I'm using Marcopolo's "Better Ore Distribution" on my Vanilla 1.2.5 server... but I'm looking closely at using JRoush's "Custom Ore Generation" when I go to 1.3.2 with Forge and FML. I like both of those mods, but for different reasons.
My plan is to add your "Seasons" and hopefully "Metallurgy 2" when I do the upgrade. I got a little excited there when I saw you posted a 1.2.5 and thought maaaaayyybe I would dare tinker with the current setup to give it a whirl. I'm pumped for your SMP version... but I've got my eye on the road ahead with your 1.3.2 SMP.
Thanks again for your hard work on this davfrs. I think this is one of those... important mods. I'm sure you share the sentiment.
Cool. I just started on SMP, and it should be in v1.6 for 1.2.5, which I think I'll have done within a week. After I get it to 1.3.2 and you add it like you're planning, may I try your server? I love SMP and find SSP stale, so I'm often going to servers to play and hang. :3
And no problem. I'm wanting to see the mod become it's full potential, which is why I'm working on it. It's kind of a selfish reason, but I think it's a good one.
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Cool. I just started on SMP, and it should be in v1.6 for 1.2.5, which I think I'll have done within a week. After I get it to 1.3.2 and you add it like you're planning, may I try your server? I love SMP and find SSP stale, so I'm often going to servers to play and hang. :3
And no problem. I'm wanting to see the mod become it's full potential, which is why I'm working on it. It's kind of a selfish reason, but I think it's a good one.
For sure, dude. I'll give you a tour. You might get a kick out of it and want to join the team. We're building a 1:1 scale replica of The Great Pyramid. Obviously Survival mode makes it more challenging, and with the Ore mod on the server, eveything is harder to find (very rare, but large deposits). We're not using any mods on our clients. It's old school!
We all have different jobs that we stick to. We've got miners, lumberjacks, masons, blacksmiths, porters, farmers, a knightmage, a surveyor, and I'm the engineer.
With the ore deposits being so rare, but large, we need to set up remote mining operations, and we have a rail system that leads back to the village. It introduces the need for strategic mining as certain ores only appear in certain biomes. Iron in layered sheets. Coal in thick seams. Diamond in Kimberlite Pipes, Gold in veins that lead to motherlodes... with placer gold found on riverbanks nearby. Sometimes we branch mine, sometimes open pit, sometimes strip mining, sometimes blast mining... It all depends on the nature of the deposit we find.
And with so much invested in growing the village to accommodate the workflow, we can't just uproot and relocate, so that's where the rails become relevant. It's highly organized.
Your mod is gonna add some real flavour to our experience, with us having to farm seasonally, and build seasonally... As well as outfit ourselves accordingly.
Everyone, I worked a ton on the mod today... more than I reasonably should have, even. At least SMP is near, now. My guess is that the next version will be ready within three days or so.
EDIT: Bugs are holding back the release. Porting to 1.3.2 might solve some of them... Sorry for the delay, but the bugs are too common and important to ignore.
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No problem. I'm coming along alright for porting my bugged 1.2.5 SMP version to 1.3.2, which I think will fix the problems.
I added a section to the "what's done for the next version" in the opening post so everyone can see how the port is coming along.
Even though I'm not posting new replies, I'm still changing that list of what's done, so check back every now and then to see the progress.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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...pifflethepuffle...
How can I make this for a version that isn't out yet?
When Forge makes a recommended version for 1.4, I will work on porting to the new Minecraft edition.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
...pifflethepuffle...
How can I make this for a version that isn't out yet?
When Forge makes a recommended version for 1.4, I will work on porting to the new Minecraft edition.
I say we all give 1.4 a pass and go straight to 1.5.
Never give up on this, I loved this mod in 1.2.3. It is probably the 3rd most intelligent mod I've ever seen, with all of the non-colliding overwrites. If you wouldn't mind, could I test the Alpha for 1.3.1 if you manage to fix it? Thanks
I don't have a testable v1.6 for either 1.2.5 or 1.3.2, unfortunately. The 1.2.5 version crashes at world load or is unstable after such time. The 1.3.2 version is still getting written. There is the v2.2 beta for 1.3.2 SSP if people want it badly enough...
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After another long day, I got the mod to a compilable state. A Beta test will start soon, after I add some more of the code. PM me if you want to participate. If you do participate, I need to know about any and all issues that arise, no matter of what kind.
Also, as a last minute decision, the mod will be using Forge 4.2.5 build 303. This is because of a usage limitation on a function I was expecting to use from build 251 that I just found out about.
