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    posted a message on [SURVIVAL][STORY][BOOKS] Letters From A Dead Earth (Now with optional challenges!) (Over 40,000 downloads!)(Open World, Compatib

    Haven't been on this forum in a while and just saw your question, Battamer. Happily, I do still have the locations!


    Book 4 is in the crater of a bombed-out house on the east end of Poplar Hills. The chest it's in is in a little alcove and has a block of iron ore on top of it, so it's really easy to miss.

    Book 14 is in a big building on the west side of Lake Stevens. It's the square one with round towers on the corners, in the jungle between the hospital and the nuclear plant. The book is in a furnace on the floor below the top one.

    Book 56 is really hard to find--it's at the bottom of an underwater ravine in Newport. The ravine itself is directly east of the building that's collapsed at an angle onto the highway. There's a fast-food restaurant at the bottom of the ravine, half-buried; you'll need to do some excavation to get in. The book's in a chest inside.

    Book 58 is in a stronghold south of Tuolumne Springs--there's an entrance to it exposed by the big crater. The stronghold's a maze, of course, but the book's on the bottom floor. Once you go in, turn left. Keep going straight, through the big room with the dry fountain, until you hit a mineshaft entrance. Then, turn left. Keep going straight again, ignoring the spiral stairwell, until you hit a dead end, then turn right. Keep going straight until you hit another dead end. The book's in a chest to your left.

    Book 78 is in a chest in an outdoor campsite under the highway just north of Centreville. It's near the ferris wheel--if you follow the highway north from there, it's just past the last building.

    Book 90 is in Natomas, at the far south of the map. All the big buildings are on the east side of the highway; if you look west, there's a bunch of sunken buildings buried in the ground. There's also one brick building sticking out. The book is in the brick building's elevator shaft.


    Site 112 is very easy to miss, as it's underground in the middle of nowhere. If you head east from Newport, there's a big field with some scattered supply drops and a radio tower on a hill to the north. The entrance to Site 112 is south of the radio tower, in a tiny grove of four trees in the middle of the field.

    Area 341 is the walled compound with the tanks and missile silos south of Yucca. If you follow the east highway as far as you can, then head north, you should spot it pretty easily. (If you hit the plane crash, you're too far east.)


    And alex_wiseman, the Genesis Vault is a big concrete structure sticking out the back of a hill in the Helensdale/Fairview area. If you follow the highway west through the lava fields, you'll eventually hit a point where it turns to go south. Head north from there instead, and you'll see a big snowy hill on the side of a river. The Genesis Vault is sticking out the back of it. It's very difficult to miss once you spot it, and it's got chests full of plants and spawn eggs.

    Posted in: Maps
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    posted a message on [SURVIVAL][STORY][BOOKS] Letters From A Dead Earth (Now with optional challenges!) (Over 40,000 downloads!)(Open World, Compatib
    Quote from Dah_Kihng»

    Even after countless hours of searching, I'm still missing 13 11 books. I'm sure that several were actually deleted when I used World Edit to fix some corruption problems I encountered from a mod. (I also moved some sunken buildings out of the pit in Helensdale, don't kill me! DX) If you can, I'd like to know the location of these books. If it's in Centreville, the building. Otherwise please give me the city name.


    I've been replaying this map recently and actually keeping track of book locations, so I can point you at most of these.


    -Book 3 - Southeastern Centreville, in a fancy two-story building with a sign reading "Mr/Mrs Derp". It's about a block west of Pelican Heights.

    -Book 41 - Northwestern Centreville, in a sandstone apartment building just south of the three-story mall.

    -Book 62 - Southeastern Centreville, in a two-story building just south of the highway off-ramp.

    -Book 63 and Book 68 - Northeastern Centreville, in two partially-buried houses next to the strip mall in the desert. Southeast of the store with the huge parking lot.

    -Book 91 - Northwestern Centreville, in an office building with angled ends between the construction site and the three-story mall.

    -Book 96 - In a remote, isolated building in the swamp east of Poplar Hills. It's about halfway between Newport and Jericho.

    Posted in: Maps
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    posted a message on [Adv/Puz] Search for the Skyheart V1.2
    Fantastic map! Nice difficulty curve, really good architecture, and lots of attention to detail. All those notes to and from characters did a very good job of sucking me in to the world you'd built. Excellent job of making full use of the tools available to you--the occasional potion effects really added a nice touch. It was a simple thing, but that zoom effect on the doors in the labyrinth blew my mind the first time it happened. Little things like that really made this map stick out.

    Also, this map gets my award for Most Satisfying Ending. Where a lot of adventure maps end with just a note saying "You won!", an actual ending sequence really stands out. And you even had victory music! A+, would play again.


    PS. I am far too amused by the fact that the toilet makes flushing noises.
    Posted in: Maps
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    posted a message on [SURVIVAL][STORY][BOOKS] Letters From A Dead Earth (Now with optional challenges!) (Over 40,000 downloads!)(Open World, Compatib
    This map is fantastic. I'm having a ton of fun just wandering around exploring everything--it's even better than Fallout 3 for making me go "okay, I'm just going to go check out this building...ooh, what's that?" and then three hours later I'm miles from home with a full load of loot. I also think it's really cool how often I've gone exploring outside the cities/towns proper and been surprised by evidence that someone else was there before me. And I'm not sure how much of the architecture is original and how much is done by other people, but the detail put into the building designs and furnishings is really nice--I've seen several things I'm going to be using in my own builds.

