The color change happened when Notch was still coding and he switched the way day and night render. Day used to happen from sunrise to sunset(6am-6pm, i think) with specific light levels. As soon as the moon rose, the light levels would change to the new level range and you could watch the chunks turn dark one at a time. The transition was one of the worst sources of lag and fps drops in the early versions, just behind the Lag Spike of Death which is a whole different discussion.
The new lighting engine uses a sliding scale of lighting texture which moves from brighter, warmer colors during the day to darker, cooler colors at night. It helped most computers handle the transition from day to night, but it lowered fps on some machines due to the new way textures were handled. Smooth lighting was introduced around this time as well since the lighting textures were on that sliding scale, but I don't know that timeline for sure. Smooth lighting meant that very few blocks have full saturation.
Eventually, biome-specific coloring came along which ended the bright green colors for good.
The Minecraft world is divided into "chunks" that are 16x16 blocks from the bottom of the world to the ceiling. Everything related to the shape and contents of the world is calculated on a per-chunk basis. Knowing the chunk boundaries isn't something you'll need to worry about until you start building complex redstone machines.
Your draw distance, which you find in your video options, determines how many chunks are loaded at one time. If you are having problems with low fps, turn down your draw distance so that fewer chunks are loaded at the same time.
A 30x30 wall of stone with "I LOVE YOU BABE" spelled out in torches for my wife's birthday.
This was before I knew about Creative, Peaceful, or shift to keep from falling off of blocks. Plus this was Alpha before we had beds to set your spawn. Once the wall was built, I built a viewing platform so we could stand there and look at it without mobs trying to kill us.
java.lang.NullPointerException
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:268)
at codechicken.nei.PositionedStack.generatePermutations(PositionedStack.java:58)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:41)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:26)
at codechicken.nei.recipe.ShapedRecipeHandler.loadUsageRecipes(ShapedRecipeHandler.java:181)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:369)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:504)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:39)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:19)
at codechicken.nei.forge.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:434)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java:870)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:962)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:268)
at codechicken.nei.PositionedStack.generatePermutations(PositionedStack.java:58)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:41)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:26)
at codechicken.nei.recipe.ShapedRecipeHandler.loadUsageRecipes(ShapedRecipeHandler.java:181)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:369)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:504)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:39)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:19)
at codechicken.nei.forge.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:434)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java:870)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:962)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)
I'm getting the exact same crash. The only difference is that I have a lot more mods than you. However, I use all of the mods you do. I'm going to try to disable AE, then parts UE, until the game works. Once I find the culprit, I'll get back to you. Or you can get back to me, if you want to try.
If you read a bit back some guys were talking about wanting a mod that only generates world ores, so that you can play, for example, 1.4.2 without having to start over once your favorite mod of choice comes out, in this case RedPower 2.
So basically something small that is easy to upgrade for each version, and contains all ores, like an actual OreLibrary that hooks into the "Forge Ores"
EDIT (1 second after post -.-'): if i made one i would NOT include custom generated structures like rubber trees and vulcanoes, since i feel that is stealing concepts from RP2, but i dont see why making a ore generator that uses all the ores from RP2 and others would be a concept stealing problem. note: i would ofc ask for permission from each modder to borrow their textures to make this (cause i'm not a good artist..)
One word: Mystcraft
Generate a new Age and you're golden.
In fact, in 1.2.5, I made a couple of stable Ages so I could stripmine/quarry/destruction-catalyst the hell out of it and keep my Overworld beautiful.
There have been dynamic lights mods before, but they got really laggy since MC isn't designed to work that way. Mojang are doing a complete rewrite of the lighting engine right now, so it might be possible in the future depending on the direction they take with it.
OH MAN, I CAN'T WAIT TO AUTOMATE THE PRODUCTION OF MATERIALS TO MAKE MY PRODUCTION SYSTEMS. OH BOY.
Um,yeah. That's how every single production mod works. BC, IC2, EE, RP2, and so on. They may all do it in somewhat different ways, but this is just about the stupidest arguement against BTW that you can possibly give.
Actually, complaining about the name is the stupidest. That makes your "automating to automate" arguement the second stupidest.
Hi all, I was testing a world with my own setup of mods and I was flying in editor mode when I discover the new Pompeii
I'm not sure, but I think that the volcano is from Red Power mod, I'm not sure because I have more than thirty mods installed in the setup, but the moment was lovely
Yeah, that's an RP2 volcano. Eloraam has said that she makes volcanoes generate last so they do things like that. It's more realistic if the volcano covers the terrain than if it replaces terrain or something like that.
Other option is a Turntable fed by a pulse (like with a button) that only allows it to rotate one increment.
This mod really isn't about compact. Larger circuits inspire larger construction, which IMO, in a game largely about building, is a good thing.
Also, creating your own logic gates is part of the gameplay. I can't count the number of times RP users have decided to give BTW a try and have no understanding of how to create basic logic gates for themselves. So, to me, those aren't just convenience features: they remove one of the coolest aspects of MC gameplay and deprive players of a learning experience. To me, they are more along the lines of cheats.
I totally agree that problem-solving is a very fun aspect. That's why I said the single-tile logic was a small complaint. So small, in fact, I've never brought it up before.
I did play BTW with RP and EE and BC back when they were compatible and much fun was had, but overpowered gets boring. I've learned more since I dropped forge than I ever did with it. That's why I personally dislike the calls to make BTW compatible again.
It just feels like those people completely miss the point.
The only thing I miss from forge are RP2's logic gates. Besides, can you really wear five different sets of end-game armor at the same time? Which of the unending sets of end-game tools are you going to use? The only difference is how you get there.
Honestly, a Soulforged T-flip-flop would make BTW perfect, but I can live without it. BTW uses every mechanic in vMC to advance its own tech tree. If you aren't farming, mining, ranching, fighting, making frequent trips to the Nether and exploring, all at the same time, you don't advance in BTW. It makes vMC fun again instead of replacing it with *brand new!* gameplay.
Hell, if you're not using water in even your most simple designs, you're doing it wrong.
Logic gates are all that are missing, and even that is a small complaint that would only serve to compact automated designs.
Bottom line, forge isn't needed for anything except one issue. Stop complaining and make a choice. You'll feel better. I promise.
Edit: 150 posts! New forum title get! Woo! *ahem* Resume your normal programming.
Hey Robinton, what do you think the chances are that one day in the future CC will be optifine compatible?
@walkerjonny
When it came to your error log you posted on previous page, what version of forge were you running? I thought IC2 ver 1.43 was restricted to forge 1.2.2. Ended up having to pass up some of the mods I wanted to play with because of sticking to forge 1.2.2 =/
I'm running forge 1.2.4 with way too many mods(RP2PR4b, BC(latest v2, but tested working with v3), IC2 1.43, EqEx 5.7.3, Thaumcraft, ID Resolver, Optifine, Timber!, Zeppelin, Craftguide, NEI and more) working just fine with nearly all blocks and items crafted from each mod. These are all in their latest versions. You shouldn't have any problems unless you're using some other mod, like Dwarvencraft or Forestry, which I haven't tried yet.
I don't have the 4096 mod installed because I still have 32 block ids remaining. I just come around here to check on CC progress. :biggrin.gif:
0
The new lighting engine uses a sliding scale of lighting texture which moves from brighter, warmer colors during the day to darker, cooler colors at night. It helped most computers handle the transition from day to night, but it lowered fps on some machines due to the new way textures were handled. Smooth lighting was introduced around this time as well since the lighting textures were on that sliding scale, but I don't know that timeline for sure. Smooth lighting meant that very few blocks have full saturation.
Eventually, biome-specific coloring came along which ended the bright green colors for good.
0
Your draw distance, which you find in your video options, determines how many chunks are loaded at one time. If you are having problems with low fps, turn down your draw distance so that fewer chunks are loaded at the same time.
0
0
This was before I knew about Creative, Peaceful, or shift to keep from falling off of blocks. Plus this was Alpha before we had beds to set your spawn. Once the wall was built, I built a viewing platform so we could stand there and look at it without mobs trying to kill us.
0
I'm getting the exact same crash. The only difference is that I have a lot more mods than you. However, I use all of the mods you do. I'm going to try to disable AE, then parts UE, until the game works. Once I find the culprit, I'll get back to you. Or you can get back to me, if you want to try.
0
One word: Mystcraft
Generate a new Age and you're golden.
In fact, in 1.2.5, I made a couple of stable Ages so I could stripmine/quarry/destruction-catalyst the hell out of it and keep my Overworld beautiful.
0
There have been dynamic lights mods before, but they got really laggy since MC isn't designed to work that way. Mojang are doing a complete rewrite of the lighting engine right now, so it might be possible in the future depending on the direction they take with it.
0
Um,yeah. That's how every single production mod works. BC, IC2, EE, RP2, and so on. They may all do it in somewhat different ways, but this is just about the stupidest arguement against BTW that you can possibly give.
Actually, complaining about the name is the stupidest. That makes your "automating to automate" arguement the second stupidest.
0
Yeah, that's an RP2 volcano. Eloraam has said that she makes volcanoes generate last so they do things like that. It's more realistic if the volcano covers the terrain than if it replaces terrain or something like that.
2
If she's not a goddess, what kind of celestial creature could she possibly be?
0
I totally agree that problem-solving is a very fun aspect. That's why I said the single-tile logic was a small complaint. So small, in fact, I've never brought it up before.
I did play BTW with RP and EE and BC back when they were compatible and much fun was had, but overpowered gets boring. I've learned more since I dropped forge than I ever did with it. That's why I personally dislike the calls to make BTW compatible again.
It just feels like those people completely miss the point.
0
Honestly, a Soulforged T-flip-flop would make BTW perfect, but I can live without it. BTW uses every mechanic in vMC to advance its own tech tree. If you aren't farming, mining, ranching, fighting, making frequent trips to the Nether and exploring, all at the same time, you don't advance in BTW. It makes vMC fun again instead of replacing it with *brand new!* gameplay.
Hell, if you're not using water in even your most simple designs, you're doing it wrong.
Logic gates are all that are missing, and even that is a small complaint that would only serve to compact automated designs.
Bottom line, forge isn't needed for anything except one issue. Stop complaining and make a choice. You'll feel better. I promise.
Edit: 150 posts! New forum title get! Woo! *ahem* Resume your normal programming.
0
Have you noticed the tagline, 'The Mod That Is Incompatible With Everything!'?
Yeah, come again later.
0
I need to get it and you're crashing the website.
1
I'm running forge 1.2.4 with way too many mods(RP2PR4b, BC(latest v2, but tested working with v3), IC2 1.43, EqEx 5.7.3, Thaumcraft, ID Resolver, Optifine, Timber!, Zeppelin, Craftguide, NEI and more) working just fine with nearly all blocks and items crafted from each mod. These are all in their latest versions. You shouldn't have any problems unless you're using some other mod, like Dwarvencraft or Forestry, which I haven't tried yet.
I don't have the 4096 mod installed because I still have 32 block ids remaining. I just come around here to check on CC progress. :biggrin.gif: