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    posted a message on Biome Object Builder 1.1
    I have just updated the original BetterBOB for minecraft 1.2. But I'm still not reading schematic files, would you be interested in merging?
    http://faskerstudio.com/minecraft/BBOB/
    Posted in: Minecraft Tools
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    posted a message on PhoenixTerrainMod BOB sharing thread
    I didn't realize that is what the SMP was on the bukkit thread. That is fantastic. I'll add that link to the start thread. Thanks!
    Posted in: Mods Discussion
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    posted a message on PhoenixTerrainMod BOB sharing thread
    This has been updated for Minecraft 1.2.4
    Posted in: Mods Discussion
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    posted a message on PhoenixTerrainMod BOB sharing thread
    So I am back, I guess.

    I noticed a download rate of still around 300/month, which is surprising to me.

    Are people still interested in this? I can update it for the current block/biome types. I looked around and it looks like the mod is now a bukkit mod called Terrain Control?

    Is there anything else I've missed in the last 9 months (got gf, which is now my fiancee and stopped maintaining this when RTB quit)
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from Valor54

    any one able to add items to the desert Biome on sand? I myself cant get anything to spawn correctly in the desert even though I put spawn on block sand in dessert. It'll only want to spawn on grass. I even had it spawn in all Biomes but then it would be every where but desert (probably b/c no grass spawns in the desert which is the only place it spawns on regardless of the chosen block).


    [META]
    version=2.0
    spawnOnBlockType=12
    spawnSunlight=True
    spawnDarkness=True
    spawnWater=False
    spawnLava=False
    underFill=False
    randomRotation=True
    dig=True
    tree=False
    branch=False
    needsFoundation=True
    rarity=40
    collisionPercentage=2
    spawnElevationMin=0
    spawnElevationMax=128
    spawnInBiome=Desert
    [DATA]
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    This is probably a problem with BTM, report the bug to RTB
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    very cool murphy
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from Rebelj12a

    This mod needs a dedicated website.


    PhoenixTerrainMod.com isn't it?
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from --Nova--

    Wow, this is amazing. I wish the website wasn't down, I currently can't get these :sad.gif:


    Okay, I've been super busy (as in my girlfriend was in town for the past 2 weeks), I will have BBOB up to date for pistons etc by the end of Monday. [This is so incredibly late...]

    I will also write a tutorial... Of what should my first tutorial be?
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from hoboxdoodx

    Is there a way to make an object that marks off each chunk (32 blocks)? As in, a grid of something surrounding every biome?


    This is impossible
    Posted in: Mods Discussion
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    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from boloek

    Some people (like me) are having fun with it: http://www.vimeo.com/26547891


    Looks pretty cool, are you releasing it? If so yours would obviously supersede mine.
    Posted in: Mods Discussion
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from Azathoth

    Fair enough.

    Though to me, it sounds more like something that simply has been implemented (stopping at solid ground) than an actual error.


    This was was "Needs Foundation" was added. I would like to see a better "under Fill" algorithm though. Maybe BO3 we can get RTB to implement a reverse pyramid under fill (which is probably how it should be done).
    Posted in: Minecraft Mods
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from Frost01

    Just gotta say, I love being able to make to make BOBs in a gui, but some of the things in properties I don't understand, such as "requires foundation" and "collision %".

    EDIT: Oh, and I don't understand groups either.



    "Requires Foundation" means that the object needs to be placed on some amount of blocks. Without this property objects may float. An alternative to this is "Under Fill" but this creates undesirable results with floating islands, as it will create a pillar below the object if it is floating on a precipice.

    "Collision %" is the amount of blocks that when colliding with the terrain are removed before the object will fail to spawn. For example: A tree spawning near a cliff with low collision % will not spawn because the leaf blocks will not dig into the mountain side. In effect the default behavior of the BOB engine is to cut blocks out of the BOB object that interfere with the existing terrain (or other BOB objects). If you want the opposite behavior (ie the object will cut away the terrain) use the "Digging Object" flag. This will grantee the object spawning, and ignore collision percentage, by carving out the terrain instead.

