yes it is,whats the ETA on IC compatibility? so i dont get to attached to my new wrold also the 1.6 update comes out this week..
I havn't heard from the IC creator about integrating my code, I tried doing it myself but decompiling his mod, amending it, and recompiling it was destructive to it's stability. so he would have to do it himself. I PMed the code snippet to him but havn't heard back. he uses modloader though so you can have both his mod and mine in single player, but his ores don't have mines.
he's probably working, it's monday
as for multiplayer, same problem plus some. his mod uses of.class, so does mine, so when you put my mod over his in multiplayer you don't get his ores. so the two mods have to be integrated, and the whole batch of raw source has to be compiled at once, this will give a modified file that has my mod in it, which can then be used optionally by putting it over his.
notch says the update is coming wednesday but may get pushed back to Thursday, so IC, modlaoder, and modloaderMP will be down for a while. I should be able to reapply my mod within a day of the patch, but those other mods will almost definitely take longer to fix.
verdict: if I get the code it will take me a couple hours to set it up. when notch releases his patch, it could take days or weeks for IC to be up and running again.
I havn't heard from the IC creator about integrating my code, I tried doing it myself but decompiling his mod, amending it, and recompiling it was destructive to it's stability. so he would have to do it himself. I PMed the code snippet to him but havn't heard back. he uses modloader though so you can have both his mod and mine in single player, but his ores don't have mines.
he's probably working, it's monday
as for multiplayer, same problem plus some. his mod uses of.class, so does mine, so when you put my mod over his in multiplayer you don't get his ores. so the two mods have to be integrated, and the whole batch of raw source has to be compiled at once, this will give a modified file that has my mod in it, which can then be used optionally by putting it over his.
notch says the update is coming wednesday but may get pushed back to Thursday, so IC, modlaoder, and modloaderMP will be down for a while. I should be able to reapply my mod within a day of the patch, but those other mods will almost definitely take longer to fix.
verdict: if I get the code it will take me a couple hours to set it up. when notch releases his patch, it could take days or weeks for IC to be up and running again.
ive always been curious why does updates stop mods?
Lol, I just found my first iron vein after like 1 hour of playing. And I'm like :blink.gif: :huh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :biggrin.gif:
Lol, I just found my first iron vein after like 1 hour of playing. And I'm like :blink.gif: :huh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :laugh.gif: :biggrin.gif:
Edit: Awww, It was a small one :angry.gif:
don't worry there is some 1000 more blocks in that chunk! a chunk is 16x128x16 in block dimensions, just look around where you found the first stuff, there is more I promise.
ive always been curious why does updates stop mods?
an update stops mods because notch changes the code. if you put the mod on minecraft, it remove notch's code and creates errors. like when mods are incompatible with other mods, except it's minecraft itself.
don't worry there is some 1000 more blocks in that chunk! a chunk is 16x128x16 in block dimensions, just look around where you found the first stuff, there is more I promise.
Your right :smile.gif: The first small vein was 37 iron ore. But after a little bit of exploring I ended up with 6 full stacks of iron.
well, I programmed it to make 100 of the veins (in a mine), and each vein has a max parameter of 10, and that ten is the range for a random generator. That generator tends to average half in my experience. so, average vein size is 5, but they also generate at a depth no more than, I want to say, 50. this puts them pretty close together so they very well may connect, making "larger" veins.
Thank you friend! When the mod is finished I will release a second version with your generation method in it, with credits as a collaboration :smile.gif:
As for ModLoader, there is a method now to spawn minerals, but I highly doubt a mod such as this could be supported via it (due to the need to overwrite base files anyway). So don't fret about ModLoader, I think this is a fantastic mod even without it :biggrin.gif:
sounds good
and I agree about mod loader, it would be nice, but sometimes you can't have everything :wink.gif:
Oh and by the way Marcopolo, look out because Wednesday/Thursday's update is a big mod breaker, it's got hundreds of bug fixes and new methods, so it's going to hurt to update our mods :sad.gif:
for other mods it will be a problem. it might take me and hour maybe two to fix mine, it's very non intrusive to the code, and only changes one class, but thanks for checking :wink.gif:
for other mods it will be a problem. it might take me and hour maybe two to fix mine, it's very non intrusive to the code, and only changes one class, but thanks for checking :wink.gif:
Hey Marco, is it possible for you to make a Bukkit plugin of this mod? It seems that CraftBukkit doesnt use the minecraft_server.jar so it isnt possible (I believe). I love this mod, and I love bukkit.