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Well, it's not yet at beta, but I started the testing anyways. You can still join if you want; just PM me.
Again, this test is for a Minecraft 1.3.2 SMP version of The Seasons Mod.
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Forge now contains it's own Modloader, so there's no need to have both.
The Seasons Mod is almost completely Forge-based at this point. While it's technically possible for this mod to no longer rely on Forge, I will not un-code the dependency, as too much effort would be needed to remove the requirement.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
The notifications for the season changes will be left to the server, like all other overlays.
As for "the faster speed water", I believe you are referring to a bug of which belonged to code removed over a year ago. I do not have that lost code, nor it's bug.
And I, too, am looking forward to a non-test build for 1.3.2 SMP
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
It took me hours to add support for all the Forge goodness. Just because a couple of people want to limit themselves does not mean that modders do, too. Having better modding tools is the future of Minecraft modding; fewer, the past.
While there will probably be someone out there crazy enough to help you, they will be foolish for trying to undo progress.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
I'm using Marcopolo's "Better Ore Distribution" on my Vanilla 1.2.5 server... but I'm looking closely at using JRoush's "Custom Ore Generation" when I go to 1.3.2 with Forge and FML. I like both of those mods, but for different reasons.
My plan is to add your "Seasons" and hopefully "Metallurgy 2" when I do the upgrade. I got a little excited there when I saw you posted a 1.2.5 and thought maaaaayyybe I would dare tinker with the current setup to give it a whirl. I'm pumped for your SMP version... but I've got my eye on the road ahead with your 1.3.2 SMP.
Thanks again for your hard work on this davfrs. I think this is one of those... important mods. I'm sure you share the sentiment.
And no problem. I'm wanting to see the mod become it's full potential, which is why I'm working on it. It's kind of a selfish reason, but I think it's a good one.
I program
For sure, dude. I'll give you a tour. You might get a kick out of it and want to join the team. We're building a 1:1 scale replica of The Great Pyramid. Obviously Survival mode makes it more challenging, and with the Ore mod on the server, eveything is harder to find (very rare, but large deposits). We're not using any mods on our clients. It's old school!
We all have different jobs that we stick to. We've got miners, lumberjacks, masons, blacksmiths, porters, farmers, a knightmage, a surveyor, and I'm the engineer.
With the ore deposits being so rare, but large, we need to set up remote mining operations, and we have a rail system that leads back to the village. It introduces the need for strategic mining as certain ores only appear in certain biomes. Iron in layered sheets. Coal in thick seams. Diamond in Kimberlite Pipes, Gold in veins that lead to motherlodes... with placer gold found on riverbanks nearby. Sometimes we branch mine, sometimes open pit, sometimes strip mining, sometimes blast mining... It all depends on the nature of the deposit we find.
And with so much invested in growing the village to accommodate the workflow, we can't just uproot and relocate, so that's where the rails become relevant. It's highly organized.
Your mod is gonna add some real flavour to our experience, with us having to farm seasonally, and build seasonally... As well as outfit ourselves accordingly.
Everyone, I worked a ton on the mod today... more than I reasonably should have, even. At least SMP is near, now. My guess is that the next version will be ready within three days or so.
EDIT: Bugs are holding back the release. Porting to 1.3.2 might solve some of them... Sorry for the delay, but the bugs are too common and important to ignore.
I program
I added a section to the "what's done for the next version" in the opening post so everyone can see how the port is coming along.
Even though I'm not posting new replies, I'm still changing that list of what's done, so check back every now and then to see the progress.
I program
How can I make this for a version that isn't out yet?
When Forge makes a recommended version for 1.4, I will work on porting to the new Minecraft edition.
I program
I say we all give 1.4 a pass and go straight to 1.5.
I program
Also, as a last minute decision, the mod will be using Forge 4.2.5 build 303. This is because of a usage limitation on a function I was expecting to use from build 251 that I just found out about.
I program
Again, this test is for a Minecraft 1.3.2 SMP version of The Seasons Mod.
I program
The Seasons Mod is almost completely Forge-based at this point. While it's technically possible for this mod to no longer rely on Forge, I will not un-code the dependency, as too much effort would be needed to remove the requirement.
I program
As for "the faster speed water", I believe you are referring to a bug of which belonged to code removed over a year ago. I do not have that lost code, nor it's bug.
And I, too, am looking forward to a non-test build for 1.3.2 SMP
I program
While there will probably be someone out there crazy enough to help you, they will be foolish for trying to undo progress.
I program