this mod look so USEFUL! that barrel and the steer ship.. is quite useful! I am going to use it for my ship that i am working on. for a while!
and one question, the closed barrel, can you place it like how woods are placed (vertical or horizontal)
EDIT: i see that it cannot be placed vertically.. these closed barrel.. and i also noticed that its an incompleted mod.. but also WIP... which i noticed from this thread mentioning about "WIP"
there is one important thing you need to fix.. thats is "how to install the mod".. i found the instruction but its lacking few information. like i dont know if i needed the "Core" mod and the Medieval mod to make it work in minecraft.. That would make it clear and understood. so Please fix or improve your thread to provide a better information.. and that goes same for your own website of this mod.
i would like to suggest few ideas that could improve your mod better:
1) can you make the mod able to use the vanilla minecraft's texture pack but if its replaced by other resource pack.. which it also can use these texture pack.. (planks, woods, etc) for the models that you have created... NOTE: i have seen few mods that has the same capability of using texture/resource pack as a basis texture pack for the models such as firewoods, log chair or barrel chair.. a good example of mod would be "Fence Overhaul" it doesn't have any texture pack, so it used the minecraft's own texture pack or the resource pack i am using as a basis texture pack. You could look in it to improve your mod.
2) IF possible, you could make a feature where i can add any items into the empty barrel, but the maximum amount would be 64.. but i will let people decide the maximum amount that a barrel could hold.. if they support my suggestion.
One more thing to add: crate is more like a modern storage than barrel.. but i haven't seen in any history beyond 1900s that used crate in old ship and pirate ship. Accorded to my research that it was used in somewhere 1900s to 1930s to today.. so barrel is a classic storage that people used to store items/foods/drink/powder way before 1900s. Thats the reason why i suggested number 2 above.
Thats all i can think of.. I hope this suggestion could help you out with this mod.
I've built several mods for 1.10.x and 1.9.x, hence I am aware of the ease of updating. The most significant change will be the 1.9 combat changes. As 1.9 made skeletons far more dangerous, we may have to rethink the use of bones in BB.
oh okay.. thats good to know.. and i see.. about the use of bones in BB.. well there are many ways you can make tools... it can be done with flints, small rocks around beach or somewhere.. and sticks from the trees (breaking leaves to get them). bones won't be easy to get.. unless you got few skeleton of dead animals or village/mobs somewhere.. that can be used as ingredients to make any materials.
I know there are a lot of requests for this, and I just want to get this mod request out in the open.
We need fences that can connect diagonally, for diagonal paths, stairways, etc. Notch has already made rails able to have a slope or angle to them, so why not fences? Currently, fences do not connect diagonally at all. If anyone is willing to take on this mod idea, please say so. Any revisions/criticism/etc.?
Without mod:
With mod(if made):
I hope you are still online after a long time since you have created this thread..here's some information that you may be interested in...-> there is a mod called "Fence Overhaul" which allow you to create a diagonally fences.. i also add your idea of this thread to the author's private message. your idea became realistic.. except the one with picture.. is not realistic yet.
I was reading your thread description about your mod.. and i noticed this "The Minecraft 1.10 update is out, and far sooner than I imagined. Now I'm two versions behind, and updating to each will be a major pain. I'm not even sure if I'll update to 1.10; I might just skip it and go to whatever version is next."
i want to share some information regarding the quote above... if you haven't heard... the difference between 1.9.4 and 1.10.2 is very small. and you dont have to worry about 1.9.0... u can use 1.9.4 version for 1.10.2 as well (it will also work on 1.10.2).. some 1.9.4 mods was working just fine on 1.10.2. some of them got updated to have few tweaking.. and some dont get updated because there was no problem or bugs.. and very few 1.9.4 mod dont work in 1.10.2. i only encountered one mod that dont work so far.. so i hope this should encourage you to keep working on your mod with better concentration.. I am looking forward to your mod giving me a challenge for beginning in Minecraft! so keep it up and you will get to the finished line!
Some topics I haven't settled on a good solution for. Suggestions on these would be particularly valuable.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
* Should nether wart be a mod drop from witches? Zombie pigmen?
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?
well one of points above "how should the player obtain the saplings for other vanilla trees"
i got few ideas:
1)spruce trees, you can get a seed that its shape is like a cone.. i know that for the cone to start grow up into a plant and then into a tree, but first there must be fire to unleash the seed into the soil.. if i recall.
2)oak tree (where apples we gathered to eat), there is seeds inside the apple as you already know. the seeds inside the apple can be used to plant a oak tree.
3)dark oak tree, i am not sure about that tree.. its the same for jungle, acacia, birch... I dont know how people plants these trees in real life.. but above 1 and 2, i know for sure.
to obatin pumpkins and melon is just fine the way vanilla minecraft is.. its same as the real one in real life, u know what i mean. and sugars.. u could look up how people obtain sugar from sugar canes. last things is coca bean and cactus, i dont have any ideas for these two..
to break a glass, how about remove the glass instead of breaking it. that way we dont have to make more glass using more sands.. by removing... i mean we could just remove the glass by disconecting it from the frame of the planks and put it in our inventory.. but my opinion of how we break glasses in minecraft is not so real.. its annoying that we have to make new glasses everytime we break glass.. especially one moment where we misplaced the glass in the wrong place or location and say "arggh shoot"...
i do not have any ideas for the other points in the quote.. so i hope my suggestion could help give you some clues and ideas on how to make your mod a better mod.
