(I know this is old but) No you require the client mod to join a modded server.
No 1.3 is ADDING Mod API (Mod Support)! There isn't a Mod API right now!
This API will be useless.
Maybe it requires now. But mod doesn't check it, and it worked in past. If it doesn't now (Again, I didn't test it like that), I will add check (Actually remove it, as ModLoaderMp have it enabled by default and I had to disable it).
Hi Exalm, this is the first time I post on this forum, reason is cause this is the best mod I've ever seen.
But there's a small thing I would like to be implemented.
You see I'm an infdev player and I'll always be one so here's the thing.
You have two versions of infdev:
- 02/27
- 04/20
But when I played the second and my favorite one I saw that there weren't any caves, so I looked up the Minecraft wiki and it said that caves were removed in that version.
I don't know what version the NO-BIOME-ALPHA option in this mod is, it generates caves but it has different terrain.
So there are some infdev versions I think that should be added:
- 06/17 (Better cave systems, more caves so some areas will be like swiss cheesse, different caves thicknesses, gravel and dirt underground)
- 06/27 (Dungeons added, mob spawners) I want to start a world where my goal is to find a golden apple inside off a dungeon.
Thank you Exalm for making this mod, its the best mod ever.
Terrain shape in these versions is EXACTLY like in Alpha. The only different things are caves, cacti etc.
And 04.20 version is not version where caves were removed. They were removed in 03.27 version, which is, sadly, unavailable, while having the coolest terrain ever.
Alpha is Alpha 1.1.2_01, the latest ALpha without biomes.
If i install Astro craft in that order:
DimensionsAPI,Astrocraft,Optifine,olddays the game gets on the world loading screen an saving chunks screen.
In what order should i try it?
After OldDays.
Rollback Post to RevisionRollBack
My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
Hey, I love your mod. Especially the fact that it makes old terrain generation simple. But I'm running a server using Bukkit and I would love to have the olg generation on my server. Could you make a Bukkit plugin for the old generators in future?
I know nothing about Bukkit modding.
btw
[19:53:38] 7200000
[19:54:01] 7190144
Here you can see speed of checking seeds for just 2 hours.
I don't compare anything and generate only stone and water in 1 chunk with 04.20 Infdev generator.
I think you can imagine speed of comparing heightmaps.
This API will be useless.
Maybe it requires now. But mod doesn't check it, and it worked in past. If it doesn't now (Again, I didn't test it like that), I will add check (Actually remove it, as ModLoaderMp have it enabled by default and I had to disable it).
Terrain shape in these versions is EXACTLY like in Alpha. The only different things are caves, cacti etc.
And 04.20 version is not version where caves were removed. They were removed in 03.27 version, which is, sadly, unavailable, while having the coolest terrain ever.
Alpha is Alpha 1.1.2_01, the latest ALpha without biomes.
And, btw, I have none of these versions.
Actually I'm not sure if THIS MOD requires client mod for the server.
19:53:38 to 19:54:01 is 23 seconds. About 10.000 seeds checked. 10.000 / 23 = 434 seeds per second. Which means You can check all possible seeds for 0.434 seconds in 1 second. If you have two days to check that wouldn't be handy yeah...
But heightmaps would accelerate the processes reasonably and making it multithreaded would ease the pain. Plus you can exclude time you are sure of you haven't generated your map. Most people sleep between 0:00 and 7:00 you know .
Oh and a feature like this is of course meant for people who are really hardcore about their world. Those people would gladly wait a few hours to even days to get their seed back. I mean, I would Xd.
Heightmaps would not accelerate it very much, as the most time-consuming thing in generation is calculating noise. And I still need to do it for heightmaps.
And comparing it with heightmap from chunk will make it even slower. Also trees, flowers etc change heightmap very much, but take much time to generate.
I thought in the case of Minecraft most of the time went into writing the chunks :S. Comparing would definitely be faster with a 2d picture. And you could do without trees and flowers, you'd just have to generate a heightmap of the selected chunks yourself so you can exclude wood/flowers/leaves and such.
I did not write anything to chunks in this experiment.
Just generated shape (only stone and water) as byte array.
Hey, I think I found why NO-BIOME-ALPHA looks different than infdev, infdev has alot more trees and most off the trees in infdev are big.
I know I can choose wether I want a tree world or not in NO-BIOME-ALPHA but I don't like the grey sky and most of the trees are small, while in infdev they're almost always huge, wich I like.
Maybe you could raise the amount of trees spawning in alpha or you could make an option for it.
And, I know this may sound a bit stupid but I think that when you pick NO-BIOME-ALPHA and generate the world it randomly decides if wether its a winter-world or not, maybe you could make an option for that too.
Why do you call it NO-BIOME-ALPHA? It's not called like this neither in mod nor in thread.
In Infdev all trees are big since 04.13 version. But they was removed in 06.08 version and returned only in some Alpha as tree variation.
Winter worlds should be random, it was like that in Alpha.
Also all Infdev versions before 06.16 or so have VERY different terrain shape from Alpha. 04.20 is in mod. 06.08 is in mod too, but I'm too lazy to add a button to GUI. (Really, I'm not joking). Earlier versions are unavailable, except 02.27 one, which is in mod too.
