- marcopolo1613
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Member for 11 years and 10 months
Last active Wed, Aug, 6 2014 15:25:36
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Dec 3, 2011marcopolo1613 posted a message on Weekly Recap - Passing the Scepter, C418 & MoreI feel like minecraft needs more music (so it can play more continuously) and something a bit perkier (the current music can be depressing)Posted in: News
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Jul 26, 2011marcopolo1613 posted a message on 1.8 Updates: New Mob...Revealed?OMG! WHAT IF THEY'RE GRIEFERS!!!!Posted in: News
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Jul 26, 2011marcopolo1613 posted a message on 1.8 Updates: New Mob...Revealed?there is one in the background with a block of dirt alsoPosted in: News
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The default settings leave things rather spread out, there is a lot of empty stone around, and most ore is deeper underground. To check that the mod is working and that it is generating all the ores as it should, check that the config was generated (if it didn't the mod didn't run properly), and check that there are new blocks IDs added to the config for all your mod-added ores (otherwise those aren't being generated by BOD).
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The code for them is simple but I don't have the setup to make them. I also have just learned that I don't have the source for those two mods here in the OP. Here are the .java files, they can be opened with any text editor, but you will need someone to with the setup to compile them into mod files, or look into setting that up yourself. I have commented the lines I edited, it is just one line for the TNT and two for the cactus.
PTNT - http://www.mediafire.com/view/49bszs9ebm3bed5/Explosion.java
TFCactus - http://www.mediafire.com/view/zq8c9vt4tp28k5i/BlockCactus.java
the lines of code are marked with " ////// <------- 'comments' "
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I'm pretty sure it did. make a new world with the rarity of diamond set to 1, the hieght set to 256, and GenOreinBlockID=0
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edit: just put a link to geocraft site and BOD 3.0 in the downloads section, and warned people about trees for the other downloads.
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this is the "try to generate twice, and crash" thing I mentioned to lordblacklord a little ways back. I think the cause is a threading issue with terrain decoration (two threads for decoration or something), and when the two try to work on the same chunk it throws that error. before I was telling it to ingnore generation in the event of a double up, by simply removing the single line that throws that exception. lordblackhole must have changed the fix when he was trying to fix the tree problem yesterday.
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that is fine, and I was saying have to gui be in the world creation menu, so you dont change it ingame per se, like the large biomes setting for example.
layered generation is the system I have set up where you can create new config files to add "layers" of ore generation, so that you can have different shapes, depths, etc. for ores intead of just one per, and you can diversify. in the code it is a series of functions that loops that count/read through the configs ([1.1], then [1.2], [1.3] doesn't exist, so move to [2.1], that doesn't exist so finish). the functions are a little tossed around I think, and it may be hard to follow.
other things include nuances in the code, like some kind of threading issue in minecraft that attempts double spawns and throws errors if the daimeter is greater than 16 blocks.
everything else you mentioned seems fine, most users don't touch the configs unfortunately. So a simpler design, while still having the deeper ability to edit the details, will allow more player to get what they want. we can debate the finer details later.
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something you might consider, is keeping the full numbers in the config, but have a GUI in a world creation menu that uses super rich and such. depends on how much coding you are looking to do. that way most users can do general purpose editing, but advanced usesers still have the full power of it.
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WOW! nice job
no I was not saving data, I was using a buffer read. I literally learned how to code by working on this mod, so there are many artifacts like that.
The nether config had it say dirt because Icopied the print code from the dirt code and forgot to update it.
Also if you replace "GenOreInBlockID" with field_94523_c, then you won't be able to set that value using the config. You could certainly pull the value from field_94523_c for making the new defaults though (new ores/dimensions), instead of stone. I'm assuming you are referring the GenOreInBlockID's use in the final "place the blocks here" code.
I was able to generate nether quarts in a test when I made the update, but I may have mixed up some code before the final version, explains the dirt thing too.
This is actually a good opportunity for me actually, I really don't have time to give the mod everything it needs (as is apparent from the scraggly code). I happily give you permission to recreate BOD and manage it as your own (that includes adlfy if you do that). I will try to help you through my logic for certain features, like layered generation. Some parts of the mod like that are very contrived in how they are set up (though not necessarily neatly).
I have been much more interested in coding something new, rather than working minecraft, but I still have the same time constraints that prevents me from working with BOD. school and work devour a lot of time, and leave me with a couple of hours each day. If I don't find something to be ideally relaxing or enjoyable I have very little motivation for it, as I have a lot of things I want/need to do, and can only pick one or two things to work on. Right now I am working on making a glove that allows for full arm and finger control in a virtual space, and it's coming along nicely.
P.S - it hasn't always been buggy and unpredictable *smiles and rolls eyes*, version one basically just added rarity, and had no configs, so it worked exactly as I intened it too
also finding a decent way to make BOD accept ores on the fly without user intervetion before forge was something rather challenging, so it not working with everything is to be expected.
edit: Updated the OP with the new version and what not
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It is handled on an ore by ore basis yes, so I read from the configs each time a new ore comes in. yes, the settings come only from the configs, I'm not sure where else they would come from. All new ores get the same defaults, it's more for adding text to the text file than making the ore right.
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just post the link in a reply, I will stick it in the OP within a day most likely.
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rarity is a 1 in X chance of a deposit of veins spawning, so bigger number = more rare. 1 is always, 100 is once every 100 chunks (statistically)
@anyone interested
I'm not sure if I will have time to update BOD before school starts, and then who knows if I will be able to. So, I am giving the community permission to make a "fan update?" thing. I have done it once before. Basically, someone so inclined may make BOD 1.6.2 compatable, and I will post it up in the main download section with references for them.
I am preoccupied with a microcontroller project, and that combined with full time work = no time for much else. I will continue to check up on the forums though. I just don't have time to mess with forge and adding new features and fixing bugs.
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1. - no, it is harder to find minerals, but once you do you know there is a concentration in the area.
2. - you should be able to, if it does/doesn't tell me so that I know.
3. - you can't skip an ore no, if you delete the line it will see that the ore is not added to the config, and will put add it as a new ore. if you don't want it to spawn differently you have to give it vanilla settings, check the past couple forum pages I posted them.
4. - minecraft code is threaded poorly I believe, must be a bug, if you don't want it there set the rarity to 0.
with the default settings ore is very spread out, you have to go exploring caves (fastest way I have found to find ore). check in you .minecraft folder for a BODprops folder, if it is there then BOD is installed and running.
yes, vertical shift is normally 0 in vanilla, such that the height is the number of blocks from the bottom of the map. vertical shift allows you to move that bottom reference point up or down with +/- numbers. so a mine with a height of 20, will have a spawn range of 20, and with a vertical shift of 44 will move the bottom of that range from 0 to 44.
hmm, null pointer exception, I didn't see anything in the code there that should have done that. I will have to ask diyo how he is doing his ores.
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there is currently no way to do that in the settings, when I find time for BOD I will add a dimension setting. though that is if you have both worlds with the same biomes or stone type, if you had the other world use different biomes or stone from the overworld then you could seperate them. I'm not sure what mods you would need though.
you are using the multiplayer version of BOD, which puts the configs in the same location as the executable, which means your minecraft.exe is on your desktop. The only difference between the SP and MP version of BOD is the location code for the configs. SP puts it in the .mincraft folder, the MP version puts them next to the server.jar (or in your case, minecraft.exe)