    Groups are complex, but in short, its for making groups of huts or ruined villages, or possibly a big tree with some random shrubs around it. In more advanced features (which don't fully work in PTM anyway) You will be able to make randomly created dungeons or tree-forts, or castles, fortresses, walls with towers, or what ever you can imagine so long as you can reduce it down into groups of BOB objects that are nested. Its complicated, Its one of the video tutorials I plan to make once the branching is implemented in PTM.
    Posted in: Mods Discussion
  • 0

    posted a message on PhoenixTerrainMod BOB sharing thread
    Quote from LucasErG

    The editor is awesome! I'm going to make tons of stuff to be randomly placed in my worlds, though there are some things I would like to see added to the editor:
    1. a zoom feature to change the grid size
    2. scroll-bars for the editing area
    3. zoom to fit for the isometric viewer


    I agree with quite a few of these, I am VERY busy at the moment with other projects that pay money, so BBOB will get maintenance when I get around to it, for say, another 4 weeks until I have time again.

    Quote from Mananafoab

    Alright, this is ridiculous.

    I've tried navigating your's and the PTM's horribly convoluted webpages for links or answers or patches, but nothing.

    Seriously, this is my first complaint, MAKE THE WEBPAGES EASIER TO NAVIGATE AND DISPLAY MORE INFO! Both of you! And can you please make a BBOB thread that addresses the problems and gives tutorials? I'm not asking much here.

    Anyways, onto the real problem. BBOB V0.4.2 just, well, doesn't really work. The program works flawlessly, but in-game only one of the items I made shows up. I've tried manipulating every variable, even opening the .b02 files in notepad++ to find the problem, but nothing helps! The guy who made PTM (to lazy to check name) said he has a link to version 2 of BBOB on the webpage, and you have to look at the first post? What the hell is he talking about? I see nothing about post, unless you consider the wiki, and even then there's no first post. And why? To keep newbs from downloading it? They wouldn't even know how to use it, let alone put files up for download.

    I don't know, you guys are confusing. It's like you're speaking an entirely different language at this point, which, knowing the internet, you guys probably are.


    First off, my editor doesn't actually do anything but make text files.

    Any errors in spawning truly are not my fault, RTB is working on it. You can prove this to yourself by downloading an older version, say 0.4.0 and checking to see if those object spawn any better or worse.

    Finally, as for confusing website, can you identify 'what' is confusing so I can improve it. As of now, it is just a download page with patch notes. If you want tutorials, as for my response LucasErG, I can't really do much for another 4 weeks or so. I would love to take requests for tutorials though.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from Azathoth

    That's a shame. I could have told you that. : (

    They may be a bit more expensive, but I usually buy Western Digital.


    I remember when Western Digital was the cheap discount brand.

    Also don't buy seagate, they have been... Iffy for me as of late, not the drive failing, but the drivers are not so good. Sometimes the drive will freeze and require a reboot.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from santaman


    To my brethren in this thread who are active in BO2. this sort of addresses my 'B' request. Has weexport been updated to handle larger schematic files? I don't see a newer DL link anywhere. I have several worlds pregenerated in 1.3 with Bucyruss' BTM that have Savanna forest in them. In the past I had used MCEdit to export the trees and then converted them with weexport to bob files.(Bucyruss_Savanna_S1_15W_16L_10H.BOB) was about as large as I could get weexport to take, is there still a way to do this, and if so are you guys interested in these maps for use as Savanna templates? Or I guess I could do some of the exports and just contribute the schematics as some of the maps are 100's of megs, or I could just pregen some smaller ones. either way I do miss those savanna's.



    I will eventually have schematic capability, however. ATM I am way to overloaded with many work projects to do anything than trivial updates. I need to release 0.4.4 and add the new piston blocks now that PTM is 1.7 compatible. That will probably happen some time this weekend.

    My schedule will probably slow down again in about 4 - 5 weeks, and then I will tackle schematics. I ironically enough have 70% of the code already written...
    Posted in: Minecraft Mods
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