Sorry for the question i am going to ask..I dont meant to pressure you or anything. so i wanted to know if i could download the texture pack for Biome O plenty, even its still WIP, so i could test it out to make sure there is no problem?
you have done an excellent job with this mod... especially with texture pack... i liked how you set up the mod along with options of having texture from 16 to 128x.. so i took 128x
# add testing routines and crash in suspicious circumstances
B:TestingMode=false
B:VanillaBiomesOn=true
# Generate land masses and climate zones similar to vanilla 1.7
B:VanillaLandAndClimate=false
# True for triple-width rivers
B:WiderRivers=true
# impose GeographiCraft generation on the Biomes o' Plenty world type
B:alterBoPWorlds=true
# impose GeographiCraft generation on Highlands world types
B:alterHighlandsWorlds=true
# biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
I:biomeRingsNotSaved=3
# Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
I:cacheSize=0
# climate not saved on edges; -1 deactivates saving climates
I:climateRingsNotSaved=3
# Have Climate Control set the biomes for village generation; may be incompatible with village mods
B:controlVillageBiomes=false
# Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
S:externalBiomeNames=
# force small continent near origin
B:forceStartContinent=true
# max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
D:maxChasm=10.0
# Maximum Number of Rescue attempts. Negative numbers mean no limit
I:rescueLimit=-1
# subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
I:subBiomeRingsNotSaved=-1
# suppress GeographiCraft generation in default, large biomes, and amplified worlds
B:suppressInStandardWorlds=false
# True for double-width beaches
B:wideBeaches=true
}
##########################################################################################################
# climate incidences
#--------------------------------------------------------------------------------------------------------#
# Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
##########################################################################################################
"climate incidences" {
# relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
I:"Cool Zone Incidence"=1
# relative incidence of hot zones like savanna/desert/plains/mesa
I:"Hot Zone Incidence"=1
# relative incidence of snowy zones
I:"Snowy Zone Incidence"=1
# relative incidence of warm zones like forest/plains/hills/jungle/swamp
I:"Warm Zone Incidence"=1
}
##########################################################################################################
# climate zone parameters
#--------------------------------------------------------------------------------------------------------#
# Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
##########################################################################################################
"climate zone parameters" {
# True freezes oceans in snowy latitudes. Only used with latitudinal climates.
B:"Frozen Icecaps"=false
# half the climate zone size from vanilla, unless quartering
B:"Half Zone Size"=true
# Place mountains in chains
B:"Mountains in Mountain Chains"=true
# quarter the climate zone size from vanilla
B:"Quarter Zone Size"=false
# ignore climate zones altogether
B:"Random Biomes"=false
# Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
I:bandedClimateOffset=0
# Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
I:bandedClimateWidth=-1
# X offset for initial spawn search in blocks
I:xSpawnOffset=0
# Z offset for initial spawn search in blocks
I:zSpawnOffset=0
}
##########################################################################################################
# ocean control parameters
#--------------------------------------------------------------------------------------------------------#
# Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
##########################################################################################################
"ocean control parameters" {
# frequency of large continent seeds, about 8000x16000
I:"Incidence of Continents,Large"=10
# frequency of medium continent seeds, about 4000x8000
I:"Incidence of Continents,Medium"=100
# frequency of small continent seeds, about 2000x4000
I:"Incidence of Continents,Small"=200
# frequency of large island seeds, about 500x1000
I:"Incidence of Islands,Large"=100
# frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
I:"Incidence of Islands,Medium"=0
# True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
B:SeparateLandmasses=true
}
##########################################################################################################
# oceanbiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
##########################################################################################################
# vanillabiomeclimates
#--------------------------------------------------------------------------------------------------------#
# Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
##########################################################################################################
vanillabiomeclimates {
S:"Birch Forest Hills M climate"=DEFAULT
S:"Birch Forest Hills climate"=DEFAULT
S:"Birch Forest M climate"=DEFAULT
S:"Birch Forest climate"=Warm
S:"Cold Taiga Hills climate"=DEFAULT
S:"Cold Taiga M climate"=DEFAULT
S:"Cold Taiga climate"=Snowy
S:"Desert Hills climate"=DEFAULT
S:"Desert M climate"=DEFAULT
S:"Desert climate"=Hot
S:"Extreme Hills M climate"=DEFAULT
S:"Extreme Hills climate"=MEDIUM
S:"Extreme Hills+ M climate"=DEFAULT
S:"Extreme Hills+ climate"=DEFAULT
S:"Flower Forest climate"=DEFAULT
S:"Forest Hills climate"=DEFAULT
S:"Forest climate"=MEDIUM
S:"Ice Mountains climate"=DEFAULT
S:"Ice Plains Spikes climate"=DEFAULT
S:"Ice Plains climate"=Snowy
S:"Jungle Hills climate"=DEFAULT
S:"Jungle M climate"=DEFAULT
S:"Jungle climate"=Warm
S:"Mega Spruce Taiga climate"=DEFAULT
S:"Mega Taiga Hills climate"=DEFAULT
S:"Mega Taiga climate"=Cool
S:"Mesa (Bryce) climate"=DEFAULT
S:"Mesa Plateau F M climate"=DEFAULT
S:"Mesa Plateau F climate"=Hot
S:"Mesa Plateau M climate"=DEFAULT
S:"Mesa Plateau climate"=Hot
S:"Mesa climate"=DEFAULT
S:"Mushroom Island climate"=DEFAULT
S:"Plains climate"=PLAINS
S:"Roofed Forest M climate"=DEFAULT
S:"Roofed Forest climate"=Cool
S:"Savanna M climate"=DEFAULT
S:"Savanna Plateau M climate"=DEFAULT
S:"Savanna Plateau climate"=DEFAULT
S:"Savanna climate"=Hot
S:"Sunflower Plains climate"=DEFAULT
S:"Swampland M climate"=DEFAULT
S:"Swampland climate"=Warm
S:"Taiga (snowless) M climate"=DEFAULT
S:"Taiga (snowless) climate"=Cool
S:"Taiga Hills climate"=DEFAULT
}
vanillabiomeids {
I:"Birch Forest Hills ID"=28
I:"Birch Forest Hills M ID"=156
I:"Birch Forest ID"=27
I:"Birch Forest M ID"=155
I:"Cold Taiga Hills ID"=31
I:"Cold Taiga ID"=30
I:"Cold Taiga M ID"=158
I:"Desert Hills ID"=17
I:"Desert ID"=2
I:"Desert M ID"=130
I:"Extreme Hills ID"=3
I:"Extreme Hills M ID"=131
I:"Extreme Hills+ ID"=34
I:"Extreme Hills+ M ID"=162
I:"Flower Forest ID"=132
I:"Forest Hills ID"=18
I:"Forest ID"=4
I:"Ice Mountains ID"=13
I:"Ice Plains ID"=12
I:"Ice Plains Spikes ID"=140
I:"Jungle Hills ID"=22
I:"Jungle ID"=21
I:"Jungle M ID"=149
I:"Mega Spruce Taiga ID"=160
I:"Mega Taiga Hills ID"=33
I:"Mega Taiga ID"=32
I:"Mesa (Bryce) ID"=165
I:"Mesa ID"=37
I:"Mesa Plateau F ID"=38
I:"Mesa Plateau F M ID"=166
I:"Mesa Plateau ID"=39
I:"Mesa Plateau M ID"=167
I:"Mushroom Island ID"=14
I:"Plains ID"=1
I:"Roofed Forest ID"=29
I:"Roofed Forest M ID"=157
I:"Savanna ID"=35
I:"Savanna M ID"=163
I:"Savanna Plateau ID"=36
I:"Savanna Plateau M ID"=164
I:"Sunflower Plains ID"=129
I:"Swampland ID"=6
I:"Swampland M ID"=134
I:"Taiga (snowless) ID"=5
I:"Taiga (snowless) M ID"=133
I:"Taiga Hills ID"=19
}
vanillabiomevillages {
B:"Birch Forest Hills M hasVillages"=false
B:"Birch Forest Hills hasVillages"=false
B:"Birch Forest M hasVillages"=false
B:"Birch Forest hasVillages"=false
B:"Cold Taiga Hills hasVillages"=false
B:"Cold Taiga M hasVillages"=false
B:"Cold Taiga hasVillages"=false
B:"Desert Hills hasVillages"=false
B:"Desert M hasVillages"=false
B:"Desert hasVillages"=true
B:"Extreme Hills M hasVillages"=false
B:"Extreme Hills hasVillages"=false
B:"Extreme Hills+ M hasVillages"=false
B:"Extreme Hills+ hasVillages"=false
B:"Flower Forest hasVillages"=false
B:"Forest Hills hasVillages"=false
B:"Forest hasVillages"=false
B:"Ice Mountains hasVillages"=false
B:"Ice Plains Spikes hasVillages"=false
B:"Ice Plains hasVillages"=false
B:"Jungle Hills hasVillages"=false
B:"Jungle M hasVillages"=false
B:"Jungle hasVillages"=false
B:"Mega Spruce Taiga hasVillages"=false
B:"Mega Taiga Hills hasVillages"=false
B:"Mega Taiga hasVillages"=false
B:"Mesa (Bryce) hasVillages"=false
B:"Mesa Plateau F M hasVillages"=false
B:"Mesa Plateau F hasVillages"=false
B:"Mesa Plateau M hasVillages"=false
B:"Mesa Plateau hasVillages"=false
B:"Mesa hasVillages"=false
B:"Mushroom Island hasVillages"=false
B:"Plains hasVillages"=true
B:"Roofed Forest M hasVillages"=false
B:"Roofed Forest hasVillages"=false
B:"Savanna M hasVillages"=false
B:"Savanna Plateau M hasVillages"=false
B:"Savanna Plateau hasVillages"=false
B:"Savanna hasVillages"=true
B:"Sunflower Plains hasVillages"=false
B:"Swampland M hasVillages"=false
B:"Swampland hasVillages"=false
B:"Taiga (snowless) M hasVillages"=false
B:"Taiga (snowless) hasVillages"=false
B:"Taiga Hills hasVillages"=false
}
# Configuration file
bedrock {
# The block to use for the bottom of the Overworld.
# [default: minecraft:bedrock]
S:"Bedrock block ID"=minecraft:bedrock
# The meta value of the bedrock block.
# [range: 0 ~ 15, default: 0]
I:"Bedrock block meta value"=0
# 0 = Normal bedrock (rough pattern); 1-5 = Number of flat bedrock layers to generate
# [range: 0 ~ 5, default: 0]
I:"Number of flat bedrock layers"=1
}
biomes {
# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG decorations and uses vanilla decorations instead.
# [default: true]
B:"Enable RTG Biome Decorations"=true
# If TRUE, uses the individual biome settings in the biome config files. If FALSE, disables all RTG surfaces and uses vanilla surfaces instead.