    Now that I'm done gushing about the map, I do have an issue with it. I might just be blind, but I cannot for the life of me find Quartz. Yucca, yes. Area 341, yes. The Pan-Union plane crash, yes. Quartz? Nope. What am I missing?

    (Also, and this is really a minor thing, what is that big structure in Tuolumne Springs supposed to be? I can't figure it out and it's bugging me.)
    Posted in: Maps
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    posted a message on The All-Inclusive Guide to Texturing
    Quote from steelfeathers

    EDIT EDIT: There are a few biomes missing from your map, such as rainforest and grass desert. Dare I ask how on earth you went about finding the single pixel locations of the other biomes? I'm trying to locate the rest, you see. :wink.gif:


    Rainforest, seasonal forest, savanna, shrubland, and tundra all got taken out in 1.8, as far as I can tell--the current list of biomes is Swamp, Forest, Taiga, Desert, Plains, Hell, Ocean, Hills, River, and Sky, according to the biome code. (Hell is the Nether, Hills are mountains, and I don't know what Sky is--I've never seen it in-game, so it might be in-development code for the Sky Dimension.) 1.9 adds some new stuff--Mushrooms and Tundra, I think, but I've no clue what the final listing will be like. Tundra is probably going to use the lower-rightmost pixel.

    As for how I went about finding them, trial and error. I have a mod that displays what biome you're in at all times, which draws directly from the code, so I made a new texture pack, made the leaf texture completely white, and made a 16-color rainbow for foliagecolor.png. I went in-game and narrowed each biome down to a 16x256 strip, then a 16x16 box, then a 1x16 line, then the single pixel. I was rather taken aback when I started getting to single-pixel territory, actually--I'd thought there would be some variation within biomes, but apparently that got taken out in 1.8 when the biome code got overhauled.
    Posted in: Resource Pack Discussion
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    posted a message on The All-Inclusive Guide to Texturing
    You are an absolutely awesome person for putting this together. I almost wish I'd waited a few months to start my first texture pack so I could have used this as reference. Oh well.

    I'm particularly looking forward to the section on biome coloring, because I went hunting for info on that and found practically none. I've spent my evening trying to figure it out, and I thought I would post my findings in case they're new/helpful.

    I've been doing all of this in 1.8.1, so if biome coloring's getting another overhaul in 1.9 this will be obsolete very soon. From what I can tell from my experiments, each biome's coloration for grass and oak leaves is determined by a single pixel in misc\grasscolor.png and misc\foliagecolor.png, respectively. Transitions seem to be done by drawing a line between the two biomes' pixels and picking colors off it, although I'd need to do more testing to be sure of that. Birch leaves and pine needles are always the same colors, which are hardcoded. As far as I can tell, the upper-right half of foliagecolor.png goes completely unused.

    Here's a map of the biomes' locations in grasscolor.png; they're the same in foliagecolor.png. River and Ocean biomes don't seem to have designated colors, instead just acting as large transition zones. I don't know if or how this will change in 1.9.



    The one thing I know about biome coloring in 1.9 is that at present, the new, darker swamps are created by means of a purplish filter, which is hardcoded. Why they didn't just edit the biome .pngs is beyond me, since that would have made for smoother transitions, which is the biggest complaint I've seen about the new swamps.

    I'm looking forward to the completion of this; what you already have is really informative and well written. I don't know if the above is at all useful or if it's something everyone already knows, but take it for what it's worth.

    PS. Does anyone know what texture 28 in the terrain.png is for? Every guide to terrain.png I've found, including this one, has left it unlabeled. And I think somebody already mentioned this, but textures 8A, 8B, 9A, and 9B are all for the cauldron: 8A is the rim, 8B is the bottom, 9A is the side, and 9B is the bottom of the legs.
    Posted in: Resource Pack Discussion
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    First off, thank you so much for this mod--it's the only one that I absolutely can't live without. Being able to build working ships, or pack up and move whenever I feel like it, is wonderful.

    I know you're already aware of the disappearing-ship and disappearing-controller bugs, but I thought I would report my experiences with them anyway in case the data helps with debugging.

    The disappearing-ship bug never happened to me before 1.8, but it's happened numerous times since then. Unlike some people, I've never found any of my vanished ships again, despite visiting the only locations they had been to. Interestingly, I had one ship that seemed to have a Death Zone--crossing x:848 in the direction of increasing x-value caused it to vanish at z-values from 730 to 838, despite other ships having traveled through the same space with no problems earlier. (Since I've been following this thread, I've been backing up my save if I'm flying a ship I care about losing, and I'm very glad of it.) I managed to get around it by going all the way up to z:46 before traveling on the x-axis, but I don't know where the death zone stopped or what was causing it.

    I've been experiencing the same "flickering controller" bug as DDPJR: every so often, the controller will disappear and immediately reappear, which stops the ship but does not reset the display. (The first time it happened, I had my graphics settings way down and was high enough above the ocean that I could barely see it, so it took me quite some time to realize I'd stopped.) It's really only a minor inconvenience, though.

    The "vanishing controller" bug is interesting: placing a new block on the ship makes the controller reappear, but the particularly fascinating thing is that from then on, it's the newly-placed block that vanishes, not the controller. Thankfully, that doesn't interrupt the travel of the ship, so I can fly to wherever I'm going, rejoin the world, and have the block show back up with no problems and no need to add more blocks. Interestingly, I have never had a ship disappear on me after I've done this, but I don't know whether that's significant or coincidental.

    Best of luck with the debugging; it's easily my least favorite part of programming. And thank you again for all the work you've put into this!
    Posted in: WIP Mods
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