I knew it was a good idea to bookmark this mod and check on it once a month.
Great to hear WyrdOne! Looking forward to it. ^^ If you do update it, will you be posting in this thread to announce it or will you just announce it with a new thread?
I'm incredibly, deeply sorry for being gone for so long. I've promised the update of my mods for some time now, and have never gotten around to it. I usually uphold my promises, so I'm very, very sorry for that.
After some... medical issues, I'm back around to help with the mod again. I did message Fluffgar that I wouldn't work anymore on mods, but I've decided, 10 minutes later, to do so again. WyrdOne, thank you for taking up the mod again... however if you need me to work on anything, anything at all, I'd be glad to help you.
If not, I'll start working on Beer And Wine again.
I'm incredibly, deeply sorry for being gone for so long. I've promised the update of my mods for some time now, and have never gotten around to it. I usually uphold my promises, so I'm very, very sorry for that.
After some... medical issues, I'm back around to help with the mod again. I did message Fluffgar that I wouldn't work anymore on mods, but I've decided, 10 minutes later, to do so again. WyrdOne, thank you for taking up the mod again... however if you need me to work on anything, anything at all, I'd be glad to help you.
If not, I'll start working on Beer And Wine again.
O.O Are you feeling okay?! I didn't even get that message, site weirdness. If you want to mod then mod, and we appreciate it greatly. Don't over-strain yourself though, and if you don't want to mod then please do something else you enjoy.
I wish you and yours a Happy New Year too Have as much fun as you can and look out for each other!
I think that msg might have been sent to me instead then if you didn't get it Fluffgar. I did get a message saying just that, but thought that maybe Artemis sent two messages with very similar wordings having had so many messages to reply to.
I'm incredibly, deeply sorry for being gone for so long. I've promised the update of my mods for some time now, and have never gotten around to it. I usually uphold my promises, so I'm very, very sorry for that.
After some... medical issues, I'm back around to help with the mod again. I did message Fluffgar that I wouldn't work anymore on mods, but I've decided, 10 minutes later, to do so again. WyrdOne, thank you for taking up the mod again... however if you need me to work on anything, anything at all, I'd be glad to help you.
If not, I'll start working on Beer And Wine again.
My apologies.
~Artemis
Hi guys, I have been asked on my revival topic to update this mod, but only noticed now that you may have worked on it sooner...
I was planning to make it a Forge Coremod though, removing need for ModOptionsAPI and most base class edits.
How are you doing your update ?
Have you a repository so that we can collaborate ?
I keep Mod Options API up to date, so I am keeping it in. I don't know that this mod would be nearly as desirable without the options in it. While it would be far easier to code without the options, it would be an inferior mod then.
I am also keeping away from Forge and just using ModLoader, I see very little Forge actually offers that cannot be done without it, and in many cases just as well.
I am also working on removing the need for the base class edits, which combined with getting my other mods updated with new features, is why this mod is taking a while to update. The move to the integrated server complicates most mods, this mod has not been updated since that was added.
Hi guys, I have been asked on my revival topic to update this mod, but only noticed now that you may have worked on it sooner...
I was planning to make it a Forge Coremod though, removing need for ModOptionsAPI and most base class edits.
How are you doing your update ?
Have you a repository so that we can collaborate ?
Rollback Post to RevisionRollBack
Have a mod with options? Mod Options API is the API for you. Let your users configure your mod options with ease.
I had about half the mod done for 1.4.7. I am working out the kinks in MOAPI for 1.5 currently, once that is done, I can update my other mods and get back to work on this.
My main slow down is that I do taxes for a living and this is the busy season, between that and my 1 year old son, modding gets squeezed into the spare time.
Sometimes coordinating with someone else actually makes a project take longer.
Rollback Post to RevisionRollBack
Have a mod with options? Mod Options API is the API for you. Let your users configure your mod options with ease.
oh, i'm so sorry, i looked at your topics and found out you actually didn't compile it yet! anyway, keep going!
Yes, my version isn't compiled or doesn't change anything of Minecraft yet. I am planning a lot in the first steps, so I don't have to change everything at the worst moment, but the core thing is set and working.
Note: My update is pure Forge, but not a coremod, it actually wasn't necessary.