# [default: true]
B:"Enable RTG Biome Surfaces"=true
# If RTG tries to generate an unsupported biome or a biome that has an ID conflict, it will generate this biome instead.
# If set to -1, RTG will crash instead of generating the patch biome. You might want to do this if you're making a mod pack
# and want to make sure all biomes are generating correctly.
# Default = Vanilla Plains
# [range: -1 ~ 255, default: 1]
I:"Patch Biome ID"=1
}
boulders {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 1]
I:"1/x chance that Cobblestone Boulders will generate if given the opportunity to do so during world gen"=1
caves {
# This setting controls the size of caves.
# HIGHER values = BIGGER caves & MORE lag. (14 = vanilla cave density)
# [range: 1 ~ 40, default: 8]
I:"Cave Density"=8
# This setting controls the number of caves that generate.
# LOWER values = MORE caves & MORE lag. (6 = vanilla cave frequency)
# [range: 1 ~ 40, default: 16]
I:"Cave Frequency"=16
# Must be set to TRUE for the other cave settings to have any effect.
# If FALSE, RTG won't interfere with cave generation at all.
# [default: true]
B:"Enable Cave Modifications"=true
# [default: true]
B:"Enable Caves"=true
}
debugging {
# Instead of crashing when it experiences 'java.util.ConcurrentModificationException' (or any other exception)
# during structure generation, RTG will stop trying to generate that structure and continue generating the world.
# You should only set this to TRUE if you have been instructed to do so by an RTG developer, or if you know what you're doing.
# [default: false]
B:"Crash on Structure Exceptions"=false
# WARNING: This should only be enabled if you know what you're doing.
# [default: false]
B:"Enable Debugging"=false
}
dunes {
# This setting controls the height of both sand dunes and snow dunes.
# Higher values = taller dunes.
# [range: 1 ~ 12, default: 4]
I:"Height of Dunes"=4
}
dungeons {
# This setting controls the number of dungeons that generate.
# HIGHER values = MORE dungeons & MORE lag. (8 = vanilla dungeon frequency)
# [range: 1 ~ 200, default: 8]
I:"Dungeon Frequency"=8
# [default: true]
B:"Generate Dungeons"=true
}
"flowing liquids" {
# Must be set to TRUE for the other flowing liquid settings to have any effect.
# If FALSE, RTG won't interfere with flowing liquid generation at all.
# (Flowing liquids are the water/lava streams that generate on the sides of hills and mountains.)
# [default: true]
B:"Enable Flowing Liquid Modifications"=true
# 1/x chance that a lava stream will generate on the side of a hill or mountain.
# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 0 ~ 2147483647, default: 200]
I:"Flowing Lava Chance"=200
# 1/x chance that a water stream will generate on the side of a hill or mountain.
# 0 = Never generate; 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 0 ~ 2147483647, default: 200]
I:"Flowing Water Chance"=200
}
gui {
# [default: true]
B:"Enable World Type Notification Screen"=true
}
"lakes (scenic)" {
# Biome ID for scenic lakes when frozen (default 11 = Frozen River)
# [range: 0 ~ 254, default: 11]
I:"Biome for frozen scenic lakes"=11
# Biome ID for scenic lakes when not frozen (default 7 = River)
# [range: 0 ~ 254, default: 7]
I:"Biome for scenic lakes"=7
# Defaults to 1 (standard frequency)
# [range: 0.0 ~ 10.0, default: 1.0]
S:"Lake Frequency Multipler"=1.0
# Makes scenic lake shores bend and curve more. Defaults to 1
# [range: 0.0 ~ 2.0, default: 1.0]
S:"Lake Shore Irregularity"=1.0
"lakes (surface)" {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Lava Surface Lakes will generate if given the opportunity to do so during world gen"=10
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Water Surface Lakes will generate if given the opportunity to do so during world gen"=10
# [default: true]
B:"Enable Water Surface Lakes"=true
}
"lakes (underground)" {
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Lava Underground Lakes will generate if given the opportunity to do so during world gen"=10
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 100, default: 10]
I:"1/x chance that Water Underground Lakes will generate if given the opportunity to do so during world gen"=10
"ocean monuments" {
# Must be set to TRUE for the other ocean monument settings to have any effect.
# If FALSE, RTG won't interfere with ocean monument generation at all.
# [default: true]
B:"Enable Ocean Monument Modifications"=true
# This setting determines the minimum distance, in chunks, between ocean monuments.
# LOWER values = MORE monuments & MORE lag. (5 = Vanilla separation)
# This value MUST be less than the 'spacing' value.
# [range: 1 ~ 2147483647, default: 5]
I:"Ocean Monument Separation"=5
# This setting determines the size of the grid, in chunks, on which ocean monuments are generated.
# LOWER values = MORE monuments & MORE lag. (32 = Vanilla spacing)
# This value MUST be greater than the 'separation' value.
# [range: 1 ~ 1024, default: 32]
I:"Ocean Monument Spacing"=32
}
plateaus {
# The block to use for Mesa & Savanna plateau gradients. Defaults to stained hardened clay.
# This can be any block, but it works best with blocks that have multiple colours, such as stained hardened clay.
# The various 'meta' options in this section will use this block to configure the plateau gradients.
# [default: minecraft:stained_hardened_clay]
S:"Gradient Plateau Block ID"=minecraft:stained_hardened_clay
# Comma-separated list of meta values for the gradient plateau blocks used in the Mesa Bryce biome.
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: -1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8]
S:"Gradient Plateau Block Meta Values (Mesa Bryce)"=-1,-1,0,1,0,0,0,14,0,8,0,1,8,0,-1,0,14,0,0,14,0,0,8
# Comma-separated list of meta values for the gradient plateau blocks used in the Mesa biome variants (doesn't include Mesa Bryce).