Hey Marco, is it possible for you to make a Bukkit plugin of this mod? It seems that CraftBukkit doesnt use the minecraft_server.jar so it isnt possible (I believe). I love this mod, and I love bukkit.
hmm, I don't no where to start for programing this into bukkit, but I can look into it.
edit: 8:44)) I was looking at craftbukkit, and it looks like a server with built in modloader type stuff. I think I am going to hit the same problem I did with modloader for single player. because my mod changes the basics of the game it has issues being programmed through these piggy back programs (modloader, bukkit, etc.). they set up some main files that can be referenced to input custom code into minecraft, while having separate files. imagine bees being the mod, the hive being bukkit, and a person taking the honey being minecraft.
my mod changes the person, it doesn't add like honey, like how notch patches the code. programing wise, there isn't a way to put my mod into minecraft without changing the base classes, unless there was a pre-made system in the piggy-back program that allows bypass of the original ore generation. without this you would have the mines, and the normal ore, and this defeats the purpose of my mod.
my only solution is using Minecraft_server.jar , sorry I couldn't help :sad.gif:
hmm, I don't no where to start for programing this into bukkit, but I can look into it.
edit: 8:44)) I was looking at craftbukkit, and it looks like a server with built in modloader type stuff. I think I am going to hit the same problem I did with modloader for single player. because my mod changes the basics of the game it has issues being programmed through these piggy back programs (modloader, bukkit, etc.). they set up some main files that can be referenced to input custom code into minecraft, while having separate files. imagine bees being the mod, the hive being bukkit, and a person taking the honey being minecraft.
my mod changes the person, it doesn't add like honey, like how notch patches the code. programing wise, there isn't a way to put my mod into minecraft without changing the base classes, unless there was a pre-made system in the piggy-back program that allows bypass of the original ore generation. without this you would have the mines, and the normal ore, and this defeats the purpose of my mod.
my only solution is using Minecraft_server.jar , sorry I couldn't help :sad.gif:
Now i used it i think its not really cool .-. since its take lots of time to find iron, and when you find .-. basically found everything you need X_x it looks nicest than it is :tongue.gif:´
I'm a animator .-. i made you a banner because your banner ... is bad... (Terrific) (More than words can say)
so i did you this wierd looking gif :/ takes 10 minutes with CS4, :tongue.gif:
blame the low quality for the cs4 developers, i'm an expert .-. they fail hard on converting they'r animation to gif, but its an option rite? .-.
Now i used it i think its not really cool .-. since its take lots of time to find iron, and when you find .-. basically found everything you need X_x it looks nicest than it is :tongue.gif:´
I'm a animator .-. i made you a banner because your banner ... is bad... (Terrific) (More than words can say)
so i did you this wierd looking gif :/ takes 10 minutes with CS4, :tongue.gif:
blame the low quality for the cs4 developers, i'm an expert .-. they fail hard on converting they'r animation to gif, but its an option rite? .-.
nice job on the banner man, I got it set up for others to get also.
it's certainly better than the one I made on paint (in like 2 minutes)
but I have to point out, it's "Better Ore Distribution" not "... Redistribution" because it doesn't move what's already there, it just newly generates it this way :wink.gif:
great job though
and try using all that Iron to connect your mines and I think you'll need more :tongue.gif:
as there is only 500~800 blocks your going to find there :wink.gif:
yeah, actually its a bit simple it cant change all chunks, finding ores would result in a infinite lag, so of course every mod that modify the chunk will not changes the already saved chunks (wait, arent you a modder?), i just made a banner because i though this represents your mod better than the old one :/, anyways, your choose.
[#10211] This image is larger than the maximum allowed dimensions of 728 x 100.
Would be nice if you change it. I can't do it myself, because Photoshop 7 doesn't support .gif (animated) properly^^
EDIT: Forget it. Did it myself (hope thats ok ; ))
fitting the new Forum:
Hey Marco, if i had to change the ways ores spawn in a mod to your way. how should i go in doing that?
if you could post a code example or maybe pm me the source code it would be great.
Hey Marco, if i had to change the ways ores spawn in a mod to your way. how should i go in doing that?
if you could post a code example or maybe pm me the source code it would be great.
it's really not that complicated
I have decided to release how it is done, and have put the code on the front page (just above the banners). gl and don't forget to link to this page when you're done :wink.gif:
yes it is,whats the ETA on IC compatibility? so i dont get to attached to my new wrold also the 1.6 update comes out this week..
