I should be able to release the Forge version in a week or two.
I tested this build as both a local server and on a dedicated rig using the 'sludge' seed. Man that's one huge ocean. The local server was choppy with growth on and normal-sized coral patches. Dedicated server fared better, but I can see how 'small' growth size would be preferred to conserve resources. Everything summoned properly with NEI, coral blocks and reefs placed properly and broke by hand and all vanilla pickaxes correctly. Bubbles properly refill your air (when coral has grown two blocks high of course), black coral properly damages you, and one variety of coral gives off light like it's supposed to (ID176 I believe). The only issue I found were the dye recipes - they didn't work for all damage values of coral, only one per color. They were (default IDs):
They were shapeless and correctly made the dye in all 4 inventory crafting slots. I didn't find any redstone weirdness either (not like there ever was any, but I run a redstone current through mod blocks to make sure). It actually ran halfway decently, if this was an alpha Nice work! Now I'm jonesing for Forge version, hehe.
If there's anything else you want tested, feel free to let me know, I'm down for whatever it takes to get this mod running!
Mod is incompatible with Millenaire and Littlebocks.
What happens when you use them together?
If it's a block ID conflict? (your error log says "block X is already in use by block Y"), you can correct that yourself by editing the configuration file.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
i would realy like if you guys made more marine stuff like abissal plains (on the bottom of the ocean there are very deep and wide craters where there are no corals but there are pools of goo made of oil and sulfur arround which many creatures grow and gather, some very large marine animals feed on those) or like glaciers (places of the ocean that are covered by layers of ice which are in turn covered by layers of snow, there can be places of the glacier where there is a colune of ice which touches the ocean floor and many fish and whales and dolphins gather under the ice, with the ocasional hole in the surface leading to the water).
i know this is out there scince your mod is only suposed to make corals but you are the only ones i think can do this and it would realy match with the corals. besides it could possibly made the game not have so many issues with growth being on, after all the other marine biomes i am sugesting are much less populated by stuff that grows.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The suction? I wasn't aware it had properties outside of damage (black coral) and air replenishment. If you're under flowing water too close to other blocks it's harder to move, but I always thought that was a vanilla Minecraft quirk. Am I wrong?
Any progress on the Forge version? I realize I can manually edit block ID's, but that's not really practical when Forge assigns them dynamically to everything else.
Seconded - I'd really like some news on the status of the Forge SMP version, as it's the only mod I'm waiting on to upgrade my server to the latest recommended build. I sure do hate to prod as I know this is but a hobby and a service done to the community. If it's a few weeks off yet I'll update and add this later, and keep new chunk exploration to a minimum
Seconded - I'd really like some news on the status of the Forge SMP version, as it's the only mod I'm waiting on to upgrade my server to the latest recommended build. I sure do hate to prod as I know this is but a hobby and a service done to the community. If it's a few weeks off yet I'll update and add this later, and keep new chunk exploration to a minimum
It'll be 1-2 weeks before I release the Forge version.
I'm working on adding the ability for OPs to generate Coral where they are standing.
Also providing an interface for OPs to change the settings in game,
and making sure it works properly and performs well.
It'll be 1-2 weeks before I release the Forge version.
I'm working on adding the ability for OPs to generate Coral where they are standing.
Also providing an interface for OPs to change the settings in game,
and making sure it works properly and performs well.
Thank you for the update! That sounds like a nice feature to add - best of luck implementing it, and if you need testers I'm sure a few of us following this thread will be more than happy to help.
no pics no clicks sorry themes the rules but i would be glad to download it if you would be so kind to take a print screen or even just a snap shot with your phone of your screen ps i would love to see mo'trees
ok there is no god damned rule stating "no pics no clicks" there is a rule section if you would GO READ THEM, thank you.
If there is going to be a forge version I'll wait on that.. I was a big fan of the original and Im glad someone is updating it. Also, the links appeared to be borked.
I tested this build as both a local server and on a dedicated rig using the 'sludge' seed. Man that's one huge ocean. The local server was choppy with growth on and normal-sized coral patches. Dedicated server fared better, but I can see how 'small' growth size would be preferred to conserve resources. Everything summoned properly with NEI, coral blocks and reefs placed properly and broke by hand and all vanilla pickaxes correctly. Bubbles properly refill your air (when coral has grown two blocks high of course), black coral properly damages you, and one variety of coral gives off light like it's supposed to (ID176 I believe). The only issue I found were the dye recipes - they didn't work for all damage values of coral, only one per color. They were (default IDs):
176:5-> cyan dye
177:3-> pink dye
178-> orange dye
178:1-> lime dye
178:2-> magenta dye
178:4-> cocoa beans (brown)
They were shapeless and correctly made the dye in all 4 inventory crafting slots. I didn't find any redstone weirdness either (not like there ever was any, but I run a redstone current through mod blocks to make sure). It actually ran halfway decently, if this was an alpha Nice work! Now I'm jonesing for Forge version, hehe.
If there's anything else you want tested, feel free to let me know, I'm down for whatever it takes to get this mod running!
Download and update forge and NEI again if that doesn't fix that a Modloader mod is overriding a forge mod with the same block id for coral reef
What happens when you use them together?
If it's a block ID conflict? (your error log says "block X is already in use by block Y"), you can correct that yourself by editing the configuration file.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
i know this is out there scince your mod is only suposed to make corals but you are the only ones i think can do this and it would realy match with the corals. besides it could possibly made the game not have so many issues with growth being on, after all the other marine biomes i am sugesting are much less populated by stuff that grows.
Would this link help at all? You've probably seen this already, but I was reading it a week or so ago and thought maybe this'd be useful:
http://www.minecraftforum.net/topic/1146535-smp-mods-forge-networkmod-and-fml-how-to-port-from-mlmp/
I just tried downloading it, and the hosting site had a "barf". Not happy.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The suction? I wasn't aware it had properties outside of damage (black coral) and air replenishment. If you're under flowing water too close to other blocks it's harder to move, but I always thought that was a vanilla Minecraft quirk. Am I wrong?
Yep, if you have any problems, PM me.
It'll be 1-2 weeks before I release the Forge version.
I'm working on adding the ability for OPs to generate Coral where they are standing.
Also providing an interface for OPs to change the settings in game,
and making sure it works properly and performs well.
I miss XCommands...
Thank you for the update! That sounds like a nice feature to add - best of luck implementing it, and if you need testers I'm sure a few of us following this thread will be more than happy to help.
ok there is no god damned rule stating "no pics no clicks" there is a rule section if you would GO READ THEM, thank you.
http://imgs.xkcd.com/comics/frame.jpg
Arr!
Your hard work shall be greatly appreciated!
Make sure you have the v2 of the mod downloaded - it fixes an issue with the cfg file not generating properly.