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: 0,1,8,14,1,8]
S:"Gradient Plateau Block Meta Values (Mesa)"=0,1,8,14,1,8
# Comma-separated list of meta values for the gradient plateau blocks used in the Savanna biome variants.
# -1 = Plateau block; 0-15 = Plateau gradient block
# 0 = White; 1 = Orange; 2 = Magenta; 3 = Light Blue; 4 = Yellow; 5 = Lime; 6 = Pink; 7 = Gray
# 8 = Light Gray; 9 = Cyan; 10 = Purple; 11 = Blue; 12 = Brown; 13 = Green; 14 = Red; 15 = Black
# [default: 0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12]
S:"Gradient Plateau Block Meta Values (Savanna)"=0,0,0,0,8,8,12,12,8,0,8,12,12,8,12,8,0,0,8,12,12
# An extra block to use for Mesa & Savanna plateau gradients. Defaults to hardened clay.
# When configuring the various 'meta' options in this section, use a value of '-1' to reference this block.
# [default: minecraft:hardened_clay]
S:"Plateau Block ID"=minecraft:hardened_clay
# The meta value of the plateau block.
# [range: 0 ~ 15, default: 0]
I:"Plateau Block Meta Value"=0
# If set to TRUE, Savanna biome variants will mostly use stone/cobblestone instead of gradient blocks for cliffs and plateaus.
# Savanna Plateau M will always use gradient blocks.
# [default: true]
B:"Use stone for most Savanna biome variants"=true
}
ravines {
# Must be set to TRUE for the other ravine settings to have any effect.
# If FALSE, RTG won't interfere with ravine generation at all.
# [default: true]
B:"Enable Ravine Modifications"=true
# [default: false]
B:"Enable Ravines"=true
# This setting controls the number of ravines that generate.
# LOWER values = MORE ravines & MORE lag. (50 = vanilla ravine frequency)
# [range: 1 ~ 100, default: 50]
I:"Ravine Frequency"=50
}
rivers {
# Higher numbers make the large-scale cut-off noise have a greater effect. Defaults to 0.5
# [range: 0.0 ~ 2.0, default: 0.5]
S:"Amplitude of Large-Scale River Cut Off"=0.5
# Higher numbers make rivers bend more. Defaults to 1
# [range: 0.0 ~ 2.0, default: 1.0]
S:"Multiplier to River Bending"=1.0
# Multiplier to river widths. Defaults to 1
# [range: 0.0 ~ 10.0, default: 1.0]
S:"River Frequency Multiplier"=2.5
# Higher numbers make grassy areas near rivers bigger, but also more rare. Defaults to 350
# [range: 50.0 ~ 5000.0, default: 350.0]
S:"Scale of Large-Scale River Cut Off"=350.0
}
saplings {
# Set this to TRUE to allow RTG's custom trees to grow from vanilla saplings.
# RTG's custom trees can be grown only from the saplings that their leaves would drop naturally, and only in the biomes where they naturally generate.
# For example, you can only grow a Swamp Willow in a Swamp biome, and only with an Oak sapling (because Swamp Willows have Oak leaves).
# [default: true]
B:"Enable RTG Saplings"=true
# 1/x chance that a vanilla sapling will grow one of RTG's custom trees.
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 2147483647, default: 2]
I:"RTG Tree from Vanilla Sapling Chance"=2
}
"scattered features" {
# Must be set to TRUE for the other scattered feature settings to have any effect.
# If FALSE, RTG won't interfere with scattered feature generation at all.
# [default: true]
B:"Enable Scattered Feature Modifications"=true
# Scattered features = desert temples, jungle temples, and witch huts; 32 = Vanilla
# [range: 4 ~ 2147483647, default: 48]
I:"Maximum distance between scattered features"=48
# Scattered features = desert temples, jungle temples, and witch huts; 8 = Vanilla
# [range: 2 ~ 2147483647, default: 12]
I:"Minimum distance between scattered features"=12
}
snow {
# This applies to newly-generated chunks only. Snow layers will still appear in cold/snowy biomes after it snows.
# [default: true]
B:"Enable Snow Layers"=true
}
strongholds {
# Must be set to TRUE for the other stronghold settings to have any effect.
# If FALSE, RTG won't interfere with stronghold generation at all.
# [default: true]
B:"Enable Stronghold Modifications"=true
# [default: true]
B:"Generate Strongholds"=true
# This setting is the number of strongholds that exist per world.
# HIGHER values = MORE strongholds & MORE lag. (3 = Vanilla)
# [range: 1 ~ 2147483647, default: 128]
I:"Stronghold Count"=128
# This setting determines how far strongholds are from the spawn and other strongholds.
# LOWER values = MORE strongholds & MORE lag. (32 = Vanilla)
# [range: 1 ~ 2147483647, default: 32]
I:"Stronghold Distance"=32
# This setting determines how concentrated strongholds are around the spawn.
# LOWER values = LOWER concentration around spawn. (3 = Vanilla)
# [range: 1 ~ 2147483647, default: 3]
I:"Stronghold Spread"=3
}
"terrain shadowing" {
# The block to use for desert terrain shadowing, typically seen on the cliffs of desert mountains. Defaults to stained hardened clay.