I havn't heard from the IC creator about integrating my code, I tried doing it myself but decompiling his mod, amending it, and recompiling it was destructive to it's stability. so he would have to do it himself. I PMed the code snippet to him but havn't heard back. he uses modloader though so you can have both his mod and mine in single player, but his ores don't have mines.
he's probably working, it's monday
as for multiplayer, same problem plus some. his mod uses of.class, so does mine, so when you put my mod over his in multiplayer you don't get his ores. so the two mods have to be integrated, and the whole batch of raw source has to be compiled at once, this will give a modified file that has my mod in it, which can then be used optionally by putting it over his.
notch says the update is coming wednesday but may get pushed back to Thursday, so IC, modlaoder, and modloaderMP will be down for a while. I should be able to reapply my mod within a day of the patch, but those other mods will almost definitely take longer to fix.
verdict: if I get the code it will take me a couple hours to set it up. when notch releases his patch, it could take days or weeks for IC to be up and running again.
ive always been curious why does updates stop mods?
Edit: Awww, It was a small one :angry.gif:
don't worry there is some 1000 more blocks in that chunk! a chunk is 16x128x16 in block dimensions, just look around where you found the first stuff, there is more I promise.
an update stops mods because notch changes the code. if you put the mod on minecraft, it remove notch's code and creates errors. like when mods are incompatible with other mods, except it's minecraft itself.
Your right :smile.gif: The first small vein was 37 iron ore. But after a little bit of exploring I ended up with 6 full stacks of iron.
well, I programmed it to make 100 of the veins (in a mine), and each vein has a max parameter of 10, and that ten is the range for a random generator. That generator tends to average half in my experience. so, average vein size is 5, but they also generate at a depth no more than, I want to say, 50. this puts them pretty close together so they very well may connect, making "larger" veins.
figure 5-15 blocks in a vein probably
sounds good
and I agree about mod loader, it would be nice, but sometimes you can't have everything :wink.gif:
for other mods it will be a problem. it might take me and hour maybe two to fix mine, it's very non intrusive to the code, and only changes one class, but thanks for checking :wink.gif:
Hey Marco, is it possible for you to make a Bukkit plugin of this mod? It seems that CraftBukkit doesnt use the minecraft_server.jar so it isnt possible (I believe). I love this mod, and I love bukkit.
hmm, I don't no where to start for programing this into bukkit, but I can look into it.
edit: 8:44)) I was looking at craftbukkit, and it looks like a server with built in modloader type stuff. I think I am going to hit the same problem I did with modloader for single player. because my mod changes the basics of the game it has issues being programmed through these piggy back programs (modloader, bukkit, etc.). they set up some main files that can be referenced to input custom code into minecraft, while having separate files. imagine bees being the mod, the hive being bukkit, and a person taking the honey being minecraft.
my mod changes the person, it doesn't add like honey, like how notch patches the code. programing wise, there isn't a way to put my mod into minecraft without changing the base classes, unless there was a pre-made system in the piggy-back program that allows bypass of the original ore generation. without this you would have the mines, and the normal ore, and this defeats the purpose of my mod.
my only solution is using Minecraft_server.jar , sorry I couldn't help :sad.gif:
Thanks for the reply and attempt!
I'm a animator .-. i made you a banner because your banner ... is bad... (Terrific) (More than words can say)
so i did you this wierd looking gif :/ takes 10 minutes with CS4, :tongue.gif:
blame the low quality for the cs4 developers, i'm an expert .-. they fail hard on converting they'r animation to gif, but its an option rite? .-.
Wow, should i get a professional? x_X
nice job on the banner man, I got it set up for others to get also.
it's certainly better than the one I made on paint (in like 2 minutes)
but I have to point out, it's "Better Ore Distribution" not "... Redistribution" because it doesn't move what's already there, it just newly generates it this way :wink.gif:
great job though
and try using all that Iron to connect your mines and I think you'll need more :tongue.gif:
as there is only 500~800 blocks your going to find there :wink.gif:
I have temporary .fla files .-.
Fixed:
yeah, actually its a bit simple it cant change all chunks, finding ores would result in a infinite lag, so of course every mod that modify the chunk will not changes the already saved chunks (wait, arent you a modder?), i just made a banner because i though this represents your mod better than the old one :/, anyways, your choose.
oh wow, it is, that's wierd :huh.gif:
how was it that I was able to use it?
if you could post a code example or maybe pm me the source code it would be great.
it's really not that complicated
I have decided to release how it is done, and have put the code on the front page (just above the banners). gl and don't forget to link to this page when you're done :wink.gif: