraft, MFR, Forestry all you do is import them.
Oh by the way I did ask for permission to use those APIs, unlike some.
Guess what, the Multiworld API is copyrighted, and not open source. You're in a lot of hot water already.
1
It's a long story, but involves the mass deletion of content and features from BoP simply to avoid updating it, including code I had only recently rewritten. When I asked for permission to use the deleted code I wrote, as a separate mod I was abused by the current team and totally ignored by Ted.
Suffice to say, if I could have found a mod programmer with the skills and dedication to take over Highlands I would have.
Ahem, as for the Highlands mod itself, I probably fixed the Cold Beach bug months ago. Just was so fed up with Minecraft at the time I didn't spend the 2-3 days needed to properly test it. Having one of my hard drives almost cark it before I could copy everything off didn't help.
Heck I don't even play the game, was hanging on for RedPower 2 for 1.7.x, which as we all know will never happen.
The 3rd party mod biomes is the problem to deal with after I'm sure I've fixed the biome layer bugs. As the extra Forge methods were only added half way through 1.7.10, so I'd have to create an entire extra dev environment for that, and seperate 1.7.10 release.
As for the multiworld API, it's a Forge design flaw that prevents me releasing that. It's not easy to distribute these API packages, you need a SVN server to host the files, if you ever want it working in Eclipse, even for me.
If anyone, including Ted80, wants to help, simply find me a proper beta tester. Simply test the mod and tell me if it works y/n, what seeds you used, what coords etc. The last person that offered to do this went AWOL, without doing anything.
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Done on purpose, as BiomeDictionary/BiomeManager does not deal correctly with:
The same system is also used for Buildcraft Oil field biomes. Anyone checked to see if those fail to generate as well ?
The biome code was completely rewritten, trust me this way is better.
For instance, was no support at all for biome weighting in the old system, especially for biomes added by other mods/vanilla minecraft.
It's trivial to add a specific block of code to generate the Thaumcraft biomes correctly, they replace sections of plains/forest biomes. I know full well how it works, as I did ask Azanor to use BC's oil biome code, as the code he was using broke some other mods.
I do plan to add code to find any "missing" biomes, I only got as far as decoding class path names to figure out which mod provided the biome. Next step is to filter that to ignore things like Twilight Forest biomes.
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Fixed in 2.2.2
The heights of Woodlands Mountains was toned down on the advice of sdj64 and also to try and fix lag issues when generating this biome. Since then I've found and fixed a bug in the tree generation that was specific to this biome.
Not sure if Amplified or an "extreme" config option is the best way to go about this.
Leaning towards Amplified world type as it would be easier for server owners and to implement generally.
I don't drink coffee btw, staying awake is never a problem for me, it's other issues to prevent me from concentrating 100% on things. Any donations through my Patreon account would be appreciated.
I have the feeling this is something I fixed, try the new version and see.
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Really, it was fixed in 2.2.1, I tested it extensively.
Consider yourself banned from posting in this thread, it's clear your only here sell your own mod, at the expensive of Highlands.
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All I can help is to note this mod is compiled against Java 1.7, which could be the issue.
@Avskygod0
LOL do you want me to cut the Swiss Alps down as well ?