# [default: minecraft:stained_hardened_clay]
S:"Desert shadow block ID"=minecraft:stained_hardened_clay
# The meta value of the shadow block for desert cliffs. Defaults to 0 (white).
# [range: 0 ~ 15, default: 0]
I:"Desert shadow block meta value"=0
# The block to use for stone terrain shadowing, typically seen on the cliffs of stone mountains. Defaults to stained hardened clay.
# [default: minecraft:stained_hardened_clay]
S:"Stone shadow block ID"=minecraft:stained_hardened_clay
# The meta value of the shadow block for stone cliffs. Defaults to 9 (cyan).
# [range: 0 ~ 15, default: 9]
I:"Stone shadow block meta value"=9
# Set this to TRUE to allow UBC to override desert shadowing.
# This setting doesn't have any effect if UBC is not installed.
# [default: true]
B:"UBC Mode (Desert)"=true
# Set this to TRUE to allow UBC to override stone shadowing.
# This setting doesn't have any effect if UBC is not installed.
# [default: true]
B:"UBC Mode (Stone)"=true
}
trees {
# Set this to FALSE to prevent shrub trunks from generating below the surface.
# [default: true]
B:"Allow Shrubs to Generate Below Surface"=true
# Set this to FALSE to prevent trees from generating on sand.
# This setting only affects trees generated by RTG. Trees generated by a biome's decorator
# will adhere to their own generation rules. (RTG's Palm Trees ignore this setting.)
# [default: true]
B:"Allow Trees to Generate on Sand"=true
}
villages {
# Set this to FALSE to resolve issues with mods that also modify villages.
# If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect.
# [default: true]
B:"Enable village modifications"=true
volcanoes {
# Set this to FALSE to prevent lava from flowing down the sides of volcanoes.
# [default: true]
B:"Enable volcano eruptions"=true
# Set this to FALSE to prevent volcanoes from generating.
# [default: true]
B:"Enable volcanoes"=true
# 1/x chance that a volcano will generate in a biome that has volcanoes enabled.
# 1 = Always generate if possible; 2 = 50% chance; 4 = 25% chance
# [range: 1 ~ 2147483647, default: 48]
I:"Volcano Chance"=48
# The main block to use for the surface of the volcano.
# [default: minecraft:obsidian]
S:"Volcano block ID"=minecraft:obsidian
# The meta value of the volcano block.
# [range: 0 ~ 15, default: 0]
I:"Volcano block meta value"=0
# The block ID of the 1st volcano mix block.
# [default: minecraft:cobblestone]
S:"Volcano mix 1 block ID"=BiomesOPlenty:ashStone
# The meta value of the 1st volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 1 block meta value"=0
# The block ID of the 2nd volcano mix block.
# [default: minecraft:gravel]
S:"Volcano mix 2 block ID"=BiomesOPlenty:ash
# The meta value of the 2nd volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 2 block meta value"=0
# The block ID of the 3rd volcano mix block.
# [default: minecraft:coal_block]
S:"Volcano mix 3 block ID"=minecraft:coal_block
# The meta value of the 3rd volcano mix block.
# [range: 0 ~ 15, default: 0]
I:"Volcano mix 3 block meta value"=0
}
did you not read my post (#3354).. i checked your second config from RTG... yup.. you need to change the lines shown in my previous post to "false" and it will only fix your problem with village spawning in area of the ocean. it will be only temporary for now until the author is fixing the issue.
i had the same problem... and no it wasn't Geographicraft that caused the village in the ocean area... it was RTG... go in RTG config to find a village generation and disable it. i really thought it was GC (geographicraft).. but it wasn't GC, and it was all RTG and it took me a while to realize this..
inside rtg.cfg (RTG config file), you need to disable these line that is showing below:
villages {
# Set this to FALSE to resolve issues with mods that also modify villages.
# If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect.
# [default: true]
B:"Enable village modifications"=true (change it to false)
# [default: true]
B:"Generate Villages"=true (change it to false)
GC has two options that allow you to generate two type of lands... 1)lands and few rivers and lakes 2) few lands and large area of ocean or a lot of islands in a large ocean.
i supposed if you are using 2) to generate a large area of ocean and some big island/lands... that 2) won't work with RTG's config for spawning village... i think 1) would be working just fine with village spawning from RTG. I haven't confirmed this.
Did you customise the GeographiCraft config? Because I will need that as well or I can't reproduce the world that you have.
GC has nothing to do with the village spawning in ocean.. it was RTG.. i already confirmed that in Geographicraft's forum. if you would like to have more information, please let me know. and i have some few more information to share.. but above i am sure is good for now.
Hey, I just tried it out and am unable to reproduce the bug. I'm getting the 6 drops when placing 6 ingots. Are you sure you're using the latest version?
yes i am 100% sure that i am using the latest version. i did mentioned that i checked out your latest version mod. and now thats strange.. did you just use "click-right" but no shifting? that would break the whole block of 6 ingots.
FYI, i wasn't able to check out your latest version mod because i had a wedding to attend and it was my brother.. of course.. so i got my chance to check out your new version mod.. i found another bug..
ugh.. it may frustrating you... this time its the same bug that i reported where i break these ingots (just with right-clicking) so i can pick up all of them..where i get to gain one extra...
but this time, its opposite.. its not "gaining a extra ingot" anymore.. its losing one ingots.. so if i placed 6 ingots, and i wanted to pick all of them.. but in return, i got 5 back in my inventory.
but i tried the "shift + right-clicking".. there is no problem with that.. its excellent. i was able to pick up these ingots one by one..
could you add a better beginning in survival world.. its where you dont use your hands to break the woods..as its the first step.. so you would try break leaves to get sticks.. and find either rocks or flints somewhere to make a hatchet or knife... hatchet can be used to chop down trees..
to harvest a crop, a tool will needed for that..
to cut and break down the animals for meats or leathers, knife will needed for that
thats all. and it could make survival more tougher like its "tough as nails"
edit: there is one more feature you could add to the mod.. at the beginning, you would have hard time trying to make a dirt water bottle because it can take times and you would have to find flints somewhere to make a flint axe.. you could use your hands to drink water.. from a river, but not ocean.. we know that ocean has salt in it. right? to buy more time, where we can get the materials to make a bottle so we can get a dirt water bottle.
I would love to see this mod got a proper release. So I would suggest to prioritize the things absolutely urgent for releasing. More and more people start playing modded Minecraft 1.10, it would be a shame if that was a reason this mod would not get the attention it deserves.
if you are talking about erosion system.. like rocks, metals and other types.. I have checked out BetterGeo for 1.7.10. but there is another mod called "minecraft mineralogy" for 1.10.2 and its quite good one.. it has lot of types from rocks to metals.. you could see them on layer from bedrock to surface.. like what you would see a picture with earth's side (layer by layer) well its similar ideal.. it look nice. i hope you know what i am saying.
and also there is a mod called "stream"... it make a realistic river (where the water will flow all the way down) its a generation to change the system of few rivers with that mod (not every river)
both are quite realistic mod.. but it would nice to see this mod would go with these 2 mods.. making the game so fun! but i know it will take a lot of works to improve finite fluid mod and give it a full properly release
0
this mod look so USEFUL! that barrel and the steer ship.. is quite useful! I am going to use it for my ship that i am working on. for a while!
and one question, the closed barrel, can you place it like how woods are placed (vertical or horizontal)
EDIT: i see that it cannot be placed vertically.. these closed barrel.. and i also noticed that its an incompleted mod.. but also WIP... which i noticed from this thread mentioning about "WIP"
there is one important thing you need to fix.. thats is "how to install the mod".. i found the instruction but its lacking few information. like i dont know if i needed the "Core" mod and the Medieval mod to make it work in minecraft.. That would make it clear and understood. so Please fix or improve your thread to provide a better information.. and that goes same for your own website of this mod.
i would like to suggest few ideas that could improve your mod better:
1) can you make the mod able to use the vanilla minecraft's texture pack but if its replaced by other resource pack.. which it also can use these texture pack.. (planks, woods, etc) for the models that you have created... NOTE: i have seen few mods that has the same capability of using texture/resource pack as a basis texture pack for the models such as firewoods, log chair or barrel chair.. a good example of mod would be "Fence Overhaul" it doesn't have any texture pack, so it used the minecraft's own texture pack or the resource pack i am using as a basis texture pack. You could look in it to improve your mod.
2) IF possible, you could make a feature where i can add any items into the empty barrel, but the maximum amount would be 64.. but i will let people decide the maximum amount that a barrel could hold.. if they support my suggestion.
One more thing to add: crate is more like a modern storage than barrel.. but i haven't seen in any history beyond 1900s that used crate in old ship and pirate ship. Accorded to my research that it was used in somewhere 1900s to 1930s to today.. so barrel is a classic storage that people used to store items/foods/drink/powder way before 1900s. Thats the reason why i suggested number 2 above.
Thats all i can think of.. I hope this suggestion could help you out with this mod.
0
hello, FyberOptic
Is there a plan for this mod in the future?? I have not seen any plans regarding this mod.. it's quite useful mod..
0
oh okay.. thats good to know.. and i see.. about the use of bones in BB.. well there are many ways you can make tools... it can be done with flints, small rocks around beach or somewhere.. and sticks from the trees (breaking leaves to get them). bones won't be easy to get.. unless you got few skeleton of dead animals or village/mobs somewhere.. that can be used as ingredients to make any materials.
0
I hope you are still online after a long time since you have created this thread..here's some information that you may be interested in...-> there is a mod called "Fence Overhaul" which allow you to create a diagonally fences.. i also add your idea of this thread to the author's private message. your idea became realistic.. except the one with picture.. is not realistic yet.
hope this make you gladly to hear that.
0
hello, einsteinsci
I was reading your thread description about your mod.. and i noticed this "The Minecraft 1.10 update is out, and far sooner than I imagined. Now
I'm two versions behind, and updating to each will be a major pain. I'm not even sure if I'll update to 1.10; I might just skip it and go to whatever version is next."
i want to share some information regarding the quote above... if you haven't heard... the difference between 1.9.4 and 1.10.2 is very small. and you dont have to worry about 1.9.0... u can use 1.9.4 version for 1.10.2 as well (it will also work on 1.10.2).. some 1.9.4 mods was working just fine on 1.10.2. some of them got updated to have few tweaking.. and some dont get updated because there was no problem or bugs.. and very few 1.9.4 mod dont work in 1.10.2. i only encountered one mod that dont work so far.. so i hope this should encourage you to keep working on your mod with better concentration.. I am looking forward to your mod giving me a challenge for beginning in Minecraft! so keep it up and you will get to the finished line!
0
well one of points above "how should the player obtain the saplings for other vanilla trees"
i got few ideas:
1)spruce trees, you can get a seed that its shape is like a cone.. i know that for the cone to start grow up into a plant and then into a tree, but first there must be fire to unleash the seed into the soil.. if i recall.
