Congrats Dr. Zhark on having a hand in Minecraft
Quote from Jeb on twitter "Also big thanks to @DrZhark, the creator of Mo' Creatures, that have assisted us to make it happen!"
Some quick suggestons
The Oxygen Distributer shouldn't just put oxygen in a little bubble, In my opinion it doesn't give the proper feeling of a space base, it should instead fill up an area (assuming the distributer is in a contained area) if not it will become dispersed
Also tree's shouldn't be able to grow solely based on the fact that they are next to water, they should need oxygen, these 2 factors combined would mean that you would have to bring oxygen from earth, set up a distributer and start growing trees in a contained area in order to create more oxygen.
Another possibility using these 2 factors would be the complete terraforming of a planet, this could be done by pumping a ton of oxygen into the environment It obviously wouldn't be easy, you would probably need a forests worth of trees producing oxygen and a ton of time, but if done properly you could make a planet completely habitable.
So I don't know if SMP is working for anyone else but it doesn't seem to be working for me, I am running it with other mods but they work fine in singleplayer and I tried removing some to see if it would help, but it still wasn't working. I entered in WASTELAND under the world type in server properties, assuming that was the name of the wasteland world type, if its not maybe thats my problem, regardless whenever I try and generate a world in the server it spits out this error
[SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: Wasteland.Wasteland_WorldType.d()Z
at Wasteland.Wasteland_WorldType.getChunkGenerator(Wasteland_WorldType.java:59)
at aaq.c(WorldProvider.java:92)
at in.j(WorldServer.java:665)
at yc.<init>(World.java:282)
at in.<init>(WorldServer.java:103)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:266)
at ho.c(DedicatedServer.java:180)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
So I think I've found a way to fix the crashing people have been getting when playing with Extrabiomes, I installed the custom mob spawner directly into my jar and it seemed to work like that.
Quick bug report: breaking a brown mushroom caused me to save chunks, i quit and was able to get back into the world and pick up the mushroom, tried it again to make sure it wasnt a fluke with the same results.
Wow making mod compatiblity sure is easy when the texture pack has a thousand alternates, wish there were item alts though, im working on mods that are in technic pack, adding on to some like IC that were already done, ill probably show them here in a bit.
Before I start with this have you played Dwarf Fortress? If you haven't go check it out its free and was one of notches inspiration for Minecraft http://www.bay12games.com/dwarves/, I won't blame you if it takes a couple hours to get back to this topic after figuring out how the game works, if you play it, it'll help you see why this idea is good.
---
In Minecraft no matter where you are in the world, everything underground is generated the same with caves, mineshafts, ravines, ores, and stronghold. In Dwarf Fortress there generated completely different which I'll explain in a bit.
---
1. area specific ore generation:
If you've ever played dwarf fortress, you don't get all the ores you need, you may have embarked in a region thats filled with cobalt and iron allowing you to manufacture weapons as much as you want, or you could get useless nickle, it would be amazing if Minecraft had ore generation in this way, this would make trading on a survival server a must and long distance transportation would actually be necessary in order to get the ores you want.
---
2. New Ores:
Now I don't know about you guys, but i know that I groan when I see another ore mod, but that's for only one reasons, the ores are so clustered you don't even want to bother with them. but with Dwarf Fortress like ore distribution this would not be a problem. Also ores should be more "specialized" some ore's may be better for an arrowhead due to not unbalancing the arrow, and some may be good just for the cutting edge of a blade, whatever it may be ores should have different strengths and weaknesses, I'm not gonna go into details because I'm sure there a millions threads suggesting "awesomantium" or "epicite" so I don't feel i need to, but feel free to suggest some in the thread and I may put em up here.
---
If you enjoy this idea, rate it up, show it to your friends and most importantly suggest it to Jeb or Jon.
---
No signatures or anything yet, I may do one later but I definitely don't want an "achievement get" signature because its WAAAAY overused.
Hey are you planning on updating the Teams mod any time, it went great with SDK guns,if so I've got a list of suggestions: Team Dogs:Dogs from one team will automatically attack a member of another team on sight, Team Sentries: a addon to go along with SDK guns it would make sentries be able to be designated to a certain team and will attack anyone not of that team, Allies-Enemies-Neutral: the ability to designate a team as Allied Enemy or Neutral.
Unfortunately, as RicksterCraft said, we haven't yet implemented that system into the game. We planned it before Mojang added enchantments, which made us re-evaluate that entire system and we're still looking into the best/most efficient way of going around to adding it.
You could add a bunch of new enchantments and then make enchantments a possible variable, so it would be one thats not guarenteed.
0
Quote from Jeb on twitter "Also big thanks to
@DrZhark, the creator of Mo' Creatures, that have assisted us to make it happen!"0
The Oxygen Distributer shouldn't just put oxygen in a little bubble, In my opinion it doesn't give the proper feeling of a space base, it should instead fill up an area (assuming the distributer is in a contained area) if not it will become dispersed
Also tree's shouldn't be able to grow solely based on the fact that they are next to water, they should need oxygen, these 2 factors combined would mean that you would have to bring oxygen from earth, set up a distributer and start growing trees in a contained area in order to create more oxygen.
Another possibility using these 2 factors would be the complete terraforming of a planet, this could be done by pumping a ton of oxygen into the environment It obviously wouldn't be easy, you would probably need a forests worth of trees producing oxygen and a ton of time, but if done properly you could make a planet completely habitable.
0
[SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: Wasteland.Wasteland_WorldType.d()Z
at Wasteland.Wasteland_WorldType.getChunkGenerator(Wasteland_WorldType.java:59)
at aaq.c(WorldProvider.java:92)
at in.j(WorldServer.java:665)
at yc.<init>(World.java:282)
at in.<init>(WorldServer.java:103)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:266)
at ho.c(DedicatedServer.java:180)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
0
0
0
0
0
0
I was thinking the same thing, being able to add custom rooms, entrances and such would be really cool, any possibility of that Eggplant?
0
1
---
In Minecraft no matter where you are in the world, everything underground is generated the same with caves, mineshafts, ravines, ores, and stronghold. In Dwarf Fortress there generated completely different which I'll explain in a bit.
---
1. area specific ore generation:
If you've ever played dwarf fortress, you don't get all the ores you need, you may have embarked in a region thats filled with cobalt and iron allowing you to manufacture weapons as much as you want, or you could get useless nickle, it would be amazing if Minecraft had ore generation in this way, this would make trading on a survival server a must and long distance transportation would actually be necessary in order to get the ores you want.
---
2. New Ores:
Now I don't know about you guys, but i know that I groan when I see another ore mod, but that's for only one reasons, the ores are so clustered you don't even want to bother with them. but with Dwarf Fortress like ore distribution this would not be a problem. Also ores should be more "specialized" some ore's may be better for an arrowhead due to not unbalancing the arrow, and some may be good just for the cutting edge of a blade, whatever it may be ores should have different strengths and weaknesses, I'm not gonna go into details because I'm sure there a millions threads suggesting "awesomantium" or "epicite" so I don't feel i need to, but feel free to suggest some in the thread and I may put em up here.
---
If you enjoy this idea, rate it up, show it to your friends and most importantly suggest it to Jeb or Jon.
---
No signatures or anything yet, I may do one later but I definitely don't want an "achievement get" signature because its WAAAAY overused.
0
1
0
0
You could add a bunch of new enchantments and then make enchantments a possible variable, so it would be one thats not guarenteed.