Note2: I use your banner on my topic, thanks Fluffgar
So when do you think the mod will be updated again? Because in combination with the seasons mod this would make for a totally awesome realistic natural feeling to minecraft. So when/if you update, please do something for giving it a natural feeling (could you also add the animals again and maybe also fix something that really bothers me, LET THE SNOW STAY ON STAIRS AND SLABS IT JUST LOOKS SO WEIRD(maybe something I should ask to Notch instead of you:$)!!)
It will be updated when it is ready.
I will try updating the mobs too, but it is a completely different thing, so it will be blocks for now, and animals later.
As for your suggestion:
When you say "snow on stairs and slabs", that's not a rendering issue (you can make a full block with textures that do look like that) you want to fix, it is a minecraft logic issue.
Snow, stairs, slabs, are separate blocks. They can't be at the same place at the same moment.
Water and doors ? lava and wall signs ? same.
It could be done by Mojang (that is Jeb, since Notch isn't working on MC anymore) but from what I know, not only would it require massive changes, but also might reduce the map limit size by two.
Anyway, It is outside of the scope of this mod.
I will listen to any advice on how to "give it a natural feeling".
just take your time, and i actually love the fact it's Forge! it makes it more compatible and easier to install! (i really need the compatibility part for my modded minecraft with 45 mods ) oh, and btw, could you make a downgraded version: 1.4.5? it would be very nice as my modded minecraft is this version.
I made an alpha release for 1.5.1 to get some comments/bug reports.
Send bug reports on my topic if need be.
To install, install Forge API, then put zip into mods folder.
Aww the fire behavior was what I was looking forward to the most. I think I'll wait until Wyrd is finished working on his version.
I don't like the idea of introducing a bug that has been fixed by Mojang.
I should add that you can obtain infinite fire with netherrack and I believe you can obtain fire through inventory editors if you don't like "flint and steel" or " fire charge".
I might reconsider it if you tell me why it is so important to you.
Just leaving this as a note:
I published an update for 1.5.2 (though theoretically "version independent") with MOAPI support.
I don't like the idea of introducing a bug that has been fixed by Mojang.
I should add that you can obtain infinite fire with netherrack and I believe you can obtain fire through inventory editors if you don't like "flint and steel" or " fire charge".
I might reconsider it if you tell me why it is so important to you.
Just leaving this as a note:
I published an update for 1.5.2 (though theoretically "version independent") with MOAPI support.
They are not refering to the item "fire"
They are refering to NO's origianl ability to restore fires burn rate to the original minecraft levels. Allowing forest and plains fires to burn until they no longer had fuel to keep them going.
It is actually pretty important for this mod to allow that. As it acts as a balance to the otherwise unchecked growth that can happen,
A fire would rage through a forest, but enuff saplings would drop and plant themselves to start the forest up again, jsut like in the real world.
Also, if you are going with forge compatibility, it would be wonderful if NO could also work with the trees added by ExtrabiomesXL. So may great plants are added my that mod.
Twilight Forest is another great one that has wonderful forests that could benifit from combineing with this mod.
They are refering to NO's origianl ability to restore fires burn rate to the original minecraft levels. Allowing forest and plains fires to burn until they no longer had fuel to keep them going.
It is actually pretty important for this mod to allow that. As it acts as a balance to the otherwise unchecked growth that can happen,
A fire would rage through a forest, but enuff saplings would drop and plant themselves to start the forest up again, jsut like in the real world.
Also, if you are going with forge compatibility, it would be wonderful if NO could also work with the trees added by ExtrabiomesXL. So may great plants are added my that mod.
Twilight Forest is another great one that has wonderful forests that could benifit from combineing with this mod.
As far as I know, fire behaves really realistically in Minecraft right now.
But I fast-checked and it would be really easy to enable tweaking of every block regarding fire flammability and chance to catch fire. I will include this in my next update. I uploaded the change.
You can tweak each block fire behaviour however you like. Default should be like vanilla.
My update is already custom block compatible. If a log/leaf block couple isn't automatically detected, you can add it in the config file.
Check it here
Great to hear WyrdOne! Looking forward to it. ^^ If you do update it, will you be posting in this thread to announce it or will you just announce it with a new thread?
Yes! Been waiting oh so long for an update.
BDcraft.net BDcraft Web Admin
I'm incredibly, deeply sorry for being gone for so long. I've promised the update of my mods for some time now, and have never gotten around to it. I usually uphold my promises, so I'm very, very sorry for that.
After some... medical issues, I'm back around to help with the mod again. I did message Fluffgar that I wouldn't work anymore on mods, but I've decided, 10 minutes later, to do so again. WyrdOne, thank you for taking up the mod again... however if you need me to work on anything, anything at all, I'd be glad to help you.
If not, I'll start working on Beer And Wine again.
My apologies.
~Artemis
I think that msg might have been sent to me instead then if you didn't get it Fluffgar. I did get a message saying just that, but thought that maybe Artemis sent two messages with very similar wordings having had so many messages to reply to.
Hi guys, I have been asked on my revival topic to update this mod, but only noticed now that you may have worked on it sooner...
I was planning to make it a Forge Coremod though, removing need for ModOptionsAPI and most base class edits.
How are you doing your update ?
Have you a repository so that we can collaborate ?
I am also keeping away from Forge and just using ModLoader, I see very little Forge actually offers that cannot be done without it, and in many cases just as well.
I am also working on removing the need for the base class edits, which combined with getting my other mods updated with new features, is why this mod is taking a while to update. The move to the integrated server complicates most mods, this mod has not been updated since that was added.
would live this
My main slow down is that I do taxes for a living and this is the busy season, between that and my 1 year old son, modding gets squeezed into the spare time.
Sometimes coordinating with someone else actually makes a project take longer.
Yes, my version isn't compiled or doesn't change anything of Minecraft yet. I am planning a lot in the first steps, so I don't have to change everything at the worst moment, but the core thing is set and working.
Note: My update is pure Forge, but not a coremod, it actually wasn't necessary.
Note2: I use your banner on my topic, thanks Fluffgar
It will be updated when it is ready.
I will try updating the mobs too, but it is a completely different thing, so it will be blocks for now, and animals later.
As for your suggestion:
When you say "snow on stairs and slabs", that's not a rendering issue (you can make a full block with textures that do look like that) you want to fix, it is a minecraft logic issue.
Snow, stairs, slabs, are separate blocks. They can't be at the same place at the same moment.
Water and doors ? lava and wall signs ? same.
It could be done by Mojang (that is Jeb, since Notch isn't working on MC anymore) but from what I know, not only would it require massive changes, but also might reduce the map limit size by two.
Anyway, It is outside of the scope of this mod.
I will listen to any advice on how to "give it a natural feeling".
I made an alpha release for 1.5.1 to get some comments/bug reports.
Send bug reports on my topic if need be.
To install, install Forge API, then put zip into mods folder.
Download here. (for Minecraft 1.5.1)
Planned for further release:
-More support for custom log/leaves in tree system
I don't like the idea of introducing a bug that has been fixed by Mojang.
I should add that you can obtain infinite fire with netherrack and I believe you can obtain fire through inventory editors if you don't like "flint and steel" or " fire charge".
I might reconsider it if you tell me why it is so important to you.
Just leaving this as a note:
I published an update for 1.5.2 (though theoretically "version independent") with MOAPI support.
They are not refering to the item "fire"
They are refering to NO's origianl ability to restore fires burn rate to the original minecraft levels. Allowing forest and plains fires to burn until they no longer had fuel to keep them going.
It is actually pretty important for this mod to allow that. As it acts as a balance to the otherwise unchecked growth that can happen,
A fire would rage through a forest, but enuff saplings would drop and plant themselves to start the forest up again, jsut like in the real world.
Also, if you are going with forge compatibility, it would be wonderful if NO could also work with the trees added by ExtrabiomesXL. So may great plants are added my that mod.
Twilight Forest is another great one that has wonderful forests that could benifit from combineing with this mod.
As far as I know, fire behaves really realistically in Minecraft right now.
But I fast-checked and it would be really easy to enable tweaking of every block regarding fire flammability and chance to catch fire.
I will include this in my next update.I uploaded the change.You can tweak each block fire behaviour however you like. Default should be like vanilla.
My update is already custom block compatible. If a log/leaf block couple isn't automatically detected, you can add it in the config file.
Check it here