This API will be useless.
Maybe it requires now. But mod doesn't check it, and it worked in past. If it doesn't now (Again, I didn't test it like that), I will add check (Actually remove it, as ModLoaderMp have it enabled by default and I had to disable it).
How are you sure? I mean, there is no filtered information about it. Ok, it's MOJANG, the company who put things on Minecraft, but only the half of the things that should put. But actually, the Bukkit devs are developing the Mod API, and the Bukkit plugins aren't too limited (at least, thats what I know).
Also, they know that the mods are a very delicate aspect of Minecraft, they can't just make a bad Mod API.
Well, you don't need the exact time. If you just know the day and if it was dark or light outside, you narrowed it down to about 12 hours. If you'd really want to get it back you would just have the keep your pc on for 24 hours (until the seed has been found of course).
Again, in this experiment I did not compare anything. With comparing it may take weeks...
How are you sure? I mean, there is no filtered information about it. Ok, it's MOJANG, the company who put things on Minecraft, but only the half of the things that should put. But actually, the Bukkit devs are developing the Mod API, and the Bukkit plugins aren't too limited (at least, thats what I know).
Also, they know that the mods are a very delicate aspect of Minecraft, they can't just make a bad Mod API.
I'm sure that there will not be way to block rendering of chunks that are outside of finite map bounds and render some surfaces instead.
Also I'm sure that there will not be a way to disable biome loading etc.
I'm afraid that ModLoader will not be updated, however. Then I'll need to implement it myself.
Rollback Post to RevisionRollBack
My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
Again, in this experiment I did not compare anything. With comparing it may take weeks...
I'm sure that there will not be way to block rendering of chunks that are outside of finite map bounds and render some surfaces instead.
Also I'm sure that there will not be a way to disable biome loading etc.
I'm afraid that ModLoader will not be updated, however. Then I'll need to implement it myself.
idk how are you so sure. Anyway, I hope that the Mod API will be good. And if it's bad, ModLoader will continue updating. :B
You need ModLoader and ModLoaderMp, both.
Extract Allin1 (on Olddays) or the content of /client/ (on NBXlite) folder on minecraft.jar, and copy the resources folder to /.minecraft/
Exactly, since the ratio is now almost 1:2 (amount of seeds that fit into a second : amount of seconds calculation takes), weeks is a bit of an exaggeration if you can narrow the range down to less than a day. You'd probably need the range * 3. So if the range is 12 hours you will need (max) 36 hours to find your seed. Remember that you'll probably will encounter the seed earlier.
Yes. Comparing heightmap is just comparing 256 numbers, and not 32768 like for full 128-height chunk.
Maybe it requires now. But mod doesn't check it, and it worked in past. If it doesn't now (Again, I didn't test it like that), I will add check (Actually remove it, as ModLoaderMp have it enabled by default and I had to disable it).
Terrain shape in these versions is EXACTLY like in Alpha. The only different things are caves, cacti etc.
And 04.20 version is not version where caves were removed. They were removed in 03.27 version, which is, sadly, unavailable, while having the coolest terrain ever.
Alpha is Alpha 1.1.2_01, the latest ALpha without biomes.
And, btw, I have none of these versions.
btw
[19:53:38] 7200000
[19:54:01] 7190144
Here you can see speed of checking seeds for just 2 hours.
I don't compare anything and generate only stone and water in 1 chunk with 04.20 Infdev generator.
I think you can imagine speed of comparing heightmaps.
don't click this link...
And comparing it with heightmap from chunk will make it even slower. Also trees, flowers etc change heightmap very much, but take much time to generate.
Just generated shape (only stone and water) as byte array.
In Infdev all trees are big since 04.13 version. But they was removed in 06.08 version and returned only in some Alpha as tree variation.
Winter worlds should be random, it was like that in Alpha.
Also all Infdev versions before 06.16 or so have VERY different terrain shape from Alpha. 04.20 is in mod. 06.08 is in mod too, but I'm too lazy to add a button to GUI. (Really, I'm not joking). Earlier versions are unavailable, except 02.27 one, which is in mod too.
How are you sure? I mean, there is no filtered information about it. Ok, it's MOJANG, the company who put things on Minecraft, but only the half of the things that should put. But actually, the Bukkit devs are developing the Mod API, and the Bukkit plugins aren't too limited (at least, thats what I know).
Also, they know that the mods are a very delicate aspect of Minecraft, they can't just make a bad Mod API.
Also I'm sure that there will not be a way to disable biome loading etc.
I'm afraid that ModLoader will not be updated, however. Then I'll need to implement it myself.
idk how are you so sure. Anyway, I hope that the Mod API will be good. And if it's bad, ModLoader will continue updating. :B
They have to take risks :B
Edit: Enable javascript in browser.
Olddays: Allin1 Sounds.zip
NBXlite: Download
You need ModLoader and ModLoaderMp, both.
Extract Allin1 (on Olddays) or the content of /client/ (on NBXlite) folder on minecraft.jar, and copy the resources folder to /.minecraft/
But it will add time anyway.
However, there can be cave, and generating caves is pretty slow too.
Maybe check another chunk if at least half of values is same?