2)oak tree (where apples we gathered to eat), there is seeds inside the apple as you already know. the seeds inside the apple can be used to plant a oak tree.
3)dark oak tree, i am not sure about that tree.. its the same for jungle, acacia, birch... I dont know how people plants these trees in real life.. but above 1 and 2, i know for sure.
to obatin pumpkins and melon is just fine the way vanilla minecraft is.. its same as the real one in real life, u know what i mean. and sugars.. u could look up how people obtain sugar from sugar canes. last things is coca bean and cactus, i dont have any ideas for these two..
to break a glass, how about remove the glass instead of breaking it. that way we dont have to make more glass using more sands.. by removing... i mean we could just remove the glass by disconecting it from the frame of the planks and put it in our inventory.. but my opinion of how we break glasses in minecraft is not so real.. its annoying that we have to make new glasses everytime we break glass.. especially one moment where we misplaced the glass in the wrong place or location and say "arggh shoot"...
i do not have any ideas for the other points in the quote.. so i hope my suggestion could help give you some clues and ideas on how to make your mod a better mod.
0
Sorry for the question i am going to ask..I dont meant to pressure you or anything. so i wanted to know if i could download the texture pack for Biome O plenty, even its still WIP, so i could test it out to make sure there is no problem?
0
Hello,
you have done an excellent job with this mod... especially with texture pack... i liked how you set up the mod along with options of having texture from 16 to 128x.. so i took 128x
XD
keep up the work especially with texture pack!
0
did you not read my post (#3354).. i checked your second config from RTG... yup.. you need to change the lines shown in my previous post to "false" and it will only fix your problem with village spawning in area of the ocean. it will be only temporary for now until the author is fixing the issue.
0
i had the same problem... and no it wasn't Geographicraft that caused the village in the ocean area... it was RTG... go in RTG config to find a village generation and disable it. i really thought it was GC (geographicraft).. but it wasn't GC, and it was all RTG and it took me a while to realize this..
inside rtg.cfg (RTG config file), you need to disable these line that is showing below:
villages {
# Set this to FALSE to resolve issues with mods that also modify villages.
# If set to FALSE, the 'Minimum distance between villages', 'Maximum distance between villages' & 'Size of villages' settings will have no effect.
# [default: true]
B:"Enable village modifications"=true (change it to false)
# [default: true]
B:"Generate Villages"=true (change it to false)
GC has two options that allow you to generate two type of lands... 1)lands and few rivers and lakes 2) few lands and large area of ocean or a lot of islands in a large ocean.
i supposed if you are using 2) to generate a large area of ocean and some big island/lands... that 2) won't work with RTG's config for spawning village... i think 1) would be working just fine with village spawning from RTG. I haven't confirmed this.
GC has nothing to do with the village spawning in ocean.. it was RTG.. i already confirmed that in Geographicraft's forum. if you would like to have more information, please let me know. and i have some few more information to share.. but above i am sure is good for now.
0
can anyone except [Sphax84] update GrungeBDcraft to 1.10.2, please? And no need to worry about the 1.9.4.
0
yes i am 100% sure that i am using the latest version. i did mentioned that i checked out your latest version mod. and now thats strange.. did you just use "click-right" but no shifting? that would break the whole block of 6 ingots.
0
Hey, Ferdz
FYI, i wasn't able to check out your latest version mod because i had a wedding to attend and it was my brother.. of course.. so i got my chance to check out your new version mod.. i found another bug..
ugh.. it may frustrating you... this time its the same bug that i reported where i break these ingots (just with right-clicking) so i can pick up all of them..where i get to gain one extra...
but this time, its opposite.. its not "gaining a extra ingot" anymore.. its losing one ingots.. so if i placed 6 ingots, and i wanted to pick all of them.. but in return, i got 5 back in my inventory.
but i tried the "shift + right-clicking".. there is no problem with that.. its excellent. i was able to pick up these ingots one by one..
0
i would like to suggest one useful idea...
could you add a better beginning in survival world.. its where you dont use your hands to break the woods..as its the first step.. so you would try break leaves to get sticks.. and find either rocks or flints somewhere to make a hatchet or knife... hatchet can be used to chop down trees..
to harvest a crop, a tool will needed for that..
to cut and break down the animals for meats or leathers, knife will needed for that
thats all. and it could make survival more tougher like its "tough as nails"
edit: there is one more feature you could add to the mod.. at the beginning, you would have hard time trying to make a dirt water bottle because it can take times and you would have to find flints somewhere to make a flint axe.. you could use your hands to drink water.. from a river, but not ocean.. we know that ocean has salt in it. right? to buy more time, where we can get the materials to make a bottle so we can get a dirt water bottle.
1
if you are talking about erosion system.. like rocks, metals and other types.. I have checked out BetterGeo for 1.7.10. but there is another mod called "minecraft mineralogy" for 1.10.2 and its quite good one.. it has lot of types from rocks to metals.. you could see them on layer from bedrock to surface.. like what you would see a picture with earth's side (layer by layer) well its similar ideal.. it look nice. i hope you know what i am saying.
and also there is a mod called "stream"... it make a realistic river (where the water will flow all the way down) its a generation to change the system of few rivers with that mod (not every river)
both are quite realistic mod.. but it would nice to see this mod would go with these 2 mods.. making the game so fun! but i know it will take a lot of works to improve finite fluid mod and give it a full properly release